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- User Experience Design
User Experience Design: From User Stories to Prototypes
Grade 8Lesson 4 of 10 in Computing for Ages 11 to 14 Course
What you will learn
- Explain what user-centered design is and why its steps repeat, identify everyone a digital product affects, and find out and record what its users need.
- Explain the user-centered design processDescribe what user experience and user interface mean, what makes a design process user-centered, and how its stages repeat in a cycle.
- Identify stakeholders and find out what users needName the users and other stakeholders of a product, gather their needs with simple interviews, surveys and observation, and summarize what you learn in a user profile.
- Write user storiesTurn users' needs into short user stories with a clear user, goal and reason, and add acceptance criteria that show when a story is done.
- Explain the user-centered design process
- Write clear, testable requirements and design criteria from users' needs, then generate many different ideas and choose one using evidence.
- Write functional and non-functional requirementsDefine the problem, tell functional from non-functional requirements, make each requirement specific and testable, and collect them with the constraints into design criteria.
- Generate ideas and choose the best oneCreate many different design ideas with brainstorming and quick sketching, then compare them against the design criteria and justify which one to develop.
- Write functional and non-functional requirements
- Show how a product will look and work before it is built, using wireframes, storyboards and user flows, and organize its content so users can find their way around.
- Sketch screen layouts with wireframesDraw and annotate wireframes that show what goes where on each screen, and tell wireframes apart from mock-ups and prototypes.
- Show the user's journey with storyboards and user flowsUse storyboards to show a user in a real situation using the product, and user-flow diagrams to map the screens and actions of a task.
- Organize navigation and information structureGroup and label content the way users think, draw a site map, choose a navigation structure and make sure users always know where they are.
- Sketch screen layouts with wireframes
- Use consistency and feedback so users always know what to do and what has happened, and design so that people with different abilities and in different situations can use the product.
- Keep the design consistent and give clear feedbackApply internal and external consistency with the help of a style guide, and design feedback, confirmations and error messages that tell users what happened.
- Design for accessibility and inclusionPlan for users with different abilities and in different situations, with text alternatives, strong contrast, clear text, large touch targets and support for assistive technology.
- Keep the design consistent and give clear feedback
- Choose the right kind of prototype for the question you need to answer, then turn the wireframes into a clickable prototype with a no-code or low-code tool so users can try the design before it is programmed.
- Choose the right kind of prototypeExplain what a prototype is for, compare paper and clickable prototypes of different fidelity, and pick one to suit the question, the time and the tools.
- Build a clickable prototype step by stepSet up screens, add layouts and reusable parts, link hotspots to make every path work, and check the prototype before testing it with users.
- Choose the right kind of prototype
- Plan and run tests with real users, judge the design against its criteria using the evidence, and use what you learn to improve it in further rounds.
- Plan and run a test with usersPlan a user test with clear goals, suitable testers and realistic tasks, run it with the think-aloud method without leading the tester, and record what happens.
- Analyze results and evaluate the design against criteriaSummarize test results with simple counts and averages, find and rank the problems, and judge each design criterion as met, partly met or not met using evidence.
- Improve the design through iterationTurn the test findings into ranked, justified changes, record them, test the new version and decide when the design is good enough.
- Plan and run a test with users
User Experience Design study guide
1Start with the people who will use it
An app can look good and still leave people stuck. Finding out what people need gives a design its purpose. You will follow ClubFinder, a school club sign-up app, from early questions to user stories. First, separate the screen from the whole experience. Then identify the people affected, collect useful findings, and describe the goals each kind of user wants to reach.
1.1 How users guide the design
A user is someone who uses a product directly. Think about finding a club on a phone. The screen matters, but so do the time it takes and whether joining feels clear.
The interface and the experience
| Term | What it means | ClubFinder example |
|---|---|---|
| User interface, or UI | The parts people see, hear, and touch | A search box, button, menu, or sound |
| User experience, or UX | What using the product is like for a person's goal | Finding a suitable club quickly and knowing a place is saved |
UI is part of UX. Beautiful buttons cannot fix a journey that leaves students unsure whether they joined. Useful, clear, quick, and pleasant all describe parts of the experience.
Follow a cycle
In user-centered design, real users' needs, abilities, goals, and situations guide decisions throughout the project. The designer involves users early and keeps learning from them.
- Understand the users and their needs.
- Define the problem and write requirements.
- Generate ideas and choose one to develop.
- Plan screens, journeys, and structure.
- Build a prototype that users can try.
- Test it with suitable users.
- Improve it using the findings.
A school might call these activities "investigate, plan, create, evaluate." The names can differ while the work stays the same. This process suits apps, websites, games, kiosks, and other interactive products, which respond to people's actions.
Let testing change the plan
Suppose students cannot find ClubFinder's Join button. The team returns to the screen sketch, moves the button, updates the prototype, and tests again. This repeating process is iterative. One round is an iteration.
Testing can send the team further back. If students need to see a club's finishing time before joining, the team may need to change a requirement. The stages help organize the work; they do not lock the team into its first decisions.
A rough sketch makes early changes cheap. Moving a drawn button takes little effort. In a finished app, the change may need programming, checks, and an update. Early testing finds problems before that work grows.
Look behind a request
A student asks for "a giant red banner about sign-ups." Ask what problem the banner would solve. The student keeps missing deadlines. A reminder might solve that need without taking over the screen. Users describe the problem; designers compare ways to solve it.
A designer may think, "It works for me, so it works." The designer already knows every screen. New students do not. Watch people who match the intended users and have not learned the design. Their actions give evidence that personal taste cannot supply.
Key Takeaways
- UX is the whole experience of reaching a goal; UI is one part of it.
- Real users guide decisions throughout user-centered design.
- Testing can send the team back to an earlier stage.
- Find the need behind a requested feature.
1.2 People, needs, and useful research
ClubFinder affects more people than the students tapping Join. A design team needs to know who those people are and what matters to them.
Identify the people involved
A stakeholder affects the product, is affected by it, or has an interest in it. Users are stakeholders. The client is the person or organization the product is made for. The target audience is the main group it is designed for; an end user uses the finished product.
For ClubFinder, students aged about 11 to 14 are primary users. Club leaders are secondary users: they post details and check lists. Parents need pickup information. The school office is the client and wants fewer paper forms. The design team also has an interest in the result.
