Uiux Unit1
Uiux Unit1
Uiux Unit1
UNIT – 1 :: NOTES
What is UI?
UI stands for User Interface or User Interface Design. It’s also sometimes
known as user interfaceengineering.
UI is the design of user interfaces for machines: how a product looks and feels, not
how it functions.
UI Design is the process of making the user's interaction as simple and efficient as
possible, in terms of accomplishing their goals (also known as user-centered
design).
UI design is the merger of user needs and visual design. The result of UI design is a set of
high-resolutionwireframes (a visual representation of a product).
The term UI stands for User Interface and refers to the ON Screen and visual elements
such as icons and buttons that are designed to enable a person to interact with a product
or service. In a simpler word, UI is anything that a user can use to interact with a product
or service digitally. UI includes everything from both screens and touchscreens to sound,
keyboard, and even lights.
But with the entry of the 1980s, things changed when the first Graphical User Interface
(GUI) was developed by then computer scientists working at Xerox PARC. This was a major
groundbreaking invention as with the implementation of the GUI, users for the time we're
able to interact with computers simply by submitting commands through icons, menus,
buttons, and checkboxes virtually.
With this groundbreaking invention, the science around the world understood that this is
the direction they must continue meaning anybody can use the computer as commands
were no longer required for interaction.
Macintosh released by Apple Computer in 1984 turned out to be the first commercially
viable computer to have a GUI. This personal computer had a point-and-click mouse. With
this more computers started to get designed with the users in mind. A general belief was
established amongst companies and their developers that without the user’s scope for
interacting with a computer, they will most likely not buy their built computers.
Thus, with the growing technology, the UI designer’s role has come of age in terms of
expectations, preferences, and systems. Eventually, the role UI progressed from computer
to our smartphone and other smart home devices.
UI formats or Types:
Ui has following formats
What is UX?
UX stands for user experience or user experience design. It’s also sometimes
abbreviated as UXD, UED or XD.
UX is the naked experience of a product: how a product functions, not how it
looks.
UX Design is the process of enhancing user satisfaction of a product through
increased usability, accessibility, and pleasure provided in the interaction with the
product. User experience design encompasses note only traditional human–
computer interaction design, but also all aspects of a product or service as
perceived by users.
UX design is the merger of user needs, business vision and technological feasibility. The
result of UX design is a set of low-resolution wireframes (a basic visual guide for how a
product will function) that are deeply connected with user research.
Some started referring to this as the customer experience. However, most acknowledge
the Normal original definition of UX as the ultimate one.
Characteristics of UX:
The Product should be easily usable ,logical and self explanatory.
The product should slove user problems,
The product should be accessible for wide range of users.
The product should create positive experience to users allowing them to complete
task with out frustration.
UX Design UI Design
Applied in Physical and Digital products Applied in Digital products
Experience-driven Visually-driven
It's more about the Feel It's more about the Function
Roles in UI/UX:
UX Designer:
UX designers are generalists who champion and design for users throughout a
project. This means they know how to research user needs at the beginning of the
project, outline the scope of a project’s features and content, define the navigation
and information hierarchy, create wireframes and prototypes and – finally – test
their designs to see how well they perform. UX designers should be able to jump in
at any stage of the design process, at large companies where UX specialists, such as
UX researchers, are on staff, they may not be solely responsible for certain phases of
the design process.
UI Designer
UI designers design all the screens that make up a digital user interface, as well as
the individual elements featured on those screens. As such, they consider both the
overall layout of each individual screen and how all the separate screens fit
together. They are responsible for creating high fidelity prototypes that are
indicators of how a user interface looks, and as a result their work happens late in
UX/UI Designer
A UX/UI designer handles the responsibilities of both a UX designer and a UI
designer. While it’s often desirable to have different people handle these different
responsibilities, at small companies or companies who only have tiny UX teams, one
person may be tasked with both.
UX Manager
A UX manager, as the title suggests, is the person in charge of the UX team. They’re
responsible for assigning team members to projects, representing the team’s
expertise across the company and ensuring the team continues to develop
professionally. UX managers also usually lead and oversee large projects.
Interface Conventions:
Interface conventions are established design patterns and principles that have become
widely adopted and expected by users. These conventions aim to create a consistent and
familiar experience across different applications, websites, and digital platforms. Adhering
to interface conventions helps improve usability, as users can quickly understand how to
interact with the interface without needing to learn entirely new ways of interaction for
each platform. Here are some common interface conventions:
Navigation Bar: Placing the main navigation options at the top of the screen is a
prevalent convention. This navigation bar typically includes links or icons that lead
to different sections or pages within the application or website.
Hamburger Menu: The three-horizontal-line "hamburger" icon is a common
symbol for hidden menus. Clicking or tapping this icon reveals a menu with
additional options or navigation items.
Icons: Icons are used to represent actions, features, or concepts. Commonly
understood icons, such as a magnifying glass for search or a trash can for delete,
provide visual cues that users recognize and understand.
Buttons: Buttons with clear labels and appropriate design affordances (visual cues
indicating clickability) help users understand how to perform actions, like
"Submit," "Cancel," or "Save."
Form Layout: Structuring forms with labels placed near input fields and grouping
related inputs together improves form comprehension and completion.
It's essential for designers to consider these conventions, but they should also be mindful
of the specific context and needs of their users. Striking the right balance between
adhering to conventions and introducing innovative design elements can lead to an
effective and user-friendly interface.
