Transcripts
1. Introduction: Welcome to the fundamentals of
UX prototyping. Hi, I'm Manthan Patel, a
Graphic and User
Experience(UX) Designer. In this course, we will cover
prototyping as a part of your
design process and how
prototyping can create better user experience. We will also cover different
prototyping fidelities, and we
will wrap up this course by
creating an interactive prototype with
Figma. This course is an overview of
prototyping, and we will get
to learn some of the basic
tools that can help you support in this
prototyping process. So if you are ready, let us
deep dive into fundamentals of
UX prototyping. This course is applicable for
all of the user experience
designers(UX), graphic
designers, UI designers, and even who want to learn
more about prototyping and
Figma. Alright, I will see you in the
first lecture.
2. The Fundamentals of Prototyping in UX Design: O prototype has several meanings
and several definitions. So I want to define
the term prototype for the scope of the course
before we get started. A prototype is an early
working model of a design used to gain feedbacks to rapidly
experiment with new ideas. Several factors
influence what type of prototype you will create, project timeline, where you
are in your design process, and how robust the
prototype needs to be. A prototype can be
created with sketches, wire frames, or mock ups. A sketch is a drawing of user interface where design
starts to take shape. Then wireframes are
representation of layouts and contents and where everything will reside on the
user interface. Wireframes can be gray
scale or black and white. A mockup is usually a fully rendered user
interface with color details, typography, and general
layout defined. A mockup looks like a final
product or a final design. Let me give you a quick note
on wireframes and mockups. Sometimes the term wireframes
and mockups are used interchangeably
because people refers to their design
works as wireframes, even if they aren't gris care. When working with a
robot design system, it's sometimes easier
to design components so your wireframes will
appear fully rendered, even if your work is
still in progress. Sketches, wireframes, and mockups are static
representation of your design. But they do not represent the interaction
designed by themselves. You need to add interactivity or a notation to
these static screens to understand how
the design will interact when someone take
an action on your UI. I'm defining interactivity
as any behavior that changes the state of the design or the flow base on
the user interaction. Simple examples of interactivity like an icon that might
change the view of the page, or by clicking on that, icon will open a
contextual menu. How the user interacts with your interface is the key
aspect of your overall design. So, prototyping enable us to
test our different flows, validate design concepts,
iterate through different ideas and deliver
cohesive experience. One of the key concepts of prototyping is to
validate your designs early and even often and
without a lot of overhead. There are a lot
of different ways to approach a design problem. Prototyping ideas and concepts
will help you get through the bad ideas quickly and bring out new ideas
to the full front. Your prototype doesn't
has to be code. You can prototype
with anything from sketches to even using a
fully rendered mockups. And this is exactly what we are going to do
in this course, and it will take your
user experience expertise to the whole another level. All right, I'll see you
in the next lecture.
3. The Importance of Prototyping in UX Design: One of the key things to
remember about prototyping is, it is not about your tools. It is about your design. Yes, the tools will support
and help with your design, but your design is
your main focus. Prototyping at all fidelity, help us to elimate the
risk of investing in a product that does not
resonate with the user, isn't easy to use or does not solve the
right business problems. Let me give you more examples on why we create prototypes. The first is to validate
new product idea. For example, the
business wants to tie out a new idea
or new product. So by creating an
early prototype and testing out the
idea in low cost way, we'll give enough direction
to determine that if it is a product or a
future worth investing in it, rather than spending too
much resources a front. The second is to validate the
design concepts or flows. There are multiple ways to
solve a design problem. And as part of your
design process, oftentimes multiple ideas and
multiple layouts might be prototype to determine
which design direction is best for the business
and for the users. Third is to determine if the product experiences
is usable or not. Prototype from
usability testing are typically more detailed
and of higher fidelity. Because at this point, the design direction has
already been sorted out, and now the feedback is more focused on whether the
product is usable or not. In this phase, the kind of feedback you might want
to look for is would include feedback on whether
the button labels are clear and if interactions are understood by
the user or not. A elements of design,
including content, are fair game for feedback in this high fidelity prototype. The fourth is communicating
an idea or vision. Prototypes are great from communicating to others on
how your design will work. If you present your work to
others on a regular basis, it will be a good habit
to have a prototype handy just in case to answer the question,
how it will work. These are some of the few
examples why we need prototype. So next time you create
your own prototype, keep these reasons in your mind. All right, I will see
you in the next lecture.