Needs can differ. Students want quick joining, parents want a message, and the office wants accurate lists. One design can support all three: joining updates the list and sends the linked parent a notification.
Choose a way to learn
| Method | What you do | What it helps reveal |
|---|---|---|
| Interview | Talk with one person using prepared questions | Detailed experiences and reasons |
| Survey | Ask many people the same questions | Answers that can be counted |
| Observation | Watch people do the current task | Steps, delays, and workarounds |
| Existing-product review | Examine similar products | Useful ideas and problems to avoid |
Ask neutral questions about real events. "Tell me about the last club you joined" invites an account. "Wouldn't an app make this easier?" pushes an answer. Open questions invite detail. Closed questions, including yes/no or ratings, help count responses.
Turn findings into a profile
Record three kinds of finding:
- A need states what someone must be able to do or have.
- A pain point describes a frustration in the current task.
- The context of use describes the place, time, device, and abilities involved.
For example, students check information on phones at lunch. A paper list in the office means some miss sign-ups. The need is access to club information when they can act on it.
A user profile, or persona, brings findings into a short picture of a typical user. Maya is 12, uses a phone, wants to join a friend's club, and finds long text tiring because she has dyslexia. These details help the team choose readable screens. A profile must reflect research; inventing a convenient user gives the team false evidence.
Include a range of users, devices, languages, internet access, and abilities. A student using a screen reader may meet barriers that a teammate never notices.
Handle people's information carefully
Explain the purpose, ask permission, allow skipped questions, and collect only needed information. In shared results, replace names with labels and remove identifying details. "Student A" still identifies someone if a photo or rare personal detail gives them away. Store notes and recordings safely, with extra care for young people's information.
Key Takeaways
- Users are one kind of stakeholder; the client and target audience can differ.
- Interviews add detail, while surveys help count responses.
- Neutral questions and observation reveal real needs.
- Record needs, pain points, and context of use.
- Build profiles from findings and include users with different abilities.
- Remove identifying details from shared research results.
1.3 User stories that lead to checkable results
Research findings need to become clear goals for the design. A user story describes one thing someone wants to do, from that person's point of view.
Write who, what, and why
The usual shape is: "As a [type of user], I want [goal] so that [reason]."
For ClubFinder: "As a student, I want to see Tuesday clubs so that I can find one that fits my schedule."
- Who: a student.
- What: see the clubs meeting on Tuesday.
- Why: choose a club that fits the schedule.
The reason helps designers make choices. A day filter helps, but the student also needs meeting times to decide whether a club fits.
Different users need different stories. A club leader wants the sign-up list to plan supplies. A parent wants a joining message to arrange pickup. Giving each role a story helps the team see needs that a student-only list would miss.
Keep the goal small and clear
"As a user, I want the app to be good" gives no clear action. Name the role and a goal the team can design and test. For example: "As a new student, I want to find and join a club in under a minute so that I can finish before lunch ends."
One story should focus on one goal. A long story about finding clubs, chatting, posting photos, and arranging pickup hides several different needs. Split it so each goal can be checked.
A story about "a blue button in the top corner" fixes the screen too early. Ask what the button helps someone achieve. Joining quickly is a user goal; button color and position are design choices to test later.
Decide what counts as done
Acceptance criteria are checkable conditions for completing a story. All its criteria must hold. For the Tuesday-club story, write:
- The club list offers a day filter.
- Choosing Tuesday shows only clubs meeting that day.
- Choosing a day with no clubs shows a clear empty-result message.
A useful format is "Given [situation], when [action], then [result]." For example: "Given the club list is open, when Tuesday is selected, then only Tuesday clubs appear."
The empty-result criterion matters. A blank screen could mean no clubs, a failed search, or a broken app. A message lets the student understand the result and try another day.
Keep the connection to the finding
A story should trace back to something learned from users. It then leads to requirements, screens, and user flows. Later, the same goal becomes a realistic task for a tester.
Leaving out the reason weakens that chain. "I want a list" gives little help choosing its contents. "I want a list so I can find a club before my bus leaves" makes the meeting time and a quick path useful design decisions.
Key Takeaways
- A user story names a specific user, one goal, and its benefit.
- Describe the need before choosing the screen design.
- All acceptance criteria must hold for a story to be done.
- Stories connect research with requirements, screens, and test tasks.
2Choose what the product must do
A list of wishes does not yet give a team a clear plan. Requirements turn needs into checks, and constraints show what the team can build in the time available. After defining those limits, you can sketch several ways to solve the problem. Comparing those ideas against the same criteria helps explain a choice to users, teammates, and the client before detailed screen design begins.
2.1 Requirements you can test
A problem statement says who needs help, what they need, and why it matters. ClubFinder's problem is that students miss clubs because joining happens on paper lists in the office.
A design brief describes the wider project. It may include the problem, audience, goals, requirements, limits, and deadline. The problem statement is one part of that picture.
Separate actions from qualities
A requirement states something the product must do or a quality it must have.
| Kind | Main question | Example |
|---|---|---|
| Functional | What action or behavior must happen? | Students can search by club name. |
| Non-functional | How well must it work, or what condition must it meet? | Results appear within 2 seconds. |
Joining a club and closing sign-ups are functions. Working on Android and iPhone phones is a compatibility condition. Clear contrast is an accessibility quality. Using the school logo and colors is an appearance condition.
Non-functional does not mean optional. A product can offer every feature and still fail because it loads slowly or cannot be used with a screen reader.
Replace vague words with checks
"Fast and easy" leaves the team guessing. Ask what evidence would let someone judge the requirement.
- "The club list loads in under 2 seconds on school Wi-Fi."
- "At least 4 of 5 test users can join a club within 1 minute without help."
- "All text has a contrast ratio of at least 4.5:1."
Keep every condition during testing. The joining check needs enough users, the time limit, and no help. A quick average alone cannot show that four people met it.
One story can lead to several requirements. A parent needs a joining message to arrange pickup. The app must send the message to the linked parent and include the club name, day, and finishing time. Those describe behavior. Arrival within 5 minutes describes speed, so it is non-functional.
Work within limits
A constraint limits the possible design. Time, cost, tools, team skills, available devices, and school rules all count. "Finish in 3 weeks using a free tool" sets a deadline and a tool-cost limit. List constraints beside the requirements.