Flat Design: Flat design is a minimalist approach that focuses on simplicity and
clean aesthetics. It avoids the use of gradients, shadows, and other decorative
elements, opting for flat colors and simple shapes. Flat design was popularized by
Microsoft's Metro design language and Apple's iOS 7 redesign. It is well-suited for
modern and straightforward interfaces.
Material Design: Material Design is a design language developed by Google that
combines flat design principles with realistic motion and interaction. It is based on
Template vs Content:
In the context of design and presentation, "Template" and "Content" refer to two distinct
aspects:
Templates are especially useful in scenarios where multiple instances of a design need to
be created with a consistent style. For example:
In web design, website templates provide a framework for the overall layout and
design of a website. Web designers can then fill in the specific content for each
page while keeping the consistent structure.
In document creation, templates in word processors or desktop publishing
software provide predefined styles, headers, and footers, making it easier to
create consistent documents like reports, letters, or brochures.
Content: Content refers to the actual information, data, or media that fills the template. It
includes text, images, videos, charts, and any other specific elements that convey the
message or information to the audience.
The content is the unique and dynamic part of the design, as it changes from one instance
to another while the template remains the same. For example:
In a website, the content of each individual page would be unique, such as text
about different products, services, or articles. However, the overall structure and
design (template) of the website remain consistent.
In a presentation, the slides' content might vary from one slide to another,
presenting different topics or points, while the presentation's overall theme and
layout (template) provide a consistent visual framework.
The separation of template and content allows designers and creators to efficiently
produce consistent designs without starting from scratch each time. Templates provide a
solid foundation, while content delivers the specific information and details tailored for
each instance. This approach also enables easy updates to the overall design by simply
modifying the template, affecting all instances that use it, without the need to alter each
individual content separately.
Purpose in Establishes consistent branding and Delivers the unique and dynamic part of
Use style. the design.
Define the Layout: Start by defining the overall layout of the interface. Determine
how different elements will be arranged on the screen, including headers,
navigation bars, content areas, sidebars, and footers. Consider the visual hierarchy,
grouping related elements together, and creating a clear flow of information.
Choose Typography: Select appropriate fonts for headings, subheadings, body
text, and other elements. Ensure that the typography is legible and matches the
tone and personality of the interface.
Color Palette: Establish a color scheme for the interface. Choose a primary color
and complementary colors to create a visually harmonious design. Consider the
psychological impact of colors and use them to convey emotions or highlight
important elements.
Use Icons and Graphics: Integrate icons and graphics to enhance the interface and
provide visual cues for actions and content. Ensure that icons are clear and
recognizable, and use them consistently throughout the interface.
Create Buttons and Interactive Elements: Design buttons and interactive elements
that stand out and are easy to identify as clickable. Use appropriate colors, shapes,
and visual effects to indicate their interactivity.
Form Design: Design forms and input fields with clear labels and visual cues to
guide users. Ensure that the form layout is logical and easy to navigate.
Responsive Design: Ensure that the interface is responsive and adapts seamlessly
to different screen sizes and devices. Test the interface on various devices to
ensure consistent user experiences.
Microinteractions: Add subtle animations or interactive feedback to enhance the
user experience. Microinteractions can make the interface feel more responsive
and engaging.
Navigation and Information Architecture: Design intuitive navigation patterns to
help users easily find their way around the interface. Use clear labels and
appropriate icons for navigation elements.
Whitespace and Visual Balance: Utilize whitespace to create visual breathing
space and prevent the interface from feeling cluttered. Achieve visual balance by
distributing elements evenly throughout the screen.
Consistency: Maintain consistency in design elements, such as colors, typography,
UI Design Process:
UX has 3 key phases: discovery, ideation, and validation. However, UX design is cyclical
and you will often need to repeat certain steps and even the entire process multiple
times.
1. Discover
User Research (Interviews,
UX always starts with discovery —
Ethnography)
interviewing potential cus- tomers to
Empathy Mapping
understand what the target audience
Task Analysis
needs and talking to stakeholders to
Stakeholder Mapping
understand their goals and com-
Service Blueprints
petitive analysis. Discovery is all about
Analytics and Heuristics
WHY - xxx. During dis- covery you will
Competitive Analysis
validate your problem (your product is
there to solve that problem), identify
your end users, and deter- Outcome: Problem Validation,
mine project goals. User Personas, Project Goals
2. Ideate
Next comes ideation — using a variety
of tools to imagine a solution that
solves the user problem, while aligning
Sketching
with the company goals within
technological possibility. Ideation is the Wireframes
process of finding out HOW. How will Information Architecture
you create a solution that solves the Journey Mapping / Page
Flows
users deepest needs in a delightful
User Journey Writing
manner? Designers will implement a
Paper Prototypes
variety of tools to figure out how to
Interaction Design
solve the user problems. This process is
Outcome: Solution Exploration
very much like a funnel, where the
solution is very wide at the beginning,
and the goal of the process is to quickly,
envision and test products with target
customers in order to pivot
and define. During ideation you will
organize your discovery, explore
options, and develop wireframes and
prototypes.
The processes of UX Design and UI Design are flexible and there is no “right” way of
bringing them togetherfor one project. Typically, a project will need UX Design first
and then UI Design. However, for existing
products, either process may be used alone to improve either UX or UI.