4. Mitigating Risks Through Prototyping: Developing products
without first getting earlier feedback from your
target market is very risky. It's expensive to build
a product without first determining if your market is adaptable to your idea
or to your product. Building the wrong
product experience, cost development time. If you have a product idea and you create a fully
functional experience, you might find out that product
isn't what user wanted. This is where prototyping
can help you a lot. You will find out through
the prototyping process where your design ideas
fails or where they shine. Prototypes are useful for any stage of your
design process. You can prototype just
to figure out how your experience should
work in a discovery stage. In the later stages, you can create a more
robust prototypes with the goal of
gathering user feedbacks. When creating prototypes
from feedback, determine what kind of
feedback you are looking for as that might influence a type of prototype you will
create further on. For example, if you are looking from more
granular feedback, you want a higher
fidelity prototype that user can interact with. With the help of good moderator, you can elicit a
lot of feedback on the design with low
fidelity prototypes. If it's a moderator session, there's more flexibility in not having a fully
functional prototype, because the moderator
can work user through the areas of the prototype
that aren't working, unmoderated sessions are self faced through a
testing platform. So you want to make sure that your prototype
can stand up to the task and clicks it is going to encounter in
unmoderated environment. Most prototyping
tools will cover both low fidelity
to high fidelity. But for more realistic
interactions, you might need more advanced
logic and conditions. For example, if you need
to store a user's data or if you need a
native video player to open on your user's device, these are advanced
prototyping needs, and you will want to make sure that you have the right
tool for the job. But before you do that, you should ask yourself
these questions. Does the prototype need
to be that advanced? Because sometimes we
want to keep things realistic and as
simple as possible. Next question you
can ask yourself is, Is it important to get
the feedback you need? And lastly, is simulating
the experience good enough to get a signal on where the design should go? Determining on what type of
feedback you will need will help you to decide on how
to approach your prototype. All right, I will see
you in the next lecture.
5. Prototyping and Design: Key Design Process Models: You might be wondering
how to apply your design thinking
into your products, designs or really anything. Well, to answer that, there are a few distinct models
in the design process. Basically, design process is
a problem solving method. And even though there are a few distinct models of
design process, the key idea or key concept
is largely the same. Al, that is gestate. Prototyping is a key phase
in the design process, and as the product
becomes more defined, the prototyping techniques
can also change accordingly, moving from lower fidelity
to higher fidelity. Before we get into fidelity, let us take a look at
the design process. The first model is a design
council's double diamond. The double diamond focuses on the key stages of
the design process. Discover, define,
develop, and deliver. The next model is standard
D schools approach with the key stages
of emphasize, define, ideate,
prototype, and test. These models has
now differences, but all models of design process addresses
the same key attributes. They are user centered with a focus on empathizing
with the user to understand their challenges while discovering
opportunities and insights. Defining the problem space
base on those insights and ideating through various
design concepts and ideas, we come up with
potential solutions, prototyping and iterating on those design ideas and concepts, and then final delivering
on those key ideas. The user center design
process is messy and iterative and not as
linear as it may appear. The process is intended to be a framework in which you can
create design solutions. Ideally, you want to follow these key steps into
your design to make sure that you are focused
on designing the right things and that you are delivering
the right product. For instance, you
might be retesting through various different
ideas and concepts. So you might start with
paper prototyping. And as your project moves
into the final delivery, you may want a more robust
functional prototype for usability feedback and for communicating with your
design to your team. You can prototype at any
stage of your design process. And as the fidelity of
the design increases, the fidelity of prototype
also increases. In other words, high fidelity. We have talked about
different design process models and prototype. In the next lecture, we will leave dive into
prototype fidelity. Or light, I will see you there.
