1. Trang chủ
  2. » Giáo Dục - Đào Tạo

UI UX for responsive design

120 109 2

Đang tải... (xem toàn văn)

Tài liệu hạn chế xem trước, để xem đầy đủ mời bạn chọn Tải xuống

THÔNG TIN TÀI LIỆU

Thông tin cơ bản

Định dạng
Số trang 120
Dung lượng 12,91 MB

Các công cụ chuyển đổi và chỉnh sửa cho tài liệu này

Nội dung

Table of Contents Session 01: Introduction to User Interface Design Definition of UI and UI Design Parts of User Interface Design Principles and Attributes of User Interface Design T

Trang 2

UI and UX for Responsive Web Design

© 2017 Aptech Limited

All rights reserved

No part of this book may be reproduced or copied in any form or by any means - graphic, electronic,

o mechanical, including p otocopying, recording, taping, or storing in information retrieval system

or sent or transferred without the prior written permission of copyright owner Aptech Limited

All trademarks acknowledged

Trang 3

suggestions, and recommendations for improvement of the book

Please feel free to send your feedback at the Head Office, Mumbai

ARENA Design Team

-~,) :·H'.',,<'T: NEW AVENUES ,\,, ~' :_·, 11: ,~, : Tl: L LEARNING EXPERIENCE

FOR FURTHER READING, LOGIN TO

www.onlinevarsity.com

Trang 4

Table of Contents

Session 01: Introduction to User Interface Design

Definition of UI and UI Design

Parts of User Interface Design

Principles and Attributes of User Interface Design

Types of'U/s

Processes in User Interface Design

Models in User Interface Design

Summary

Exercise

Session 02: Intr o ducti o n to User Experience Design

Definition of' UX and UX Design

Difference Between U/ and UX

Elements of' UX Design

Significance of UX

Principles and Guidelines of UX Design

Best Practices in UX Design

Summary

Exercise

Session 03 : Under sta nding Responsive Web Design

What is Responsive U/ Design?

Trang 5

Session 04 : Understanding the Strategies for Responsive Web Design

Strategies for RWD in Various Devices

Need for Content Strategy in RWD

Importance of Content Audit

Performance Optimization for a Mobile-friendly Site

Difference Between Responsive and Adaptive Website Designs

Session 06 : U sa bility Studies in Responsive Web Design

Definition of Usability Studies

Importance of Usability Studies

Testing in Usability Studies

Usability Test Plan Template

Usability Testing for RWD

Summary

Exercise

Trang 6

Session 1 Introduction to User Interface Design

Learning Objectives

In this session, you will learn to:

► Define User Interface {UI) and User Interface design

► List and explain the different elements of User Interface Design

► Describe the principles of User Interface Design

► Describe the types of User Interface Design

► Explain the User Interface Design process

► Describe the models in User Interface Design

The user interface is a vital part of any computer system It determines how easily an end user can interact with the program One of the achievements of a system depends on how well a user interface is designed and whether it creates a seamless experience for end users

This session begins with explaining the meaning of User Interface {UI) and UI design It provides an overview

of the fundamental parts of :he UI and diferent types of UI designs The session also covers the UI design principles that can be utilized to improve the qualty of user interface design Further, the session outlnes the user interface design process and the diferent UI models

f

your - way to feaming

t111ia t11 www.onlinevarsity.com

Trang 7

1.1 Definition of UI and UI Design

Wh at i s U s er Interfa c e?

The UI of n applcation, also known as an 'interfac,e·, is the means by which a user and a computer system

interact It can comprise both software and hardware components

In particular, UI inclu es:

► The textu l raphical, and auditory information that the program presents to the user

► The contr l sequences that a user employs to control the program For example mouse movements,

keystrokes with the computer keyboard, and selections through the touchscreen

A simple example of a UI in the real world is an Automatic Teller Machine (ATM) As shown in figure 1.1, it consists of a keypad, a display window, a selection of choice options, and a help screen that displays instructions for completing an ATM transaction

Figure 1 1: A TM Us er Interface

Wha t i s U s er Interfa c e De s ign?