Together, requirements and constraints form design criteria, also called success criteria or a design specification. They are the checks used to judge the design later.
Decide what comes first
MoSCoW sorts requirements into four priorities:
- Must have: without it the product fails, such as joining a club.
- Should have: important, such as a day filter.
- Could have: a useful extra, such as club photos.
- Won't have this time: left for a later round, such as member chat.
The last group records a decision about this round. It keeps a limited project from growing every time someone suggests another feature.
Key Takeaways
- A problem statement names the need; a brief outlines the project.
- Functional requirements describe actions; non-functional ones describe qualities or conditions.
- A testable requirement states clear conditions and a result.
- Constraints limit time, cost, tools, or other choices.
- Design criteria provide the checks for evaluation.
- MoSCoW separates essential work from work that can wait.
2.2 Several ideas and a reasoned choice
The first workable idea is a starting point. Generating alternatives gives a team something useful to compare before it invests in detailed screens.
Make ideas before judging them
First diverge: produce different possibilities. Then converge: compare and choose. Mixing these too early can stop useful ideas before anyone understands them.
During brainstorming, hold back criticism, record every idea, welcome unusual suggestions, and build on other people's ideas. Keep one conversation at a time. A short time limit, such as 10 minutes, helps the group stay focused.
Other ways to begin include:
- A mind map, with the problem in the center and branches for ideas.
- Crazy 8s, with eight sketches in eight minutes, one per panel.
- A question such as "How might we help students notice deadlines?"
- Reviewing existing products for helpful patterns and problems.
Quick sketches support thinking. Boxes, labels, and arrows can explain an idea without polished artwork.
Make the alternatives meaningfully different
For ClubFinder, the team could try a phone list, an interest quiz, a hallway kiosk, or a weekly text message. These change how students reach the goal. Changing only the color of one screen gives much less to compare.
Show rough ideas to users and stakeholders. Ask what they understand and what would help their task. Their reactions can support scores and reveal useful parts to combine.
Compare against the same criteria
A decision matrix gives each idea a score for each criterion. Use the same scale throughout, such as 1 for poor and 5 for strong.
| Criterion | List app A | Quiz app B | Kiosk C |
|---|---|---|---|
| Meets must-have stories | 5 | 4 | 3 |
| Easy for new users | 4 | 5 | 3 |
| Accessible | 4 | 3 | 2 |
| Possible in 3 weeks | 5 | 3 | 2 |
| Total | 18 | 15 | 10 |
For A, add the four scores:
If meeting the must-have stories counts double, multiply that score before adding:
The weighted totals are 23 for A, 19 for B, and 13 for C. Weighting changes how much a criterion contributes; it does not change the evidence behind its score.
Explain the decision
A has the highest score, but check how those scores were chosen. A score of 5 based on a teammate's guess is weaker than one supported by user feedback and a working sketch.
The chosen design can combine useful features. The team could keep A's club list and later add B's discovery quiz. Extra features still need a reason: adding more can bury the main task. Record why the chosen idea meets the criteria and what the team learned from the alternatives.
Key Takeaways
- Generate varied ideas before judging them.
- Rough sketches explain behavior without polished artwork.
- A matrix compares every idea against the same criteria.
- A weight multiplies a criterion score before totals are added.
- Use evidence to justify scores and the final choice.
3Plan the screens and the routes between them
A user goal needs a place on a screen and a clear route through the product. Different planning drawings answer different questions: what appears on one screen, what happens during a task, and how the whole product fits together. You will use these views together to find missing screens, confusing choices, and dead ends while changing the plan is still quick.
3.1 Wireframes show what goes where
A wireframe is a simple plan of one screen. It shows the parts, their positions, and their rough sizes. Like a building's floor plan, it helps people discuss the arrangement before choosing the finish.
Use simple drawing conventions
Draw rectangles for content areas and buttons. A crossed box can stand for an image or video. Lines can stand for paragraphs, but headings, menu items, and buttons need real words so others know their purpose.
Add annotations: short notes with arrows explaining behavior. A note might say, "Tap Join to open a confirmation." A box labeled "button" tells the reader much less.
Each screen needs its title, content, navigation, inputs, action buttons, and media positions. Keep shared parts in consistent places.
Sketch the ClubFinder details screen
Start with the information a student needs before deciding to join. Arrange it from top to bottom:
- A back arrow and the title "Chess Club."
- A photo placeholder.
- Day, time, room, and club leader.
- "Spaces left: 4 of 12."
- A large "Join club" button.
- Bottom navigation: Home, Search, and My Clubs.
The title identifies the club. Time and room support the decision. The button offers the next action. Add the note, "When full, show Join waiting list." This explains a different state of the screen.
Make the screen fit its device
List the content and actions first. Try two or three rough arrangements, choose one, and annotate it. Draw a phone screen in the shape users will hold. Put important actions within comfortable reach.
For a website, sketch a narrow phone view and a wider computer view. A responsive design rearranges content to fit the available width. A row of cards might become a vertical list. The purpose stays the same even when positions change.
Know what each kind of model shows
| Model | Main job | Can someone try actions? |
|---|---|---|
| Low-fidelity wireframe | Show a rough layout quickly | It is a static drawing. |
| Mock-up | Show detailed sizes, colors, text, and images | It is still a picture. |
| Prototype | Let people try how the design responds | Yes, through simulated interactions. |
Fidelity means the level of detail and closeness to the planned product. More detail takes longer to change. Early decoration can turn a useful layout discussion into a color discussion.
Check for missing states as well as missing screens. An empty search needs a message and a way to try again. A club details screen needs a route back. Unlabeled boxes, crowded content, and missing navigation make the plan hard to judge.
Finally, compare the drawings with the requirements. If students must filter by day, show where that happens. This catches gaps before the team starts linking screens.
Key Takeaways
- A wireframe plans one screen using simple shapes and useful labels.
- Annotations explain actions and different screen states.
- A mock-up is a detailed picture; a prototype responds to actions.
- Responsive layouts rearrange content for different screen widths.
- Check navigation, empty states, and requirements before building.
3.2 Storyboards and flows show a journey
A screen plan cannot show everything about a person's task. Storyboards add the real-life situation. User flows show the route through the product.