6. The Three Levels of Prototype Fidelity in UX Design: Let's take a moment and
talk about fidelity. Fidelity refers to
the completeness of the user interface,
interaction, and flow. Fidelity can also refer
to the visual appearance, but also protype functionality. There are basically
three type of fidelity, low, medium, and lastly high. We will talk about each
of these in detail. Applying low fidelity
is a good way to focus on dating
the interactions in the flow correct without being overly concerned about
the visual interface. An example of when you want
to use low fidelity approach is when you are in the early phase of
interviewing your users, and you have some ideas of the problems you want to solve. But you want to get feedback before going too
far into that idea. In this case, sketching out some high level ideas
and putting them in front of your user
is a great way to get feedback and track
their reactions. Sketches can introduce
new level of ideas that user may not have thought about until without
seeing your sketch. They can elicit a lot of great insights and start a
lot of new conversations. One of the benefits
of sketching is that you can rapidly
iterate or rapidly repeat through concepts and incorporate them in the
user feedback very quickly. Low fidelity prototypes doesn't
only apply to sketches. Remember that you can have a low fidelity prototype that has very
unpolished interface, like a gray scale wire fame. Some prototyping tools are
also designed to stimulate a sketchy interface using basic shapes to convey this
low level of fidelity. Medium fidelity prototypes
can have a mix of basic functionalities and some
define interface elements. But some flows may not
be complete in it. Because you want more input and more feedback from the
user to guide your design. For instance, in a
project that I work on, I put a medium fidelity
prototype in front of my users. Only a few links work because I wanted feedback on the
links that didn't work, and I wanted the user to tell me where they think
they should go and why. In this example, the
design was partly defined, but I needed more
understanding from the user to define the
rest of my design. Typically, medium fidelity
prototypes are used in the face of design where you have some key
elements in the place, but still needs to
validate some concepts to get a better understanding
of your user's need. High fidelity prototypes are best used for
scenarios where you have a solid idea of how the design interface
should look and work, and you want more specific
feedback from it. As a note, highly defined
visual interfaces gives the impression that the product is final and finish. Feedback might be at the interface level with
focus more on colors, funds, and tax labels. But if you're not looking
at that kind of feedback, you can stay at
lower fidelity to focus more on the basics
of interactions and flows. High fidelity design
are also useful for the final
delivery because it allows everyone on
the development team to engage with the design
and see how it works. Prototyping is useful at any
part of your design process, and Fidelity shows
you what kind of feedback you want and where you are in
your design process. All right, I'll see you
in the next lecture.
7. Understanding Low Fidelity Prototypes in UX Design: Low fidelity prototypes are a rough presentation of
your idea or your design, and they aren't
actually very defined. They can be easily made
in sketches on papers, but there are some
digital tools that can stimulate that
unfinished look and feel. And we will look at those
later in this course. Low fidelity is sometimes
defined as only paper base, like a sketch on paper. There's some nonces
to this debate, but I'm defining low fidelity to include clickable wireframes, which can be created in a prototyping software that mimics low fidelity interface. There's a lot of advantages and pros to using low
fidelity prototypes, especially earlier in
the UX design process. Few key advantages
are that users are more likely to be
open with their feedback. A low fdalty nature of
the prototype gives the impression that the design is an earlier concept phase. And if you ask for the feedback, users will more likely to
give their honest opinion because they still know that the design is under
construction. Moving on, they are very easy to create with little
time or effort. And if you are using paper, you can quickly sketch
out an idea and few key screens to get
across the basic concept. They are easy to iterate
quickly on the feedback. And if the first low fidelity
concept return work, then you can try something new. With low fidelity prototypes, you can easily come up with a new idea or concept based on the user's feedback
or other things that weren't included
after the first prototype, and iterate and incorporate
that feedback very quickly. There's more focus on
the integrations and flows when you are creating designs that are low fidelity. It gives you the opportunity to really focus on
the interaction and flow without being overly concerned about
the visual layer. Sometimes getting
the basic design in your mind is all you need. Well, some disadvantages
of low fidelity prototypes are that they are limited in flow and
interaction behavior. The design of low
fidelity prototypes limits the realistic
interaction and behavior. So you won't be able to receive rich feedback on how
interface element works. They are faciltd drivens. Sometimes, low fidelity
prototypes does not have enough clarity in
the interface to stand out on its own for
users to understand. So a facilitator is required to walk the user through
the design so that they know what they are
looking at and can help them navigate through the
flow and interaction. Third, is that the
usability is undetermined. Another key thing to keep
in mind is that these are great from uncovering
high level usability issues, but are not from detailed
usability feedback on the interaction behavior. To low fidelity can relate
too much imagination. Yes, there is such a thing
called too low fidelity. If your low fidelity version is just box to
stimulate a layout, and you are asking the
user to fill that box. Sometimes user don't
have the imagination or visual vocab to describe
what causes in that box. Still need to be
some direction in the low fidety design
that user can interpret. But there's still a lot
of value in staying low fidelity during
the earlier phase of your design process. Low fidelity prototypes are useful and will work
almost from every project, but they are very useful in the earlier stage of
your design process. So next time when you
have a tough project, and it's requires to focus on
the basics and fundamental, try using low
fidelity prototypes and you will help you greatly. All right, I will see
you in the next lecture.