User Interface Design is the process of designing user interfaces for Websites, applances, computers, and

software applcatio s It focuses on anticipating an end user's req irement, that is, what the users might need

to do and the ensuring that the UI has all elements to facilitate those actions The goal o UI design is to maximize user's experience and interaction

UI design brings together the following co cepts:

Information Archite c ture focuses on organizing structurin and label ng content in an effective and sustainable way

Intera ct io n Design conce trates on setting up an engaging interface with logical behaviors

Visual De s ign concentrates on the style of a site and its related materials through pictures, hues,

text styles, and d ferent components

The overall goal of UI design is to make the user's exp ri nce and interaction as simple and efficient as possible

Trang 8

1.2 Parts of User Interface Design

The fundamental p rts or elements o most Uls are as follows:

b ttons, check boxes, ro -down lsts, drop-down buttons, list boxes, and text fields

Table 1.1 lists the inpu control elements and their descriptions along with examples

A button can be pressed or

clicked by the user to p rform

an action It is typically labelled using text, an icon or both

Radio buttons present a set ochoices from which the user can choose one

Check boxes also present a

set of choices but allow the user to select one or more options from the set

Drop-down list comprise a list

of items that are displayed upon clicking the arrow and enable one item at a time to

be selected They are preferred when many items in

a set need to be presented to the user

Drop-down buttons when

clicked display a dro -down

list o items that are mutually exclusive

List box co tains a list f options It allows the user to

select o e or more items from

a list

Text fi ld is a basic text control tha allows the user to enter a small amount o text

When a user in icates that text entry is complete usually

by pressing Enter, the text field fires an action event

New tweet • o u

Can you t ell us why you were visiting?

© Jus brows,ng

0 Wan t ed general , nformat ,on

0 Wan t ed spec,rie informa t ion SNIW,.'19 It~ ( Mu-It.pi Che,::kbox):

Ust boxes

t ools/methods/user -i n terjace-elemenrs h tml

Table 1.1: Description oflnput Control Elements

Trang 9

Navigationa l Components

include search fields, readcrumbs, pagination, tags, icons, nd image carousel

Table 1.2 lsts the navigational components and their descriptions along with examples

getting back the most significant

single-Ii ne content box that can accept user input to be searched within

a database

Breadcrumb is a navigation aid

track o user's location within

highest point o a Web page,

below the title bars or headers

They show links for previous page the user navigated

page or in hierarchical site

Pagination enables you to divide content into distinct pages It allows the user to skip between pages or go in

content

Tags allow users to identify

framework also allows users to

by entering them into the framework

An icon acts as a natural

functionality of the system, such

Icons are often hyperlnked

to browse through a set of items and choose one Typically, the

tE

Analyzing Web Traffic Using Google Analytics

icw 3 nd 8;xfi:t r oand of Web An~tyt ks >> V :i r io\.ls W cbAn:i lytio : oo l ~

Trang 10

Informati onal C omponent s

Some common interface information components are tooltips, n tifications, progress bars, message boxes, and modal win ow

Table 1.3 lists the informatio al components and their descriptions alo g with examples

in conjunction with

a cursor, usually

a pointer Tooltips allow

the user to see clues when they hover over an

are typically used to show

items such as, the

successful completion o

a task, r an error, r

Progress bar shows

where a user is as t hey progress through a series

o steps in a process

Message box is a small

window that gives

information to users or gets a confirmation from

the user A message box requires users to take an action before they can

move forward

Modal window is a

chid window that

requires users to associate with it before it

can return to operating

~ :,e:1 11 m, ·: u o :~ • : 11:: <: : ,', a1 1(1 ~ , :1x: 11 ,1~ •u I a.-ir a : 1 lll :,:,:t-: • •~v:: .c > ;, m~ lll ~

The wo rt.: lhe u~er 9 rforms i n s :.c ri k circ u ms w ~es Thf! l; lfl k ~ :>lll f l Su ! ; ; /;~!:!': Ill ,"! u!\N \', ill r,a -r<: nn f ll t n lir; f'o(:f W ( l f l-:

Th e sp ecific pr c l ern oo m o in c bjeds that lh e us.e<'A' ~ l rr,a n iou l n : s

