Selected Students Projects​

Methods and Tools
  • Interviews
  • Task analysis
  • Collecting and collating user feedback
  • Designing personas
  • Wireframing
  • Early prototyping
  • Generating design option
  • Usability testing 

Course Name:Usage Centred Design ,INFS811

Level :8

Students Name:Jayne Burch , Bogdan Secara , Ruby Rana

redesigning User Interface for a Toy Company Website (Curiate)


Curiate is a small New Zealand based company from Tauranga that provides toys and equipment with the aim of promoting healthy child development, while providing educational support, through the medium of play.


  • Detect main user experience pains
  • Fix some of the main visual inconsistencies in the user interface
  • Diminish frustration generated by content selection

Methods and Tools

 Step 1: Conduct user research to find target users. 

Step 2: Conduct a usability test to find design issues. 

Step 3: Draw sketches about the refined user interface. 

Step 4: Conduct a usability test on the sketches. 

Step 5: Create a wireframe.

Step 6: Conduct a usability test on the wireframe.

Step 7: Create a digital prototype.

Step 8: Conduct a usability test on the digital prototype.


Course Name:Usage Centred Design ,INFS811

Level :8

Students Name: JYanan Li, Yaxin Hu, Zhiliang Zhang

User Centred Design for NZ COVID Tracer


In this project, we obtained user feedback and found design issues by conducting usability tests on the NZ COVID Tracer. Then we revised the design and proposed new design solutions to mitigate the existing design problems.

Usability Test :

After iteration one of the prototype design changes, we conducted a similar usability test like the one we did during the wireframing stage. Participants were given an interactable prototype link and in addition to the steps we followed last time, we also recorded the interactions between the participants and the prototype using a screen recording software.



Our results highlighted several issues that reflected on our key hypotheses. An abundance of in-app advertising and deliberate placement of premium-tiered features was undesirable to most users, in most cases overcomplicating the interface and increasing the difficulty of the task. Users felt the lack of indexability and use of jargon without definition left them feeling stuck and discouraged them from being able to complete some tasks in the application. And finally, some tasks in the application can be conducted in several ways. This added a high level of confusion, especially when paired to the fact users were not able to use prior intuition (through habits adapted from consistent design libraries in other applications – for example, context menus and navigation bars) to navigate MyFitnessPal. These findings lead to several recommendations, focusing on how the interface should be further improved to increase its overall usability and improve traction.

Course Name: User Interface Design ENSE805

Level :7

Students Name:

Daniel Dymond , Jamie lay , Ricky Liang

MyFitnessPal Usability Report


In March 2020, a research team was commissioned to conduct a Usability study into the fitness application MyFitnessPal. With fitness applications continuing to enter the market, the research aimed to identify issues in key components of the application, and form recommendations for developers to implement into future application revisions to cater to growing demand.

Researchers identified that the age group 18-29 years of age was the most prominent in the use of health applications. With extensive research into the area, researchers developed a two-part study methodology that would assist in developing an overall evaluation of the application. One part consisted of a Usability Lab, applying the Thinking Aloud approach to evaluate the way participants conducted common tasks strategically chosen by the researchers. Diagnostic information would help stem recommendations for modifications to the application. The other part of the test involved the use of a questionnaire to best help participants quantifiably deliver their initial overall impressions of the application.

Our key hypotheses highlighted several issues concerning the navigation of the application itself (steps needed to complete a task), how information delivered to the user is often overwhelming and excessive, and how the layout of some elements and features can make tasks appear and feel more complicated than necessary.

The study was undertaken between the 27th and 30th of April 2020. Due to the global pandemic at the time of testing, the study was conducted with five remotely interviewed participants. Participants co-operated with researchers in developing a test environment that best managed potential environmental variables, and in delivering audible thoughts and opinions to the researcher through the methods of data collection chosen. Researchers then heavily considered the data collected, including notes and metrics recorded during testing, questionnaire results from participants, and the revision of the recordings of each participant’s session.