8. Understanding Medium and High Fidelity Prototypes: Medium fidelity
prototypes can share the same attributes of high fidelity prototypes
like the Luke and fel, but may not have all
the functionalities. Medium fidelity prototypes work well when you might have some of the
design accounted for, but might not have
a complete picture of your design just yet. They might have a mix
of elements that can design and undesigned
or undefined. They are best from scenarios. Then you feel pretty good about some elements of the
designs and interaction, but you still have
some open questions and you don't know
which direction to go. You can have a mix of elements
that are established, but keep elements
as a placeholders. You can ask them more
questions to help clarify what type of content and where
to take the design. By comparison, high
fideelty prototypes are typically close to the final design and we have all the colors and
branding representative. Usually, clickthrough
interactions are also in the place in
high fidelity designs. Some advantages to medium
fideity prototypes is that they are flexible. They work really well,
and you have some ideas, but haven't actually
figure out everything. There's a bit more flexibility in how you approach the design. Now, some disadvantages. You will need a facilitator, especially if you're
looking for new ideas. You might have to get
the user's imagination working when looking at the page with place
ser type content. In addition to that, medium fidelity prototypes
aren't reliable for catching usability issues since it will be too
likely of high level. High fidelity designs,
on the other hand, have unique advantages over
medium fidelity designs. First, they are more
representative of the look and the feel of the design because the design
feels more real, realistic, and users
will go through the prototype as if they
would have normal experience. Secondly, the design probably
doesn't need a facilator. If the design is almost
then, generally speaking, a facilator isn't required to walk the user go
through the design. You maybe even use a remote testing program that the user can
complete on their own. The third is that
usability issues will likely to be caught. Any usability problems that are remaining or weren't
caught through early prototypes will likely to be caught in high
fidelity designs. Here are some disadvantages of both medium to high
fidelity designs. First is that they require
tons of time to create. H ih feeder prototypes
can be very robust, and it will take
more time to create a fully functional
polish prototype. Second, users aren't
as willing to give feedback as in the earlier
level of prototype. The final appears of the design can limit the
kind of feedback users are willing to say because the design looks so
final and fantastic. For example, if the
flow is confusing, they may refrain from saying
that because they might feel like the design is already finished and they
might self add it. And the third is that they
are harder to operate. High fidelity prototypes
can be time consuming to create if they require a lot of interactions
and use cases. As a result, they can
be difficult to update, especially if there
is some issues with the core functionality that are highlighted
through this testing. Prototyping is a fundamental
aspect of US design process. And by knowing some of the
disadvantages and advantages, you can know which
fidelity is right from you and where you are
in your design process.