U :.:i u:( i nk ;m1;.1 li on (l,:;vuk;f;OO (lu, n !J iut : , r ;,,;;~ <,11 1; •:;i :; , II~ iril<;1 ( au; J

l u I i s 1 ; 11 )(.; 1 i-: ;i, N l aln- : ; 11 1~{:<m::t al, -::J :l>m l •~ x nk:11~! In 1k :f J 11 :, :: 1< <

l'JM: 1 , 1 ~) l! <1.•»1 1 ;.o» Ji ll1 i.- 11; ,+- ♦ 1 ,»;, ,

-Table 1.3: Description of Information Components

Trang 11

Containers

Containers are designed to contain page elements to a reasonable maximum width based on the size o

a user's screen The most common interface container includes Accordion

Accord io n

An accordion is a

based on user action When a label is clicked, it expands the section showing the content within

Table 1 4: Containers

1tem1

Content #1 • Loi em ipsum aolo, sit amet consetetur sa<iipscing elltr sea cl'Jam

nonumy ei rm Od tempor invidunt ut l abore

e <1010,e magna aliquyam ernt se<1 CfJam

vo lupt ua LOrem i.psum e101or s it amet , consetetur sadipscing elltr sed diam

nonumy eirmO<J t empor invielunt ut l abore

e dolore magna aliquyam erat sea diam

VO IUpt ua

Click here to know more about User Interface (UI) and User Interface design

1.3 Principles and Attributes of User Interface Design

UI design principles focus on improving the quality of user interface design Some of these include

S tru c ture Princ i ple

This principle is concerned with overall UI architecture

The design of the interface should be visually, theoretically, and linguistically clear It should provide clear and user-specific paths to useful and relevant information

The techniq es that help to support this principle are as follows:

• You should group the logically connected items to communicate and separate unrelated items to

achieve visual organization

• Design page-specific navigation and access to information

• Present the flow of actions, information, responses, and visual preparations in a sensible order that is easy to remember and place in context

Refer to figure 1.2 to view an example of a deary structured UI

Trang 12

The design should be simple to learn and use It should include only the elements that are most

important for communication It should also make common tasks easy to perform and provide good

shortcuts that are meaningfuly related to longer proced res

The techniques that help to support this principle are as folows:

• Avoid acronyms and terminology with no clear explanation, which are likely to confuse the users

• Ensure that the messages and labels are written in a clear manner

• Use consistent layout, navigation, messages, labels, and representation o the information

• Do not use jarring animations and advertisements

• Avoid elements that may cause compatibi ty or support issues across diferent environments

Refer to figure 1.3 to view an example of a simple UI

Figure 1 3: E xample of a Simple UI

Image C ourtesy: http://www apple c om/ipad/

Trang 13

The Website of Apple.com is a great example to explain the simplicity principle

The UI of Apple.com is very simple To avoid any distraction, only the relevant conten is presented in a

clean a d straightforward way The clear UI design makes the Website intuitive to use

Vi s ibili t y Princ i p le

Visibiity ensures that the user clearly sees the interface and all the possible actions The UI design

should make all required options for a given task visible without confusing the user with superfluous or redundant informatio It needs to be straightforward to let users easily comprehend the interface and navigate though it more efficiently

The techniques that help to support this principle are as follows:

• Have lmited entry points on the interface

• Make the entry points descriptive and 'task-oriented'

• Avoid creating Uls that will always be busy and unresponsive to users

• Do not overwh lm users with too many alternatives or confuse with unnecessary information

• Do not d ect users into pages that have no navigatio al options

• Create l eve l s of importance Cl ements t h at are miss i o n c ri t i ca l t o the Webs i te or app l cati on should be

designed to be more visible However, the less important elements can be desig ed for less visibi ty

• Use colors appropriately Do not use too many colors as it may distract users

Refer to figure 1 4 to view an example of a clearly visible U I

No, , , , ~ ., tto.A

.-Ooo,Jrt-Figure 1.4: Example of a Clearly Visible UI

Q ·

i.-•· · ""

-Image Courtesy: http:l/todaymade co

mlbloglwp-contentluploads/2012/04/Gmail-lnbox-garrett t.moon @gma il.com-1-560x283jpg

The Website of Gmail is a great case to explain the Visibi ty principle

The design of the interface is very straig tforward All the options are clearly visible Users can quite

effu rll e,;,; l y , c1ml perltc1p,;, in,;l i m;L i ve l y c.Ji,;Li n yui,;h c.J i ffere rt l ,;ecl i urt c1 rt c.J yue,;,; w lt c1l thei r furtc l un,; c1 r e

such as lnbox, Sent items, Deleted items, Important mails, and so on By making the button large placing

it in a noticeable position and giving it a distinct color, it stands out in the design