Draw the person's story
A UX storyboard is a sequence of panels, like a short comic. Show the problem, the setting, the person's actions, and the result. Short captions explain what changes.
Maya's ClubFinder storyboard could show six moments:
- At lunch, Maya hears her friend joined Art Club.
- She opens ClubFinder on her phone.
- She searches for "art."
- She sees Wednesday, 3:30 to 4:30 p.m., with 2 spaces left.
- She joins and sees "You're in!"
- Her parent receives the pickup time, and Maya feels relieved.
The storyboard shows why time matters and who needs the final message. It focuses on the person, setting, and feelings, not only on button positions.
In interactive media, storyboard can also mean annotated plans of each screen. These show content, media, colors, fonts, and link destinations. Ask which kind of storyboard a project needs: the user in a situation, or the detailed screen plans.
Map one task through screens
A user-flow diagram uses boxes for screens and labeled arrows for actions. A diamond can show a decision with separate routes.
For joining Chess Club, the main route is:
- Home → tap Search → Search.
- Search → type "chess" and tap the result → Club details.
- Club details → tap Join club → Confirm message.
- Confirm message → tap Yes → "You're in!"
- "You're in!" → tap My Clubs → My Clubs.
The route to "You're in!" uses four taps plus typing. Labels explain what makes each move happen; arrows alone leave that unclear.
Include the branches
At "Spaces left?", one branch leads to joining and another to a waiting list. Add a route for Cancel and for a search with no results. These are ordinary parts of the task, not details to leave until the end.
A dead end is a screen with no useful route out. A flow can also reveal too many steps, loops, or a missing action. If My Clubs shows a joined club but no way to leave, the team can add that route before building.
User stories give each flow its purpose. The flow tells the team which wireframes are needed. Its arrows become prototype links, and its goal later becomes a test task. A storyboard helps check that the whole journey still makes sense in the user's real situation.
Key Takeaways
- A UX storyboard shows a person, setting, actions, and outcome.
- A screen storyboard records page details and link destinations.
- User flows show one task with screens, action arrows, and decisions.
- Draw Cancel, empty results, and other branches as well as success.
3.3 Help users find their way
Information architecture is the way content is grouped, named, and arranged. Navigation is the set of controls people use to move through it. Clear organization and clear routes work together.
Show the whole structure
A site map, also called a structure chart, shows the product's pages and connections. It often looks like a tree.
ClubFinder has Home at the top. It leads to Clubs, My Clubs, Messages, and Settings. Clubs offers clubs by day and by type, both leading to club details. This gives the team a view of the whole product.
| Drawing | Question it answers |
|---|---|
| Site map | What screens exist, and how are they organized? |
| User flow | How does a person complete one task? |
| Wireframe | What goes on one screen? |
A site map can show many possible routes. A flow follows one goal through that structure.
Choose a useful structure
A linear structure moves through pages in order using Next and Back. It suits a tutorial or a step-by-step sign-up form.
A hierarchical structure groups pages into categories and smaller categories. It suits larger amounts of information.
A non-linear structure links pages in many directions. It allows flexible exploration but needs clear signs to help people stay oriented.
Many products use a hybrid. ClubFinder can have a hierarchy of club types and a linear joining process inside it.
Use names people understand
Students looking for clubs are unlikely to search for "extracurricular enrichment programs." Use their word, "Clubs." Group content around user tasks and expectations.
Check confusing overlap. If menus offer both "Sports" and "Games," someone may not know where Chess Club belongs. Clearer labels or another way to find it can help. Search by name and filters by day or type provide extra routes through a long list.
Balance breadth, the number of choices together, with depth, the number of levels. A huge menu is hard to scan. Many nested levels mean repeated taps. Phone apps commonly offer three to five main sections in a bottom bar, with more choices inside.
Answer three navigation questions
On the Chess Club screen, a title answers "Where am I?" The bottom bar answers "Where can I go?" A back arrow answers "How do I get back?" A highlighted current tab or a breadcrumb such as "Home > Clubs > Chess Club" can also show location.
The idea that every page must be within three clicks is a myth. Clear progress matters more than a fixed click count. A longer route can work when each choice is understandable and leads toward the goal.
Key Takeaways
- A site map shows structure; a flow shows one task; a wireframe shows one screen.
- Choose linear, hierarchical, non-linear, or hybrid routes to fit the task.
- Group and name content using users’ words and expectations.
- Balance the choices at each level with the number of levels.
- Show location, possible routes, and a way back on each screen.
4Make the design clear and accessible
People bring different abilities, devices, and expectations to the same screen. A familiar button or clear message can save confusion, while readable text and usable controls can remove barriers. You will check both how shared parts behave and how people with different needs can use them. These choices belong in the plan from the start and need checking again when users try the prototype.
4.1 Familiar controls and clear responses
Consistency means that things doing the same job look and behave in the same way. It helps users carry what they learn from one screen to the next.
Keep shared parts predictable
Internal consistency is consistency within one product. Use "Join" for the same action everywhere. Keep the back arrow in a shared place. Different screens can have different content while their common controls stay familiar.
External consistency follows conventions from other products. A magnifying glass suggests search, an X suggests close, and a linked logo often returns home. Breaking a familiar pattern can make people stop and guess.
A style guide records shared design choices: color codes, fonts, sizes, buttons, icons, spacing, logo use, and writing tone. ClubFinder might specify dark blue #1A5FB4 buttons with white text, headings at 24 pt, and body text at 16 pt. A writing rule could say, "Use you and short, friendly sentences."
Templates and reusable parts help apply these rules. A change to shared navigation should not need a separate guess on every screen.
Show what happened
Feedback is the response after an action. A button can darken when tapped. A spinner can show waiting. "Step 2 of 3" shows progress. "You joined Chess Club" confirms success. Sound and vibration can add feedback too.
Give feedback promptly. When an action needs time, show that work is happening. Otherwise users may tap again or leave. Keep the current state visible: highlight the current tab, show "Joined ✓" for joined clubs, and display remaining spaces.
Make errors useful
A useful error message explains the problem and the next step in plain words. Place it near the problem and avoid blaming the user.
"Invalid input" gives little help. "This club is full. Tap Join waiting list to hear when a place opens" explains both the situation and an available action.
The wording must match what the product can do. A message offering a waiting list needs a working route to that list.