9. Optimizing User Feedback: Prototyping Techniques: When creating your
design prototypes, you want to be aware of what kind of feedbacks
you are looking for. You want to make sure that
you get the right type of feedback that will be useful to incorporate
in your designs. When testing your prototype
with a facilator, you will need a user researcher or someone with a
neutral mindset, and also who is
very familiar with the prototype and
the design goals. It's really important that the facilator is neutral
because you don't want anyone to ask leading questions or judge the user in any way. If you are testing low and
medium fidelity prototypes, the designer and the
facilator will collaborate to come up from the kind of questions you will ask
around the design. The questions from low fidelity prototypes will be open ended. And from medium
fidelity designs, the question might range
from open ended to specific. And lastly, from high
fidelity prototypes, the question will
be more specific. You will need to establish a clear goal of what you
want out of your testing. So it's important that the
facilitators are skilled in asking the right questions without leading the
user to the answer. Open ended research can be
tricky because people will have questions and
a good facilator will able to let
the chatting flow, but bring back the focus
to design if needed. Typically, when a facilator is interviewing the user either
remotely or in person, the project team and the designer will
observe the session. It's critical that the
designer should be present at the user research session to hear the feedback
directly from the user. No matter how solid you
think your design is, it's always humble to
listen from a user, Designers will
sometimes facilitate their own design
sessions with user, which isn't a problem if the designer is open to
all of the feedback, maintains a curious
mindset during the interview and can ask questions without
leading the user. Sometimes, when designers
are testing their own work, confirmation bias can sweep in. Confirmation bias occurs
when you expect from your users to experience the design the way you
want to experience there. And when the feedback is in
opposite or is in 180 degree, they minimize or they
ignore that feedback. The goal of testing your
prototype is to find out if your design resonates
with your user or not. Sometimes it will,
sometimes it doesn't. This is all useful information
for us because we can incorporate the feedback and ideas into the next iteration. Now that we have learned
different type of fidealties, and testing prototyping,
let us learn how to create prototypes at
different levels of fdalties. All right, I will see
you in the next lecture.
10. Paper Prototyping: Creating a paper prototype
is a very simple process and is more focus on understanding high level attributes
of your design, like flows, interactions,
and layouts. Paper design needs someone
to facilate the conversation because it takes a little bit of imagination from the user. A facilator will
be able to offer contexts by providing
scenarios for them to think about and help
guide the user if they got stuck or to get the user to speak more about their
thoughts on the design. Paper prototyping is
pretty easy to do. You don't have to worry
whether you can draw or not, and the fidelity just
needs to be clear enough to get your point
across squares, rectangles, lines, and words. All you really need
is a black marker, paper, and some sticky notes. For testing mobile
paper prototypes, it's nice to have a cutout
of a mobile frame to stimulate the limited view
of items in the viewport. The rest of prototype
can be draw on paper. When you are using the same prototype for multiple people. Sometimes the paper will
get torn or worn out. So it's much recommended to use a heavier paper weight that
will help prevent that. Let's say we wanted to create an e commerce to
mobile application. When approaching any
type of prototype, you will want to start
by sketching out your ideas of the
screens and the layouts, as well as the flows
for your design. For example, I have
few iterations where I just came up with some different approaches from my design. Let's say homepage and the kind of content
I want to showcase. I also have an idea for how the tape bar
should be organized. You can see this
is pretty rough. And my sketches are really all about getting multiple
ideas on the paper. You don't need perfection here. The next thing I did was create a high level flow of key screens and interaction
from the design. In my example, here
I have the homepage, some capabilities
and the ability to add an item to the card. You can simulate the
scrolling behavior by using strips of lightweight cartoon
stock and moving it up and down through the viewport
of your template or from side to side to stimulate scrolling
of left to right. Ideally, you can
draw your designs in portrait to
stimulate scrolling up and down or in landscape for horizontal
score interaction. That's all about
paper prototyping, and in the next lecture, we will move ahead to Figma. All right, I will see you there.
