At this weeks check in with Stefan, he gave us feedback that there were far too many steps to add furniture to your room. He since reviewed this and rather then presenting detailed information the shop browsing level we opted to make the primary action adding the item to the room and giving a secondary call to action to view more detail. This decision was validated by Finbarr’s need for quickly being able to test out different furniture in his room.
After our getting feedback from both lecturers and or user testing session, we were confident that the user journey was optimised so we decide to go into higher fidelity prototypes for the next iteration. Mariana is a fantastic illustrator so we delegated that job of redrawing the prototype into a more finished style. As part of this process we agree how various user interface elements should look and agree that it was important that they were consistent across the entire flow.
Match between the system and the real world
We used recognisable icons across our prototypes so that user would not struggle to understand what each icon means
Consistency and stands
We ensured the the use of back buttons was consistent through the prototype and that it adheres to user expectations. For example, according to Apple’s Human Interface Guidelines, the back button should enable the user to retrace steps through the hierarchy of the information.
Similarly we enabled that button sizes where visually the same so that it meets Nielsen’s principle on consistency.
Visibility of System status
We made sure that the user was constantly made aware of if any state change from a interaction. For example, when you add an item to the cart we will signify that there is an item in the cart or show the number of items if there are multiple.
Similarly , when the user saved the new room that they have just created, they will be given a confirmation message to reassure them that the room as been saved.
Use control and Freedom
In order to allow the user to undo a step they have made we designed an undo button, a universal back button and a leave room button so that the user can back out of the action they just committed.
Confirm prompts at the delivery part of the payment funnel ensures that the user doesn’t make a mistake and in this case, send the purchase to the wrong address
Help & Documentation
With the creation of a initial walkthrough mode for the user, we can allow the use to learn the user interface without being overwhelmed with text manuals or information overload.
Slideshow for iteration 4
Prototype video Demo
Project Quick Links