Prevent mistakes as well as explaining them
Disable or hide joining for a club already joined. Ask for confirmation before a hard-to-undo action: "Leave Chess Club?" with Yes and Cancel. Offer Undo where possible. A confirmation should name the action so users know what they are agreeing to.
To review a set of screens, compare the same action across them. If two screens say "Join" and a third says "Sign up," choose one term. If one back arrow moves to the opposite side, restore the shared position.
Feedback is needed after success too. Without a joining confirmation, the student may repeat the action because the result is unclear.
Key Takeaways
- Internal consistency keeps shared controls predictable within a product.
- External consistency follows familiar conventions.
- A style guide records design and writing rules.
- Feedback shows received actions, progress, results, and current state.
- Error messages explain the problem and a useful next step.
- Confirm hard-to-undo actions and prevent avoidable errors.
4.2 Remove barriers to using the product
Accessibility helps people with disabilities perceive, understand, navigate, and use a product. Inclusive design considers the wider range of users, languages, devices, ages, and situations.
Plan for different ways of using a screen
Needs may involve vision, hearing, movement, attention, or learning. A limit may be permanent, such as blindness; temporary, such as a broken arm; or situational, such as bright sunlight. Captions help deaf viewers and people watching somewhere noisy.
Assistive technology includes screen readers, magnifiers, switches, voice control, and braille displays. A screen reader reads content and control labels aloud. An unlabeled icon leaves its action unclear.
Give meaningful images useful alternative text, or alt text. A club photo could say, "Two students playing chess in Room 12." An icon-only search button needs the accessible name "Search." Mark decoration so screen readers skip it. Use captions for video and a transcript for audio. Keep essential details, such as the room, in readable text too.
Check text contrast
A contrast ratio compares the lightness of text and background. It ranges from 1:1 to 21:1. Under WCAG level AA, normal text needs at least 4.5:1. Large text needs at least 3:1; large means 18 pt or more, or 14 pt bold or more.
On white, gray #767676 gives about 4.5:1 and passes for normal text. Lighter #999999 gives about 2.8:1 and fails. A contrast checker calculates the ratio from the two color codes.
Never use color as the only signal. Red for full and green for open leaves some users unable to tell the status. Add "Full" or another clear non-color cue.
Make text and controls usable
Use readable text that can enlarge, clear headings, short paragraphs, and everyday words. "Ask a parent or guardian to say yes before you join" is easier to use than a long formal permission sentence.
WCAG 2.2 AA sets a pointer-target minimum of 24 by 24 CSS pixels, with exceptions including sufficient spacing and links within text. Apple's iPhone and iPad guidance recommends 44 by 44 points; Google's Material guidance recommends 48 by 48 density-independent pixels. These are different measurement units and guides. Leave space between controls.
Every control needs keyboard access in a sensible order. A visible focus indicator shows which control responds to the next key press. Give each form field a visible label; hint text inside the field disappears during typing.
Check a ClubFinder screen
Add missing alt text. Write "Full" beside its color signal. Enlarge a 30-by-20-pixel Join control for the chosen target size. Darken #AAAAAA hint text, which has only about 2.3:1 contrast on white. Add the meeting room as text if it appears only in a photo. Put these checks in requirements and tests at the start of the project.
Key Takeaways
- Plan accessibility from the start for varied abilities and situations.
- Provide text alternatives and meaningful control labels.
- Check normal text at 4.5:1 and large text at 3:1 for WCAG AA.
- Communicate meaning with more than color.
- Use clear text, usable target sizes, keyboard access, and visible focus.
- Keep field labels visible while people type.
5Make a model people can try
A prototype lets users try a design while it is still easy to change. The useful level of detail depends on what you need to learn. Paper can reveal unclear categories; a phone-sized clickable model can reveal hard-to-reach controls. You will choose a suitable model, link its screens, and check the routes before inviting testers. Realistic content helps their choices feel meaningful.
5.1 Choose a prototype for the question
A prototype is an early model for trying out an idea. Its purpose is to answer questions before the real product is built. It needs enough detail for those questions, not every feature of the finished product.
Start with paper when it helps
A paper prototype uses hand-drawn screens. A tester points to a button. One teammate plays the computer and swaps in the next screen; another records what happens.
Paper is quick, cheap, and easy to change. Its roughness can make people more willing to criticize it. It suits questions such as "Do students understand these club categories?"
Paper cannot show real loading speed, animation, or the feel of a control on an actual phone. Choose a different model when those details are what you need to learn.
Link digital screens
A clickable prototype connects screens with hotspots: areas that respond to a tap or click. A hotspot over Join could open a confirmation panel.
The model simulates behavior. It does not need a working database or a programmed sign-up system. A search may show a prepared result, and joining may save nothing. Tell testers which parts are simulated before they try the task. This keeps their findings about the design within what the model can show.
| Type | Useful question | Main limit |
|---|---|---|
| Paper prototype | Are categories and routes understandable? | Cannot show real device behavior. |
| Clickable prototype | Can users move through the screens? | Some actions and data may be simulated. |
| High-fidelity clickable prototype | Do detailed controls work well in context? | Takes more effort to make and change. |
Fidelity describes how closely the model represents the planned product. A detailed clickable model may include realistic words, images, colors, and responses. Clickable models can also stay visually rough.
Choose tools by what they let you do
No-code tools use drawing, dragging, and linking without programming. Low-code tools allow some code or settings for extra behavior. Interface-design tools with prototype modes, such as Figma or Penpot, and presentation tools with hyperlinks can support simple models. App builders may also offer design views.
Name the needed behavior first: separate screens, working links, and preview on the test device. Then choose an available tool that supports it.
Match effort to the learning goal
To test one-thumb reach, use a clickable model on a real phone. To compare early menu labels, paper may answer the question sooner.
High fidelity is not always better. Polish takes time, may shift comments toward colors, and can make testers reluctant to criticize. A prototype is a learning tool. The team can replace or discard it after learning what the next design needs.
Key Takeaways
- A prototype answers design questions before the real product is built.
- Paper is useful for early labels, categories, and routes.
- Clickable screens use hotspots and can simulate actions or data.
- Choose fidelity, tool, and device to fit the test question.
5.2 Link and check every route
A clickable prototype turns planned screens and flows into actions a tester can try. Build from a clear screen list so a key route is not left unfinished.