11. Prototyping Fundamentals in Figma: Hello, and welcome
back, everyone. From this lecture
on, we are going to start prototyping in Figma. So download the Figma and sign in or sign up
for Figma account. All right, I will see
you in the Figma screen. I have created these screens for a fictional E commerce head
company using these elements. All of these files are
in the resource section, so make sure to check it out, and all of these assets
are included in that. So you can follow along
in Figma with me. Let us walk through the overall flow and the interactions. This is a fictional
company that sells hat, and customers can customize a hat if they
select this option. From the home page, you can tape into this particular head, and it will bring you to
the product detail page. You can scroll this page
and see supporting content, like details and reviews. When I tape on the link to
view the ethical practices, I see a bottom sheet
with more information. I can drag the bottom sheet up and scroll to
view more images. Let's start organizing all
of the screens and elements, as well as start our prototyping by
connecting them in Figma. I'm going to use the
frame size of the iPhone, which is 390 by 844, which is the default
size of iPhone. Select F on the keyboard
to create a new frame. To select the size
and type of frame. In the right hand side panel, there will be different
screen types and sizes. Make two more by
copying and pasting. Let's name the first frame home, and the second one,
product retails. And the last one, bottom sheet. I have the elements we are
going to use on the left, and we will compose the
screens using these elements. Here, I have three frames. One from the homepage header, one from the content, and the
last one from the tab bar. I'm going to select the
homepage header from the layer and copy and
paste it to the frame. I name home using
command plus C on MC or Control plus
on windows to copy. I'm going to select
the home frame and paste it into the frame. I will do the same thing
from the home content. I will copy and paste it into the frame and
reposition it. And lastly, I will
copy and paste the tab bar element into the
frame and reposition that. For the product detail page, we will use the same process. Copy and taste all the elements in the same way we did
it in the first page. I will do that now.
The add two car button will appear at the
bottom of the screen. So I will reposition it so that it is sitting
at the bottom. For the last screen,
we will take the two elements
from the layer from the bottom sheet
elements and copy and paste it into the
frame from bottom sheet. For the bottom sheet screen, I'm going to change
the radius of the top left and right to ten to match the rounded corners of the bottom sheet
style for the header. Once we reposition
those elements, Next, let us copy and paste the bottom sheet to make
a second bottom sheet. Now let's change the height
of the second bottom sheet to 268 and name it as
bottom sheet two. These are the two heights
of the bottom sheets. When we create the
prototype connecting this, we want to simulate
the drag interaction. So we need two
different heights, the minimum height and
the maximum height. We have laid out our screens to get ready for the prototype. In the next lecture,
we will connect our prototype and
get this working. All, don't go anywhere, and I will see you
in the next one.
12. Mastering Interactive Prototypes in Figma: In the previous video, we have set up our screens
to start to connect to our prototype and bring
our vision to ideas. For this prototype, the flow start from the hat
image on the home page. First, let's expand
the home frame to show the image
within the frame. Our content is not visible
outside of the frame, but we want that because
it allows the area to be scroll label within
this viewport when we set this to scroll. This hat with the blue
band labeled countryside is the item I want to
connect to our next screen. From the right hand side panel, there's a tab label prototype. With the home screen selected, let's tap on prototype. When you tap on
the frame elements in the prototyping mode. You will see shape outlines
that will have circles, and when you hover over to them, they will turn into plus signs. These are the connection
points where you can drag arrows to the other
screens to create interaction. Let's add this
connection from the head on the homepage to our
product detail page. When you make that connection, you will see this
contextual window that allows you to
select the type of trigger where it's navigate and what type of
interaction you want. Tapping on that
interaction area, we will get different options. The action I'm
looking for is push. When push is selected, there's four different arrows indicating the
direction of the push. I will select the first arrow. On the product detail
page back arrow, we will add this
push integration or push interaction connecting
to our home page. We will select the second arrow to give us the opposinge
push behavior. Let's look amazing
and perfect to me. Next, I will update the home
frame so that it is back to 844 height by adjusting the height in the right
hand side design panel. Now, let's add the
scroll able area. Select the home frame and tape on prototype on
the right hand side. We will select
vertical scrolling from the scroll behavior area. This will set the frame
to be scrollable. We want the header and the
tape bar to stay in place. So we will select the header, go to prototyping
panel again and select fix position from
the scroll behavior area. Next, we will select the tape bar and in
the prototyping panel, select fix from the
scroll behavior area. Let's set the flow
to no scrolling. For the product detail page, we also want to make
sure that the content is by setting the
frame to vertical. The header on this
page should also be fixed as well as the
add to card button. We will do the same
thing as we did in the home screen by
selecting the header and changing the setting in
the prototyping panel to fix position with overflow
set to no scrolling. We will do that from
both the header and the add two card button. It's time to preview our design, and let's see how it is working. It should be scrolling perfect. And if you tape on the head, you should see the
product t page pushing. Your design isn't scrolling,
check your layers. You should see an area
that says scrolls, and you will want
to make sure that the right layers are
under that scroll area. If you're not able to see the option for fix in the
right hand side panel, try dragging the
element to the area under fix in the layers
panel on the left. In the next video,
we will set up our bottom sheet interaction by using overlays and
rag interaction.
