
Developing user interfaces
Students design and create low-fidelity and high-fidelity prototypes for user interfaces. They evaluate usability and accessibility principles.
TL;DR:Developing user interfaces (UI) is where students consider the human element of digital solutions. This topic covers the design cycle from low-fidelity sketches to high-fidelity interactive prototypes. Students explore principles of usability, such as consistency and feedback, and accessibility, ensuring that solutions are inclusive of people with disabilities. In the Australian context, this also means considering the diverse linguistic and cultural backgrounds of users, including First Nations people.
About This Topic
Developing user interfaces (UI) is where students consider the human element of digital solutions. This topic covers the design cycle from low-fidelity sketches to high-fidelity interactive prototypes. Students explore principles of usability, such as consistency and feedback, and accessibility, ensuring that solutions are inclusive of people with disabilities. In the Australian context, this also means considering the diverse linguistic and cultural backgrounds of users, including First Nations people.
Students learn that a functional backend is useless if the frontend is confusing. They must justify their design choices based on established UI/UX principles. This topic is highly visual and iterative, making it perfect for gallery walks and peer feedback sessions. Students grasp the importance of user-centric design much faster when they watch a peer struggle to navigate their 'intuitive' prototype.
Key Questions
- What constitutes an intuitive user interface?
- How do we design for accessibility?
- Why is prototyping a critical step in development?
Watch Out for These Misconceptions
Common MisconceptionUI design is just about making the app look 'pretty'.
What to Teach Instead
Students often focus on colours and fonts over functionality. Using 'user testing' sessions where peers try to complete a specific task on a prototype helps students see that usability and layout are more important than aesthetics.
Common MisconceptionAccessibility is only for people who are completely blind.
What to Teach Instead
Many students forget about colour blindness, low literacy, or situational disabilities (like using a phone in bright sunlight). Active investigations into diverse user personas help broaden their understanding of inclusive design.
Active Learning Ideas
See all activities→Simulation Game
The 'Blind' Navigation Test
One student acts as the 'user' and is blindfolded or wears blurred glasses, while another acts as the 'screen reader' for a paper prototype. This helps students experience the importance of high-contrast design and clear labelling for accessibility.
Gallery Walk
Low-Fidelity Critique
Students pin their hand-drawn wireframes to the wall. Peers move around with sticky notes to provide feedback based on 'Nielsen's Heuristics', such as 'Visibility of system status' or 'User control and freedom'.
Think-Pair-Share
Accessibility Audit
Students find a popular Australian website (e.g., a bank or government site) and identify three features that support accessibility and one that might hinder it. They share their findings with a partner to discuss how they would improve the design.
Frequently Asked Questions
What is the difference between UI and UX?
What tools should students use for high-fidelity prototyping?
How can active learning help students understand UI design?
How do we design for cultural inclusivity in Australia?
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