Trang 14

Feedba c k Princ i p l e

Feedback means to give information to the user based on some action The UI design should clearly

inform users what is going on and show them the result of their actions such as connecting, waiting to

download processing, or downloadin It should also inform users about the actions and changes of

performing particular actions by using a clear, concise, and understandable language

Feedback can come in many forms, such as a color change of an interface element, sound alerts,

pop-up windows with action buttons, notification bubbles, and so on

Tips/Techn i ques to support the Feedback Pr i nc i p l e

The techniques that help to support this principle are as folows:

• Write your messages and labels clearly

• Respond to user action as close as possible to the poin o interaction (that is, within a reasonable

• Use colors appropriately

Subscribe to pt exclusive fntbles and updatts

0

0

0

Sullscribt to gtl exclusivt frt1bles and updatts

Images Courtesy:

http://www.howdesign.com/web-design-resources-technologyldonald-normans-design-principles-modern-web-designl

Trang 15

The 'Coming Soon' page with the Thank s message from Kic drop.me is a great example to explain the

Tolerance Pr i n c ip l e

Tips/Te c hn i ques to support the To l erance Prin c iple

communication pro lems

Trang 16

Reu s e P r i n c iple

The UI design should reuse internal and external components and behaviors to maintain consistency

with purpose Th s reduces the need for users to rethink and remember A simple example of this is the

keyboard shortcuts

The techniques that help to support this principle are as folows:

• Group elements effectively

• Ensure tha the same action should always yield the same result

• Do not change the function of the elements

• Do not change the position of stand rd elements

• Set U I design standards and then stick to them

Refer to figure 1 7 to view an example of a reusable UI

Hil S1on1n ou t91$1tt I DUI$ I Sfll I Ht l P&Contaa TrUkMyOrdtr 1in, Holiday Offers

■ IJ Cl l'il I Add to watch 1;s

T"me left S<I 03h (:J iw; :on it,oo:oo 1ST)

O.,antity .! J More than 1 0 available/ 47 $old

SOid 28 r-tqulrles

Shipping F R EE Local Coo1er · Oelvery within seller's c~

I_,_,,

ll•f"I locM>Otl <=" .al, lH, IAoef<a

Shpa te: IM~

Figure 1 7: E xample of a Reusable UI

Image C ourte s y: htt p ://www.ebay.in/

~ EXCHANGE YOUR OLD r

LAPTOP & MOBILE

IM:i fihi

An example of the Reuse principle is ebay.in The process in which a user goes through to purchase a

product is very simple and organized In a dition, once the user goes through it, he/ she is able to repeat the actions easily

Trang 17

1.4 Types of Uls

Uls can be classified into six categories:

C ommand Langu ag e - b as ed In t erface

A command la guage-based interface is a means of interacting with a computer program where the user issues commands to the program in the form of successive lines of text The computer displays a prompt, the user keys in the command, and presses Enter key After receiving the command, the

command language-based interface processes it accordingly and shows the output/result on the same

Menu-b as ed Interf ac e

A men -driven UI allows the user to access command through the menu The computer displays a

men , the user makes a choice, and then, the next menu appears The process continues until the user

and mobile p ones

N a tur al L a nguage Interfa c e

software It accepts spoken words and converts them into the text on the computer

The most widely used type of UI in use today is the Graphical User Interface (GUI) It accepts input

through the keyboard and mouse and displays the output on the user's computer screen The actions in

a GUI are usu ly performed through direct manipulation o the graphical elements

The most common elements of a GUI include:

Window: It is an area on the screen that displays information Contents in a window are displayed in

the form of icons or lists Accordin9 to the size of the screen, windows can be minimized, resized, r

maximized They can be moved anywhere on the screen A window may have one or more windows

as its children These child windows are drawn within the client area of the pare t window

• Icon: It is a small picture that represents a software application or a hardware device An application

window opens on clicking or double-clicking these icons

Menu: It is a list of choices presented to the user A menu is placed at a visible (gen rally top) inside

the application

P o inter /C ur s or : It is an onscreen symbol that represents movement of a device that the user

controls to select windows, icons, and menus

Trang 18

Refer to figure 1.8 to view the most common elements of a GU I

Figure 1.8: Elements of a Graphi c al User Interface (GUI) Image Courtesy: http:llwww.intel c om/contentlwwwlus/en/company-overview/company-overview.html