13. Advanced Prototyping in Figma: In the previous video, we have set up a
scrollable homepage and a typeable or type interaction for our product detail page. Let's get into the
bottom sheet overlays and simple drug interactions. We have already placed all the elements on
the bottom sheet, so now we will connect them. From this link on
the product retail, I want to tape on it to
show the bottom sheet. This bottom sheet sores
additional information about how the materials are
being produced and sourced. I have designed this as a bottom sheet
because someone can tape on this only if they are interested
in learning more. The bottom sheet has both
horizontal and vertical scoring to show more information
in small space. Let's start hooking
up this prototype. I will add a retangle over the plutex by typing the
letter R on the keyboard. Next, let us remove the fill by selecting
the retangle shape, and then on the right
hand side panel, turning the fill to zero or
removing it with minus size. With the retangle selected, go to prototype penner, and connect the retangle to the small bottom sheet
with the connector. In the contextual menu, we want to select the
property and select move in. Select the last icon of
the arrow pointing up. In the overlay setting area, select the bottom center choice, which also maps
to the last icon. You will want to select
the two option for close when clicking outside
and adding background. This setting shows you where the bottom sheet will appear, and the behavior from clearing the bottom sheet if the
user tapes outside of it. The background refers to the
demeaning effect that will cover the screen when the button sheet
has been triggered. Let's see how it looks. You can see that it comes
up from the bottom. And when I tape into
the background, the bottom sheet goes back down, and that's exactly
what we wanted. Next, let us get
the first set of images in the bottom sheet
to scroll horizontally. We did a vertica scroll
in the last lecture, so we are familiar
with that concept. But now we can set the set
of images labeled scroll to horizontal scroll by selecting the image group and setting
the overflow to horizontal. Let's apply that same
horizontal effect to the other bottom
sheet as well. Let us pre with it, and this looks like it is
working as expected. Next, let us add that drag interaction from the top handle of
the bottom sheet. Will select the top handle and from the prototype section, connect the top handle to
the taller bottom sheet. We will change the
interaction to, and we will select swamp
overlay and smart animate. We will apply the
same settings to the taller bottom sheet connecting back to the
smaller bottom sheet. On the taller
bottom sheet frame, we will select the content
to scroll vertically, and let's test our design.
14. Class Project: Hello, and welcome
back, everyone. In this lecture, we
are going to discuss about your class homework
or your class project. The class project
for you will be, you have to do a paper
prototyping for any of your idea, your product, or your design. Let me show you what
I'm talking about. As you can see in the screen, these are some of the examples
of paper prototyping. And don't forget and
don't forget that we have already covered this in some
of the previous lectures. Feel free to do paper prototyping
for any of your ideas. Don't worry whether
you can draw or not. Paper prototyping is very easy, and everyone can do
it.'s say you can simply do a paper prototyping
in just a rough sketch, as well as you can customize
your paper prototyping, as per your liking, and
as per your preference. The ultimate goal of
this class project is to get you started on
your UX design journey. All right. After completing
your paper prototyping, click the picture of it or
attach the screenshot of it in the project section
to earn your certificate. That's all for this
lecture and all the best from your project
or from your homework. And feel free to ask me
any question if you have. All right, I will see
you in another one.
15. You Made It! Closing Moment: Thank you so much from
watching this course. I hope that you will
feel now confident in understanding
that how prototyping fits into your overall design
process and how you can achieve your best user interface and bring your design to life. To find out more about me, please visit on my
Link in and follow me. You can check out
my another course on graphic designing in Canva. I would love to hear more about your projects that
you are working on, and would be happy to answer any questions that
you might have. Thanks again and
happy designing.