Set up screens and shared parts
- List the screens needed by the user flows.
- Make a frame or artboard for each screen at the target-device size. In presentation software, use one slide per screen.
- Add the wireframe's shapes, text, and media placeholders.
- Make repeated parts, such as the navigation bar, reusable.
- Add and link hotspots, then set the start screen.
A component is a reusable element whose copies update when the original changes. It helps keep shared controls consistent. Use realistic club names, times, and space counts where testers must decide. "Club 1" and "Club 2" hide information they need.
Define what each action does
An interaction connects a trigger, such as a tap, to an action, such as opening a screen. A transition is the animation between screens. An overlay is a panel above the current screen, such as a confirmation.
Important phone actions cannot depend on hover: touch screens have no hover action. Give users a way to reach the information by touch.
Build the ClubFinder joining route
Link Home's search control to Search. Link the "Chess Club" result to Club details. On that screen, Join opens an overlay reading "Join Chess Club?" with Yes and Cancel.
- Yes opens "You're in!"
- Cancel closes the overlay and returns to Club details.
- My Clubs on the success screen opens the student's club list.
Add working back and bottom-navigation links on each main screen. The visible button and its hotspot should line up. A small or misplaced hotspot can make a good-looking control fail.
In a slide tool, place a linked shape over the button and send it to the correct slide. Turn off click-anywhere advance so only planned links move the model. PowerPoint offers this through its "Browsed at a kiosk" slideshow setting.
Preview before user testing
Click through every branch in preview mode. Start at the chosen opening screen, complete each must-have story, try Cancel, go back, and try an empty result. Compare the paths with the user flows and requirements.
A teammate can catch links the builder missed. A link to the wrong screen, a dead end, or a Cancel button with no response needs repair before the session. Every visible button should respond; an unfinished feature can show "Not available in this prototype."
Share the link and try it on the real device. Save named copies, such as v1 and v2, before changing a tested version. Keeping versions makes later comparisons possible.
Key Takeaways
- Build frames from the flows and reuse shared parts.
- A trigger starts an interaction; a transition animates the change.
- Use realistic content and align hotspots with controls.
- Link success, Cancel, back, and other visible routes.
- Preview every must-have task and save versions before changes.
6Use tests to decide what to improve
Watching someone use a prototype reveals problems that a screen review can miss. A useful test gives people a real goal, records what happens, and keeps help visible in the results. You will compare those results with the design criteria, choose changes supported by evidence, and test the next version. Counts, times, and careful notes help explain both strengths and remaining problems.
6.1 Run a fair test with real users
A usability test watches target users complete realistic tasks with a prototype. The test checks the design. A person getting stuck is evidence of a design problem, not a failure by the tester.
Plan what you need to learn
Write a goal such as "Can new students join a club quickly?" Choose testers who match those students. Designers and teammates already know the routes. A small group, often about five people, can reveal common problems, followed by another round after fixes.
The plan names the goal, testers, tasks, device, place, measures, and roles. The facilitator guides the session. The note taker records results and useful comments.
Give a goal without the route
Turn a user story into a task scenario. For example: "You want to join a club meeting on Tuesdays. Find one and sign up."
"Tap Search, then tap Join" gives away the route. It prevents the team from seeing whether someone can discover those controls. A task scenario describes what to achieve without using button wording to guide each step.
In think-aloud testing, the tester says what they are thinking while working. "I'm looking for the days" helps explain a pause. Let the tester explore. Ask a neutral question such as "What would you try now?" Avoid defending the screen or showing where to tap.
Give help only when the tester cannot continue, and record it. An assisted completion is useful evidence, but it is different from completing alone.
Record actions and comments
For every task, record:
- Completion without help, with help, or not at all.
- Time taken.
- Wrong taps, long pauses, and where they happened.
- Useful words from the tester.
A note such as "Tester 3 searched the top for 40 seconds, then gave up" is more useful than "Tester 3 was confused." Add the person's words: "I can't see where the days are."
After the task, collect opinions with a rating and an open question. "How easy was joining? 1 = very hard; 5 = very easy" gives a countable response. "What was most confusing?" invites detail. Thank the person when finished.
Protect the tester and the evidence
Explain the purpose, ask permission, and get a parent or guardian's permission when needed. People can stop at any time. Use tester labels, remove identifying details from shared notes, blur faces in recordings, and store records safely.
Client, classmate, and stakeholder comments can add useful views. Watching target users do the task gives stronger evidence of usability than "Do you like it?" A friendly rating does not show whether the person found the route alone.
Key Takeaways
- Plan goals, suitable testers, tasks, measures, device, place, and roles.
- A task scenario gives the goal without teaching the route.
- Think-aloud comments reveal expectations; the facilitator stays neutral.
- Record help, time, actions, and useful comments.
- Handle permission and personal information carefully.
- Use observed task behavior as the main usability evidence.
6.2 Read the results against each criterion
An evaluation judges the design using evidence and the design criteria. Organize the results before drawing conclusions, so a strong rating does not hide a failed task.
Keep the records together
ClubFinder's Tuesday-club task produced these results:
| Tester | Result | Time | Ease rating out of 5 |
|---|---|---|---|
| 1 | Without help | 45 s | 4 |
| 2 | Without help | 70 s | 3 |
| 3 | Gave up | — | 2 |
| 4 | With help | 120 s | 3 |
| 5 | Without help | 50 s | 5 |
Three of five completed without help: 60%. Including help, four completed: 80%. These answer different questions, so label the figures clearly.
For the three unaided completions, calculate the mean time:
The average is 55 seconds. The mean rating uses all five ratings:
A tester who gave up has no completion time. Keep that failed task visible instead of treating its time as zero.
Check every part of a criterion
The criterion is "At least 4 of 5 users join within 1 minute without help." Tester 2 was unaided but too slow. Tester 4 finished with help and took too long. Only Testers 1 and 5 meet both conditions. The criterion is not met.
A 55-second average does not establish this criterion. It describes the unaided completers as a group and hides the individual cutoff.
Use met, partly met, or not met with evidence. Body text at 7.0:1 and hint text at 2.8:1 partly meet an all-text contrast requirement of 4.5:1. Successful task completion on both tested Android and iPhone devices supports compatibility for those devices. Merely running a test supplies no passing result.