1.5 Processes in User Interface Design

l nt o rfa c o valida ti on l ntorfaee a n l y sis

l ntorfaco co n s tr uc tio n I n t e rf ace d es i g n

Figure 1.9: User Interface Design Process Image Courtesy: http://csis.pace.edu/-marchese/cs615sp/L6New/SeL6new.html

designed

Trang 19

I nterf ac e Ana l y i s

The first activity of the UI development is Interface analysis

It involves understanding the end users who will interact with the system through the interface, the tasks

that end users would need to perform to do their work, the content that will be presented as a part of the

interface, and the environment in which these tasks will be conducted

J~U :s=r =na=ly=s=is= = = = = = ]

_ I T_s=k=A-n _,_1y_si_s _ _ _ _ _ _ ~ (coiii"ent Analysis ~ ( Work Environment Analysis 7

The initial analysis activity centers on the profile of the users who will work with the system It identifies user's s ills and capabilities and level of business understanding business process understanding and

his/her role in the process Information from a wide range of sources such as user interviews sales input

marketing input, and support input can be used to analyze the user profile

Once general requirements have been defined, a more comprehensive task analysis is conducted

Those tasks that the user performs to accomplish the goals of the system are identified, described, nd

elaborated Task analysis h lps to understand:

• The work the user performs in specific circumstances

• The tasks and sub-tasks the user will perform during his/her work

• The specific problem domain objects that the user will manipulate during his/her work

• The sequence of work tasks

• The hierarchy of tasks

The identified tasks lead to the presentation of a vari ty of content ranging from character-based reports,

graphical displays to multimedia information At this stage, the format and the aesthetics of the content

are considered to establish the requirements for content presentation

Next the physical work environment of the user is analyzed to ensure that the UI products fits into the

work e vironment In this step the physical characteristics of the workplace, constraints (noise, improper

lightnin , nd so on), the type of equipment being used (mouse type keyboard size and so on) nd how

the user will execute the UI (standing, sitting, r while doing other tasks) are identified

Using information developed during interface analysis, the interface design activity commences In this stage user states are generated and explored to define a set o interface objects and actions These objects then serve as the basis for the creation of screen layou that illustrates graphical design and

placement f icons specification and titing for menus and specification of menu items, and so on As the design model is refined, design issues such as error handling, system response time in terms o length

and variability user help facilities and menu and command labelling are also considered at this stage

Once a design model is created, it is implemented as a prototype The prototype enables usage scenarios to be evaluated and continue with development tools to complete the construction

Once an operational UI prototype is created, it is evaluated to determine whether it meets the needs of

the user It can range from an informal test drive to a formally designed study using statistical methods

The UI evaluation cycle takes the form as shown in figure 1.10 It consists of prototype creation folowed

by user evaluation The user directly informs the designer through comments about the effectiveness of

the UI Based on the user inputs, design modifications are made as required, and the next level

Trang 20

prototype is created The evaluation cycle continues until all user issues are resolved

1.6 Models in User Interface Design

In designing a UL the following four model types are especially importa t:

The user model is established by a software engineer

It describes the profile of the end users of the system The user model is based on the age, gender, physical abilities, education, cultural, or ethnic background, motivation, goals, and personality of the end user

The user model focuses on the syntactic and semantic knowledge of the end user

Trang 21

• Describes the mechanics of interaction that are required to use the interface effectively

• Focuses on the user's understa ding of the fu ctions p rformed by the application,

the meaning of input a d output, and overa o jectives of the system

T e user model classifies the users as novices/beginners, knowledgeable intermittent users, and

knowledgeable frequent users Refer to figures 1.1 1 to 1.13 to understand the types o users

► No syntactic knowledge of the system

> Little semantic knowledge of the application

► Only general computer usage

► Reasonable semantic knowlege of the system

► Low recall of syntactic information to use the interface

► Good semantic and syntactic knowledge

► Looks for shortcuts and abbreviated modes of operation

T e mental mod l is developed by the user while interacting with the system

It is a representation of user's system perception - 'How do users think this works?' based on past experiences, knowledge, o common sense The accuracy of the description depends upon the user's profile and over.all familiarity with the system

