Study the exemplary process books displayed.
[Name], will you pray for us today?
Before you can fix something, you must understand why it was designed that way
You'll know the vocabulary of user experience: affordances, signifiers, feedback, mental models
You'll be able to use Nielsen's 10 heuristics to identify why something feels broken
You'll have chosen an app to improve and started mapping its current user flow
Core concepts from Norman — how we describe what happens at each step
What actions are possible (a button affords pressing)
What indicates where action should take place (the button's visual appearance)
What communicates the result of an action (button depresses, screen changes)
How users think the system works vs. how it actually works
A framework for evaluating interfaces — language to describe why something feels broken
Think of a familiar app's friction point. Which heuristics does it violate?
Documenting an app's current state — exactly what you'll create for B1
Learn from what others have already tested
Competitors have already tested solutions — learn from their successes and failures.
Choose an app that frustrates you, analyze what's broken, redesign the core experience
An app you actually use (or gave up on)
Clear purpose it's failing to achieve
Focus on one user flow, not the whole app
Already well-designed apps (Instagram, Spotify, etc.)
B1 due Day 6 (end of class) · Full project due Day 9 (Feb 9)
Bring index cards to next class!
Work Session — Choose your app (instructor approval required), map current user flow, identify 2-3 competitors
B1 User Flow & Competitive Analysis — due Day 6 (end of class), PDF to Learning Suite
Reading — Continue Norman Ch. 1 if not finished; read Figma's user flow article
Supplies — Purchase index cards before Day 6
Full project due Day 9 (Feb 9)