Conceptual & Physical Design
Group Project 3: Conceptual & Physical Design
Task 1 - Check food stall status availability
Task 2 - Browse and interact with digital menus within a price range
Task 3 - Place and order food through delivery options
Alternative Design 1 - Nur Umairah binti Zamri
Alternative Design 2- Cheong Yi Shien
Alternative Design 3 - Nur Aliah Izzati binti Azhari
Alternative Design 4 - Irdina Hannah binti Misnun
Alternative Design 5 - Damia Zafira Binti Nawawi
Scan of voted design elements/layouts
Wireframes for Task 1:
Similarity: In page 1,2,3,4,5
Design Decision: Buttons (Folder, Arcade, Others), food boxes, open and close button and food stall lists share consistent shapes, sizes, and styles.
Justification:
The principle of similarity allows users to quickly recognize items that belong to the same category. For example, on page 1, users easily identify Folder, Arcade, and Others as menu options due to their matching shapes. On Page 5, the restaurant lists look similar, helping users quickly scan and compare options.
Proximity: In page 2,4
Design Decision: Favourite and Recent Order sections are grouped closely, and meals are divided by time slots (Breakfast, Lunch, Dinner)
Justification:
The principle of proximity groups related content without needing extra labels. For example, on page 2, users can tell which food belongs to "Favourite" and "Recent Order" by how they are positioned. On Page 4, grouping meals under time slots helps users navigate intuitively based on when they want to eat.
Enclose: In page 1,2,3,4,5
Design Decision: Boxes surround each menu item and food stall lists
Justification:
The principle of enclose makes it clear where one group of content ends and another begins. For example, in Page 3, food items like "Donut" and "Apple Pie" are each inside a box, helping users recognize them as individual options. On Page 4, arcade categories are enclosed in distinct sections, improving clarity.
Figure & Ground: In page 2,3,5
Design Decision: Use of icons and images (food items, food stalls) that contrast with the background.
Justification:The figure and ground principle ensures that users can distinguish between the important elements and the background. For example, the food icons inside circles (Page 2) or boxes (Page 3) stand out clearly. On Page 5, the restaurant images and ratings are easy to see due to strong contrast and spacing.
Continuation: In page 1
Design decision: The line between the fork and spoon forms an egg-like shape, drawing the user’s attention downward
Justification:Continuation guides the user's eyes naturally through the interface. For example, in this case, the visual flow from the
Smart UTM logo down to the buttons helps users navigate the screen easily without confusion.
Wireframes for Task 2
Similarity: In page 1,3,4,5
Design Decision: Consistent square food boxes and food category labels such as Western, Japanese and Spicy
Justification: Based on the principle of similarity, users can quickly recognize food stalls menu listing on page 1 because of the consistent box layouts. The food category labels also follow a uniform format and structure which helps users easily identify them as selectable categories. This consistency improves visual recognition and user efficiency across different pages.
Proximity: In page 2, 5
Design Decision: On the Filter screen, buttons like Price, Operation Hours, and Type of Food are grouped closely together. Similarly, the star ratings and user reviews are placed near each other.
Justification: The principle of proximity states that elements placed close each other are perceived as related. On page 2, the grouping of filtering options (Price, Operation Hours and Type of Food) help users quickly understand them as part of the same filtering function. This reduces effort in scanning and improves decision making. On page 5, the star ratings and user reviews are grouped closely as it helps users understand that the reviews belong to the corresponding rating.
Design Decision: The stall listings and filter options to food categories, content sections, and reviews, each functional area is separated into distinct blocks or zones. The food items are arranged in enclosed cards with their own images and prices.
Justification: The principle of enclosure groups related information using visual boundaries such as rectangles, spacing, and lines. For example, on Page 1, the boxed area helps users visually group related elements and quickly identify interactive components. On Page 2, enclosing filter options improves clarity by separating them from the rest of the UI. On Page 3 and Page 4, separating the sidebar, food list, and description blocks helps users focus and navigate with minimal confusion. On page 5, the grouping of ratings and reviews in a box helps users immediately understand that all elements relate to customer feedback. Overall, enclosure enhances readability and reinforces the relationship between interface elements.
Continuation: In page 1,2,3,4,5
Design Decision: Using vertical flows for pages like menus and reviews, or horizontal and grid alignments for filters and food items, each layout supports intuitive navigation and scanning.
Justification: The principle of continuity ensures that users naturally follow a path when scanning the interface. On Page 1,the aligned content guides the user’s eye smoothly through the content and smoother the scanning and navigation. On page 2, the structured filter layout helps users process options in order. On Page 3, the image grid’s consistent alignment supports rapid browsing of food items. On Page 4, the horizontal alignment of related items allows users to explore additional options in a natural, flowing motion. On page 5, vertical alignment from header to reviews makes information easy to follow. These continuous flows support intuitive navigation and visual harmony throughout the app.
Wireframes for Task 3
Description and justification of metaphors
1. Folder: Favourite & Recent Orders
Metaphor: Save the receipts or write down meals you liked every time trying new menus might be bothersome most of the time.
Explanation: In real life, customers may forget a food name but the taste of the food might be unforgettable which makes it easier for them to re-order based on describing the taste to the waiter. To address this problem, through folder feature users can quickly save food items under ‘Favourite’ or ‘Recent’ orders for convenience in future.
2. Star Rating & Reviews
Metaphor: Asking friends or reading reviews before buying .
Explanation: In physical settings, people often ask others for opinions or observe how many people visit a restaurant first before they actually visit the stall to ensure the food meets with their expectation. In the app, star rating and review will be implemented to easier get information about specific stores without wasting their time to wait for others to respond to their questions.
Explanation: In physical settings, people often ask others for opinions or observe how many people visit a restaurant first before they actually visit the stall to ensure the food meets with their expectation. In the app, star rating and review will be implemented to easier get information about specific stores without wasting their time to wait for others to respond to their questions.
3. Stall Status using Colour (Gray = Closed, Bright = Open)
Metaphor: Checking a stall’s shutters or sign to know if it's open by physically visiting the food stall.
Explanation: Normally, customers walk to a stall to check if it’s open which becomes a hassle if their preferred stall is closed which customer needs to think of other menu options and stalls. The app replicates this visually using grey tones to show a closed stall and bright tones to show it's open which minimizes manual work and effort from users.
Explanation: Normally, customers walk to a stall to check if it’s open which becomes a hassle if their preferred stall is closed which customer needs to think of other menu options and stalls. The app replicates this visually using grey tones to show a closed stall and bright tones to show it's open which minimizes manual work and effort from users.

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