Find the problems and their severity
Count repeated observations. Three testers looked for the day filter at the top, though it sat at the bottom. That suggests a placement problem.
Severity describes how serious a problem is: high stops the task, medium slows or confuses users who still succeed, and low is a minor annoyance. The filter issue is high because one tester gave up.
Separate observation from interpretation. "Three looked at the top" is observed. "They expected filters there" is an interpretation supported by behavior and comments. One person's wish for purple is taste; one person blocked by a control is still a usability concern.
Judge fitness for purpose
Fitness for purpose is how well the design meets the need it was made for. Combine criterion results and user feedback. Keep strengths too: all five found the meeting time immediately.
Key Takeaways
- Separate unaided completion from completion with help.
- State which records each average uses.
- Judge each person against every condition before checking a group criterion.
- Give met, partly met, or not met judgments with evidence.
- Rank problems by severity and keep observations separate from interpretations.
- Keep strengths as well as failures when judging fitness for purpose.
6.3 Make, record, and retest a change
An iteration is one round of designing, prototyping, testing, and changing. Each round should respond to evidence and leave a clear record of what improved.
Link a problem to a change
Three ClubFinder testers could not find the day filter. They looked near the top of the list. The likely cause is that the filter is below where they expect it. Move it below the search bar, then test whether students find it more easily.
The chain is problem, likely cause, change, and expected result. "Move it because I prefer it there" gives no connection to the observed difficulty.
Compare impact and effort
One simple impact score multiplies severity by the number of affected testers. Use high = 3, medium = 2, and low = 1.
The high-severity filter problem affects three testers:
An unclear confirmation confuses two testers at medium severity:
Then estimate effort. Moving a filter changes one screen; rewriting the message takes a minute. Both are low effort, so the higher-impact filter fix goes first. A big change needing much more work may wait when a quick fix solves most of the immediate problem. Personal color preferences do not get a usability severity score.
Keep a change log
Save each tested version. In the change log, record the version, change, and supporting evidence. For example: "v2: moved day filter to the top because 3 of 5 testers missed it; changed Are you sure? to Join Chess Club? because 2 testers did not know what they were confirming."
Avoid changing every screen at once. Keep what already works and choose changes that address the need behind comments. Some findings may require revisiting a user story or requirement, not just moving a control.
Retest the same task
Use the same tasks and measures to compare versions. New suitable testers are ideal because previous testers may remember the old routes. Retesting also catches problems caused by a change.
In ClubFinder v2, five new testers join without help in 30, 42, 35, 48, and 35 seconds. Their mean is:
All five are within a minute without help. The criterion requiring at least four of five is now met. The individual results establish that; the 38-second mean adds a useful summary.
Stop when the criteria are met and remaining problems are minor, or when constraints end the project. Record unfinished improvements and one lesson for next time, such as testing on paper earlier. The final prototype, requirements, and test evidence support the team building the real product.
Key Takeaways
- Connect each change to an observed problem and likely cause.
- Compare impact and effort before choosing the order of fixes.
- Record versions, changes, and evidence in a change log.
- Retest the same tasks and measures, ideally with new suitable users.
- Check criteria again and record improvements left when the project stops.
User Experience Design examples
1From a real problem to a user story
15 steps
- 1IntroductionStart before drawing a screen
ClubFinder helps students find and join school clubs. Before choosing its buttons, the team needs to know why students struggle with the current sign-up process.
You will follow one need from research to a user story. Keep asking whose task the design is helping and what that person needs to achieve.
- 2ExplanationA screen is part of an experience
The UI is what people see, hear, and interact with: screens, controls, text, and sounds. UX is what using the product is like for their goal.
A student might like the screen but fail to find a club. Appearance is one part of the experience; getting the task done clearly and quickly matters too.
- 3ExampleLet the user’s situation guide a choice
Students check clubs on phones during lunch. Some read outdoors in bright light. That finding gives the team a reason to choose readable text and strong contrast.
User-centered design uses real needs, goals, abilities, and situations to guide decisions. The designer’s favorite colors alone do not show what these students can use.
- 4ExplanationMove around the cycle
Understand users, define the problem and requirements, generate ideas, plan the design, prototype, test, and improve.
This process is iterative: findings can send the team back to an earlier activity. A missed Join button may need a new layout. A misunderstood pickup need may need a revised requirement. One round is an iteration.
- 5ChallengeFollow the finding
A rough visitor app is easy for its designer to use. New visitors keep missing its departure information. What should the team do next, and why test while the model is rough?
---reveal---
Use the visitors’ difficulty to revise the design and test it again. Their actions show a problem the designer’s familiarity hides. Changing a rough model takes less work than changing the finished app.
- 6ExplanationName everyone with a stake
Students are ClubFinder’s primary users. Club leaders are secondary users because they post details and check lists. Parents need pickup times. The school office is the client.
All are stakeholders: they affect the product, are affected by it, or have an interest in it. Someone can have an important need without being the main person tapping the screens.
- 7ExampleAsk about an event that happened
An interviewer asks, "Tell me about the last time you joined a club." The student describes finding a full paper list at the office.
That account gives a pain point and a task to investigate. "Wouldn’t an app make it easier?" would push the student toward the team’s planned solution. Neutral questions give the person room to describe the problem.
- 8TipChoose evidence for the question
Use interviews for detail, surveys for countable answers, and observation to see the current task happen. Reviewing similar products can reveal helpful patterns.
Record the need, frustration, and context of use. Include people with different devices, languages, and abilities. A profile is useful only when it reflects those findings.
- 9ChallengeFind a missing perspective
A team studies only students who use touch screens. A student who uses a screen reader will also need the app. What should the team change in its research?
---reveal---
Include users with that access need and find out how they do the task. A profile built only from touch-screen users can miss barriers. Collect the needed information with permission and remove identifying details from shared findings.
- 10ExplanationGive a need a story
A user story names who wants something, the goal, and the benefit: "As a [type of user], I want [goal] so that [reason]."
For ClubFinder: "As a student, I want to see Tuesday clubs so that I can find one that fits my schedule." The reason explains why meeting times should be visible along with the day.
- 11ExampleCheck the story’s result
The Tuesday-club story needs checkable acceptance criteria:
- The list offers a day filter.
- Choosing Tuesday shows only Tuesday clubs.
