Entrepeneurship 4

Entrepeneurship 4

Hello. I am Maya. I focus on how software looks and feels. Hi. I am Leo. My role is understanding how people behave online. Greetings. My name is Sam. My role is planning the structure of applications. And I am Chloe. My role is explaining design tools clearly. Today we are going to explore User Experience and wireframing. We will learn how to plan a software journey before writing any code. Let us begin with User Experience. User Experience is how a person feels when they interact with a product or a website. A brilliant technical solution will completely fail if the customer cannot figure out how to use it. Imagine building a highly advanced mobile application with amazing features. If the buttons are confusing and the menus are hidden the user will get frustrated and close the application. That is why User Experience is the most critical part of building software. It is about making every single step feel rewarding. The best way to plan this is by creating a customer journey map. A journey map is a visual story of every single interaction a user has with your software. It starts from the very first moment they click on your website. It continues through creating an account and logging in. It ends with their daily engagement with your features. By mapping out this entire journey you can see exactly what the user is trying to accomplish at every single stage. This helps you build a path that is logical and clear. When you map out the journey you must look for friction points. A friction point is anything that slows the user down or makes them confused. A very common friction point is a sign up form that asks for too much information all at once. If you ask a user for their home address and phone number just to create a basic profile they will likely stop and leave. When a user leaves your application without finishing a task it is called a drop off. Your goal as a creator is to anticipate where users will get confused or drop off. You want to remove those friction points before you ever launch the product. You do this by making the steps shorter and the instructions clearer. Every single click should be obvious. The user should never have to guess what to do next. When you eliminate friction the software becomes incredibly intuitive. Intuitive means the user knows exactly how to use it without reading a manual. Once you understand the journey you need to build the layout. You do this by drafting wireframes. A wireframe is a basic visual guide that shows the structural layout of a web page or an application. It is exactly like an architectural blueprint for a house. You would never build a house without a blueprint. You should never write code without a wireframe. We focus on creating low fidelity wireframes first. Low fidelity means the design is very simple. It uses basic shapes like squares and rectangles and circles. It does not include bright colors or detailed photos or fancy fonts. The goal of a low fidelity wireframe is to focus entirely on the structure and the placement of information. You want to figure out where the navigation bar goes. You want to decide where the main text belongs and where the submit button should be placed. By keeping the design simple you can test layout concepts incredibly fast. You can make massive changes in seconds without wasting hours of programming time. There are excellent tools available to help you draft these wireframes. Two very popular tools are Figma and Excalidraw. Excalidraw is wonderful for fast informal sketching. It looks like drawing on a whiteboard with a marker. It is perfect for brainstorming the initial layout with your team. Figma is a more powerful digital design tool. It allows you to create highly accurate wireframes that look exactly like the final screen sizes of a mobile phone or a desktop computer monitor. Using these tools allows you to visually test the application architecture. Application architecture is how all the different pages and screens connect to each other. You can draw lines connecting a button on the home screen to the specific profile page it opens. This helps you guarantee that there are no dead ends in your application. Every page must have a clear way to navigate back to the main menu. Planning this architecture in Figma saves developers from making very expensive and frustrating mistakes later. Planning your User Experience and drafting wireframes has clear benefits and risks. Let us look at the pros and cons clearly by listing each separately. We will start with the pros. Pro number one. Saves time and money. Drawing a box on a screen takes two seconds. Writing the code for a complex menu takes two days. Finding a mistake during the wireframe stage saves massive amounts of development time. Pro number two. Better user retention. When you map the journey and remove friction points your users will actually enjoy using your product. They will stay longer and use it more often. Pro number three. Clear team communication. A visual wireframe gives your team a perfect picture of what to build. It prevents arguments and confusion between designers and programmers. Now we must look at the cons. Con number one. It requires patience upfront. When you have a great idea you might want to start programming immediately. Taking a full week to map the journey and draw wireframes can feel very slow in the beginning. Con number two. Overcomplicating the design. Sometimes creators spend too much time making a low fidelity wireframe look perfect. They add too many details when they should just be focusing on the basic layout. Con number three. False confidence. A wireframe might look absolutely perfect on your screen. However you will not know for certain if it actually works until real people try to use the final product. You must always remain open to changing the design later based on actual feedback. So how can a learner like you use this information to improve your life. Understanding User Experience is useful for everything you create. Whether building a website or designing a presentation these principles apply. You are learning how to make information easy for other people to digest. Here are some excellent tips for your design journey. Tip number one. Always design for the user and not for yourself. You might love very complex menus but your user probably wants something simple. Put yourself in their shoes. Tip number two. Test your wireframes on paper first. Before you even open Figma try drawing the screens on blank pieces of paper. Hand the papers to a friend and ask them where they would click. Tip number three. Keep your early designs extremely ugly. Do not worry about colors or fonts until the structure makes perfect sense. Let us quickly review our key takeaways. First User Experience is how a user feels when navigating your product. A great technical product fails if it is hard to use. Second journey mapping helps you identify and remove frustrating friction points before you launch. Third low fidelity wireframing is like a simple blueprint. Tools like Figma and Excalidraw allow you to plan the exact architecture without writing a single line of code. Fourth there are clear pros like saving massive amounts of programming time. There are also clear cons like needing extreme patience before you can actually start building. Thank you for exploring User Experience design with us today. Keep asking great questions and keep creating clear and beautiful software.