The Design mod l is created by a software engineer

It results from the analysis phase of the requirements and takes into account the data and architectural,

interface, and procedural aspects of the system he design model must be developed to accommodate

the information contained in the user's mental model

Trang 22

Im p l ementat io n M o de l

Note

Trang 23

1.7 Summary

In this session, Introdu ct ion to User In terface Design , you learned th t:

• A User Interface is the means by which a user and a computer system interact

• User Interface Design is the design of Websites, computers, and software applcations focusing on maximizing user experience and interaction

• The fundamental parts of most Uls include Input Contr ls, Navigational Components, Informational Components, and Containers

• The UI design principles focus on improving the quality of user interface design

• The six importan UI design principles are the Structure p nciple Simplicity principle Visibi ty

principle Feedback principle, Tolerance principle, and Reusability principle

• The UI development process is re etitive and can be represented using a spiral model

• The UI development process encompasses four distinct framework activities inclu ing Interface analysis, Interface design, Interface construction/implementation, and Interface valdation

• The four mod l types in designing a UI are User model, Design model, Mental model, and

Implementation mod l

• The most widely used type of UI in use today is the GUI

Trang 24

1.8 Exercise

1 Which of the following is not a user interface design process?

a User, task, and environment analysis

c Implementation model

4 Which of the following UI design principles emphasizes the importance of designing the user interface to

prevent users from making errors?

a Simplicity

b Visibility

C Tolerance

d Reuse

5 Which user interface allows the user to interact with the computer by typing instructions?

a Command line interface

b Menu interface

c Natural language interface

Trang 26

Ol'\\il'\e v ~ : n.- J

for enriched learning available

www.onlinevarsity.com

Trang 27

Se ss ion 2

Introduction to User Experience Design

In this session, you will learn to :

► Define User Experie ce (UX) and User Experi nce Design

► Describe the difference between UI nd UX

► Describe the different elements of UX Design

► Explain the significance of UX

► List and explain the principles of User Experience Design

► Describe the best ractices in User Experie ce Design

The success of a Website or an application depends on how users perceive it 'Does it give me value? Is it easy to learn and use? Is it a pleasant experience? These are the basic questions that run through the users

mind whie interacting with any system and form the basis of their decisions on whether or not to become regular users User experience design strives to make th m answer 'Yes' to all of these questions It focuses

on providing rich a d interactive experience to the users

This session begins with defining User Experience (UX) and UX design It explains the significant difference

between UI a d UX The session also provides an overview of the different elements of UX design and explains its significance Further, the session describes the principles and best ractices of UX design

2.1 Definition of UX and UX Design

User Experience, often abbreviated as 'UX', is the overall experience and satisfaction th t a user has when

interacting with a product such as a Website or computer application Simply stated, the UX is how the user

is emotionally affected by the product For a satisfying user experience, it is important that the product is

easy to use a d fits the user expectations Refer to figure 2.1

ux

Trang 28

Wh at is U s er Ex p e r ience De si gn ?

2.2 Difference Between UI and UX

U s er In t erface (UI) : U I is simply a collection of eleme ts such as text fields, buttons, search field, layout, and

User Expe r ience (UX): It is the overall experience of using the interface -'how it makes the user feel while

► A knife is the UI, a cake is the product, and cutting the cake using the knife is the UX

F igu r e 2.2 (a) : In t erfa c e Element

Trang 29

All the elements together on a screen make up a UI

'

lur11ng

Image Courtesy: http://infonativesolutions.com/

Figure 2.2 (c): User Experience

Image Courtesy: http://infonativesolutions.com/

Trang 30

Refer to table 2.1 to understand the differences between UI and UX

It focuses on the presentation the content so tha

It focuses on the context and provides users with

it becomes easier for the user to obtain

UI is the determining factor of the UX It defines

Table 2 1: Difference Between U/ and UX

www.onl ineva rsity com

Trang 31

2.3 Elements of UX Design

UX Design is based around the end user's overall experience with the system The critical elements of a

Visual design represents the aesthetics (look-and-feel) of a Website and its associated components

It utilizes the visual elements such as shapes, colors, and images to deliver a clear message to the users and thus, improve their experi nce with the system

Gu i del in es for creat i ng a pos i tive visua l design:

• Maintain visual consistency through the use of colors, typography, and persona

• Build hierarchies through differen colors, font sizes, nd placement on the page

• Create continuity throughout the design so that the users can quickly learn the interface

• Optimally size and place the elements so that they are easy to use and indicate the importance and connection between actions

• Use metaphors to support communicating a message

Usabi ty is about how easily a product can be used by specified users to accomplish their goals

It is importa t to understand that 'Usability' is n t a single property of a system or a product It is a

tolerance, and ease of learning Refer to figure 2.4

Trang 32

•Whether the system is useful and helps users achieve their goals accurately?