- Choosing a day with no clubs gives a clear message.
All must hold for the story to be done. A drawn filter is not enough if its results include the wrong days.
- 12ChallengeKeep the need open to different solutions
A story reads, "As a coach, I want a green button in the corner." Rewrite it around the need: the coach must see attendance to prepare enough equipment.
---reveal---
"As a coach, I want to see who is attending so that I can prepare enough equipment." It names the role, goal, and benefit. The team can compare button positions later without losing the need.
- 13ConnectionTrace the story into the next stages
A research finding leads to a story. The story leads to requirements and a screen route. Later, its goal becomes a task for a tester.
Keep that connection visible in project notes. If a proposed screen does not support any researched need, the team needs a reason to spend time on it before adding it to the plan.
- 14ChallengeTurn a finding into a check
Parents report that they cannot plan pickup because joining messages omit the finishing time. What story and acceptance check would address this finding?
---reveal---
A parent wants the club’s finishing time so they can arrange pickup. A check is: after a student joins, the linked parent’s message includes that time. A decorative message alone would leave the researched need unmet.
- 15RecapCarry useful evidence forward
The team now has a chain to work from: the people involved, evidence of their needs, a focused story, and checkable results.
In your own design, choose one research finding and trace it into a story. Use the specific role and benefit to decide what the product must support next.
2Turn a need into a justified idea
13 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionGive the team a clear decision
- 2ExplanationState the problem before the plan
- 3ExampleSeparate an action from its quality
- 4ExampleKeep every condition in the check
- 5ExplanationFit the work within its limits
- 6ChallengeMake a need testable
- 7ExplanationGenerate different ways to help
- 8ExampleScore the alternatives
- 9ExampleGive one criterion extra weight
- 10ChallengeApply the weight once
- 11Key InsightScores need reasons
- 12ChallengeChoose beyond the total
- 13RecapLeave a reasoned plan
3Connect a screen plan to a complete journey
15 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionUse a view that answers the question
- 2AnalogyPlan the rooms before the paint
- 3ExampleArrange a club-details screen
- 4ExplanationDecide how much detail helps
- 5ChallengeShow the missing state
- 6ExamplePut the user in the story
- 7ExplanationMap the route inside the product
- 8ExampleGive a choice two useful routes
- 9ChallengeRepair a blocked journey
- 10ExplanationZoom out to the whole structure
- 11ExampleFit the structure to the task
- 12TipUse names and signs people understand
- 13ChallengeChoose a useful structure
- 14ChallengeConnect three planning views
- 15RecapCheck the journey before building
4Check controls, messages, and access
13 steps
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- 1IntroductionTry the same screen in different ways
- 2ExplanationKeep shared actions predictable
- 3ExampleUse a shared style guide
- 4ExampleRespond while an action happens
- 5ChallengeWrite a useful failure response
- 6ExplanationInclude different abilities and situations
- 7ExampleMake meaning available in words
- 8ExplanationMeasure the text contrast
- 9ChallengeAdd meaning beyond color
- 10TipGive controls room and keyboard access
- 11ExampleRepair the club-details screen
- 12ChallengeCheck a different input route
- 13RecapBuild the checks into the plan
5Build and preview a joining prototype
12 steps
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- 1IntroductionBuild enough to learn
- 2ExplanationChoose a model for the question
- 3Key InsightPolish has a cost
- 4ChallengePick the useful test surface
- 5ExplanationCreate one work area per screen
- 6ExampleLink a trigger to an action
- 7ExampleGive Yes and Cancel different responses
- 8TipControl the presentation route
- 9ChallengeFind the link that still fails
- 10ChallengeCheck the story from start to finish
- 11TipKeep the tested version
- 12RecapShare a model ready for its test
6Turn test records into the next version
18 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionFollow the evidence through one round
- 2ExplanationPlan the goal and suitable testers
- 3ExampleGive a task without directions
- 4ChallengeKeep a pause useful
- 5ExampleSeparate the result types
- 6ExampleCalculate the mean for a named group
- 7ChallengeSummarize a new group of times
- 8ExampleCheck the criterion person by person
- 9ChallengeJudge a new result table
- 10ExplanationRank problems by what they do
- 11Key InsightKeep ratings beside actions
- 12ExampleConnect a repair to its cause
- 13ExampleScore impact, then compare effort
- 14ChallengeChoose between repairs
- 15ExampleRecord and retest v2
- 16ChallengeSeparate improvement from practice
- 17TipDecide what can wait
- 18RecapMake the next round answer a question
User Experience Design practice questions
Set 1: Understand users and choose a direction10 Practice Questions
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Set 2: Plan clear journeys and accessible screens10 Practice Questions
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Set 3: Build a prototype and interpret a fair test10 Practice Questions
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Set 4: Connect evidence, design choices, and improvement10 Practice Questions
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Stuck on your own question? Homework Help
Key Terms
A
Acceptance criteria
Accessibility
Alternative text
Annotation
Assistive technology
B
Brainstorming
Breadcrumb trail
Breadth and depth
C
Captions
Change log
Clickable prototype
Client
Component
Constraint
Context of use
Contrast ratio
Convention
Crazy 8s
D
Dead end
Decision matrix
Design brief
Design criteria
Diverging and converging
E
End user
Error message
Evaluation
External consistency
F
Facilitator
Feedback
Fidelity
Fitness for purpose
Focus indicator
Frame
Functional requirement
H
Hierarchical structure
Hotspot
Hybrid structure
I
Impact score
Inclusive design
Information architecture
Interaction
Interactive product
Internal consistency
Interview
Iteration
L
Leading question
Linear structure
Low-code tool
M
Mean
Mind map
Mock-up
MoSCoW
N
Navigation
No-code tool
Non-functional requirement
Non-linear structure
Note taker
O
Observation
Overlay
P
Pain point
Paper prototype
Pointer target
Primary and secondary users
Problem statement
Prototype
R
Requirement
Responsive design
S
Screen reader
Severity
Site map
Stakeholder
Storyboard
Style guide
Survey
T
Target audience
Task scenario
Think-aloud method
Transcript
Transition
Trigger
U
Unaided completion rate
Usability test
User
User experience (UX)
User flow
User interface (UI)
User profile (persona)
User story
User-centered design
W
Weight
Wireframe
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