26 /11/2025--12/12/2025 (W10-W12)
LIU YITONG (0370907)
Application Design / Bachelor of Design (Hons) in Creative Media / Taylor's University
INSTEUCTION
LECTURE & TUTORIAL
Week 11
Usability Testing & UI Kit
Usability Testing: It is a method of evaluating a product or service by
representative users, with the main purpose of identifying usability
issues, collecting qualitative data, and assessing user
satisfaction.
Testing process: A low-fidelity prototype needs to be prepared, user
scenarios and written instructions need to be formulated, a small number
of participants (for example, 3) need to be recruited for the test, and
feedback collected for improving the wireframes.
UI Kit (User Interface Toolkit) Content: It includes standard elements
used to maintain design consistency, such as typography (Typography),
iconography (Iconography), layouts and grids (Layouts and grids), color
palettes (Color palette), and components (Components), such as buttons,
input boxes, and navigation bars.
Week 12
Usability Heuristics
Definition: Usability heuristics are general principles or guidelines that
designers use to assess and enhance the user-friendliness of products such
as websites and applications.
Core Principles (10 Heuristics by Jakob Nielsen):
System Status Visibility: Provide timely feedback to users, informing them
of the current status of the system.
System and Real World Matching (Match Between System & Real World):
Utilize language and concepts familiar to users.
User Control and Freedom: Allows users to undo or redo operations,
providing flexibility for going back and canceling.
Consistency and Standards: Maintain the uniformity and predictability of
design elements, patterns, and behaviors throughout the entire
interface.
Error Prevention: During the design process, reduce the likelihood of
users making mistakes (for example: clear instructions, confirmation
prompts).
User Interface Visual Elements
Definition: Usability heuristics are general principles or guidelines that
designers use to assess and enhance the user-friendliness of products such
as websites and applications.
Core Principles (10 Heuristics by Jakob Nielsen):
System Status Visibility: Provide timely feedback to users, informing them
of the current status of the system.
System and Real World Matching (Match Between System & Real World):
Utilize language and concepts familiar to users.
Consistency and Standards: Maintain the uniformity and predictability of
design elements, patterns, and behaviors throughout the entire
interface.
Error Prevention: During the design process, reduce the likelihood of
users making mistakes (for example: clear instructions, confirmation
prompts).
Recognition Rather Than Recall: Facilitates users' ability to identify
options rather than relying on memory.
Flexibility and Efficiency of Use: Satisfy the needs of both novice and
experienced users (e.g. provide shortcuts).
Aesthetics and Minimalist Design: Focused on simplicity, clarity and
visual appeal, eliminating unnecessary elements.
TASK
Intro Slice (Summary of Task 2 research)
During the Task 2 research phase, I conducted a thorough analysis of the
existing Steam mobile applications. Through market research, user
questionnaires, interviews, and card categorization, I clearly
identified the core problems encountered by users in their usage. The
core pain points I discovered were concentrated in two aspects:
1. Disorganized information: The current application layout is
overly crowded and complex, making it difficult for users to quickly
find key content.
2. Inadequate social connectivity: The chat function is separated
from the main application, seriously undermining the convenience of
communicating with friends and teaming up on the mobile platform.
My design goals are based on four core user needs:
Clarity
I decided to simplify the navigation and layout to ensure that core
functions such as the store and game library are easily
accessible.
Simplicity
I will optimize the page layout, remove redundant information, and
create a cleaner mobile experience.
Social
I plan to reintegrate the chat function into the main application and
improve the friend system. Additionally, I will add a "People Nearby
Playing This Game" system.
Sketches
At this stage, I first explore and conceive new interface layouts and
interaction processes through rapid hand-drawn sketches.
Fig.2.1 Sketch attempt
Then select the favorite layout and transfer it to Procreate to carry out
detailed drawing.
Fig.2.2 Sketches
I made adjustments to the homepage layout. I focused on optimizing the
information hierarchy, making the discounts, recommendations, and personal
exploration queue more distinct.
Additionally, I added a chat function. I explored the possibility of placing
the friend list and group chats directly at the bottom navigation bar of the
main application.
Reference
My design inspiration and functional references mainly come from the
analysis of other mainstream game platform mobile applications (PlayStation
App, Xbox App), the reference to the Steam app itself, and the borrowing
from social software.
Fig.2.3 Reference board
Wireframes
The wireframe stage transforms the concepts in the sketches into a more
structured form.
First, I reviewed the flow chart created in Project 2 to help me better
create the wire frame.
Fig.2.4 Flow chart in project 2
During this stage, I mainly focused on the page structure, element
placement, and information flow.
Fig.2.5 Wireframes
After referring to the wireframe, I began to try creating a prototype in
Figma.
Fig.2.6 Wireframe design in Figma (version 1)
Lo-Fi Prototype
The low-fidelity prototype is an interactive version based on wireframes, used
for preliminary user testing. I added more pages, such as the "cart". Then I
also improved more derived interfaces for the chat function.
Fig.2.7 Landing page
Fig.2.8 Store Page and Burger Menu
Fig.2.9 Notice Page, Library Page, Wishlist and Profile Page
Fig.2.10 Cart Page
Fig.2.11 Chat Page
Fig.2.12 Overview
Fig.2.13 Prototype Scenario
User Testing
Fig.2.15 User 3
User Testing Video Link:
Feedback Form:
Analysis & Changes
Analysis
Overall, the feedback from the three users was positive.
All participants found the app
clean, simple, and easier to use compared to the original
version.
Users appreciated the smooth purchasing process, clear
chat and group chat functions, and helpful
game categorization, which made it easier to find suitable
games. The “nearby players playing this game” feature was
also seen as valuable in creating a sense of community.
Fig.2.16 Bottom navigation bar
However, two users mentioned that the
bottom navigation bar is unclear because it uses icons
without text labels, causing confusion during first-time use. One
user also felt that the
game detail page is overly simplified, lacking information
such as events, updates, or similar games. Some users expected more
visible friend activity to enhance social interaction.
Overall satisfaction ranged from moderate to very high.
Changes
The user testing shows that simplifying the layout and integrating
social features is effective, but over-simplification affects clarity
and discoverability.
Planned improvements include:
Fig.2.17 Changed bottom navigation bar
Adding text labels to the bottom navigation icons to improve
usability.
Fig.2.18 Enhancing the game detail page
Enhancing the game detail page with expandable sections for events,
updates, and similar games.
Fig.2.19 Showing recent friend activity
Increasing social visibility, such as showing recent friend activity.
Maintaining the current clean layout, smooth purchase flow, and chat
features, which were strongly praised.
Final Outcome
Figma Link
Prototype
Link: Click here
Walkthrough Video




















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