• How quickly an experienced user completes the task using the system?

•How enjoyable, satisfying, or exciting a product is to use?

• How well the user can connect with the way the product is presented and organized?

• If the user lkes to use the system?

• How well the system prevents the errors?

• How the system helps users recover from the errors?

• How well the system supports both initial orientation and deeper learning?

• How quickly a novice user completes the task using the

system?

• Can the user remember the system and use it effectively in

future visits?

F igur e 2.4 : F ive Es of U s abili ty

Guide lines for c r e ating a u s ab l e de sign:

T o make the UI effe c tive :

Provide response/feedback on a critical activities

Remove error opportunities

Provide adequate information for user to make decisions

T o make the UI efficient:

Design navigation for ideal a d alternate workflows

Provide shortcuts

Employ design and interaction styles that are faster to execute

Minimize unnecessary elements on the screen

To make the UI eng a g i ng :

Use clear nd familiar la guage that can be easily understood by the user

Avoid confusing set of acronyms and terminology with no clear expla ation

Use consistent layout, navigation, messages, labels, and representation of the information

Use colors and fonts carefully Do n t use too many colors as it may distract users

Set a suitable conversational tone to help users to understand the content better

Make the screen less cluttered and easie to understand

Present the flow of actions, information, responses and visual preparations in a sensible

order that is easy to recollect and place in context

Have good cross-lnkages and quick jumps to important sections of the Websites

Use contols that help in correct selection

Ensure that actions are easily reversible and the user never loses his/her work as a

result of an error on their part or system or communication problems

Display error messages that provide the information necessary for recovery

If the user requests, rovide additio al explanation during error connection

• To make the UI easy to lea rn :

Create a helpful interface Provide minimalist prompts and instructions wherever

required

Set UI design sta dards and then stick to them

Construct 'guided/directed' interfaces for challenging or uncommon tasks

Ensure that the same action should always yield the same result

Do not change the fu ction and position of the standard elements

Trang 33

Inform a tion Ar c hite c ture

Information architecture focuses on organizing, structuring, and labelling conte t in an effective and sustainable way, so that the users can find the relevant information and complete their tasks easily

Guide l ine s for c re at in g effe c tive inform at ion a r c hitec t ure :

• Design information architecture from e d users' perspective -keeping user's requirements and preferences in mind

• Use consistent layouts to help users easily navigate through the site

• Organize the conten in a structured mann r

• Use concise, clear, consistent, and descriptive labels for navigation items and links

• Maximize find ability through proper navigation logic and detail in the descriptions

• Provide navigational hints to let users know their location within the site, how to get back,

and how to jump back to the start

• Enable users to navigate to the most important content and functionality in as few clicks as possible

• Present links to the main features and content n the landing page, prioritized according to

the user's needs

Inter ac tion De sig n

Interaction design is a user-centric approach of designing an interactive system focused around en users -their goals, experiences, wh t they need, a d how they expect the system to work

-Guide l ine s for de s igning inte ra c tio n s:

• Try to match user's previous experiences and expectations by using common conventions or

UI patterns

• Use consistent layout, navigation, terminology, labels, nd representation of the information

to help users learn the system more quic ly

• Avoid excessive features and functions Also, divide difficult tasks into manageable sub

-tasks

• Offer visual hints or text messages to users about when to start n interaction

• Provide text messages or visual clues while a request is b ing processed to let the user

know what is happening within the system

• Use clear and easily distinguishable icons to improve perceivabilty of interaction

achieve visual organization

• Design gen ric interactions so that user can replicate the experi nce across multiple

interactions

• Make the interactions intuitive so that the user can easily predict how to use it

U s r Re s a r c h

User research is the most critical component in any UXD initiative It focuses on understanding user

needs, behaviors, expectations, and motivations through o e-on-one interviews, research, surveys,

user observation and oth r feedback methodologies

Through user research you can design a UI that supports and helps user behavior in a way that users will feel it natural and effective

Trang 34

Guidelines for carry i ng out user research:

• Allow users to organize the information into different categories This h lps to understand

their expectations and thus, enables to create the site structure in the way users think

• Observe the users in their natural work environment and ask questions as they navigate the site This helps to understand the way they perform their tasks and accomplish their intended goals

• Develop user personas to identify and prioritize their specific goals

• Conduct a moderated discussion to learn about users attitudes, views, needs, and

responses to concepts

• Buid prototypes and gather feedback from users while still at design stage

• Carry out onlne surveys to collect information from a broad audience

• Evaluate a product by testing it with representative users

quick UX develops an interaction-rich experience that drives the users back to the site

On the other hand, poor user experiences create a negative emotional connection to the site for users

Simply stating, without an effective UX, products such as Websites, apps, or software are likely to fail

2.5 Principles and Guidelines of UX Design

The key principles for creating e gaging user experiences are as follows:

A user should be able to recognize the UI components and view the interaction as simiar to the ones

they have interacted before Note that users do not spend time in exploring or admiring the UI They

prefer a familiar desiqn where they can easily identify the features based on their past experiences and can directly locate the ones they require Refer to figure 2.5

Trang 35

Sen Sxiven• convicted o n :sll cou n m

Thf't lit f'_blrffl ~ m , , , o,Jf'l' l>iC-" "" br

AQO;•n tw.,_., t, d-,:$0,,, ""'"' f\1"' ~UI~ lf'IS,h

• SC"""10l:t •01t2roll'f 11 J ,.J i - - J

Child ' s body l> " d as Hud"'°"' t nophew

Chot;PJ-)t"9MrtJW1rt ,H~ •.or _.1w.-_n,o,-.,T

,-~1-d:1 tlptlilw •f'I0 •14 b._,,d CM1j n 11,, SW

• t,,C) Nf · _ Q ,,.,_ , ,,;,, , ,

c ,, -, c,;,, i:.- ,.,o;,,~ ~ q

E;,M-tlke pt,,net In E1>$11o n Er1dan l?

News/blog sites are a great example to explain Familiarity principle

navigation is generally placed on the left or top To improve the readability, article headers are

usu lly written in bigger font size The familarity with the design h lps the users to access the Website easily without having to think too much about the functionalty

Cl a rity

Clarity plays an important role in creating seamless UX design It focuses on arran ing various

elements on the Web page to maximize the user's chance of using the site effectively

A clear design provides answer to three basic questio s:

• Wh t is it?

• Wh t can I do h re?

Refer to figure 2.6

Trang 36

Square read r Webs e is a great example to demonstrate the clarity principle

It answers all the three basic questions:

Wh at i s i t? : It is a credit card that starts accepting credit cards on the very first day of purchase

A clear and relevant image supports the context

• Wha can I do here? : A use can get ai credit card reader here

Wh y s h uld I d o i t/how i t i s u s eful for me? : The card reader is free A user just has to pay

2.7 % per swipe for Visa MasterCard Discover, and American Express

Trang 37

€ inli !' c om

) ~ I fr ':ti.Ill fu1 t rt1h t J';io:u

Get t i me-5 & tickets >

Li v e d eparturu I Bus l noss I Hotels I S ort b t !Nb • I E uro pea n Rall • I · ·

Cheap train tickets ar ow dkl<S awoy

ffil-;fiil'I l@Ott: • ■ lffi+~· I lffiUf◄ · I

t.' ;:n,: 11 :;'let Lo.'XOl"I E11 :i 1tr1 ~ Ill at:; 1 :, l e -n : u : Plri.:A t'!f ly fl) en t ,•~ In

~ E11 $ kYl 8i i lli)fla'l'I Lo -ConKI ~ ~ LO'\C'on

N\'S · i:c: ! emu Pl: C c m ;,

£20 , 00 f) U , 00 f) £1 4 , SO f) £ 5.00 t>

• Si,n,ue 1r>1:1t ~~ "llll\l ' \1'tJWQn • ~;hr St,1,,,"1,,;111e$Qnt, 111A;~

l!IO~ l o"blllf F::.:M oca:cie CD 1.!l~)!'Q~ ~

Figure 2 7: Example to Demonstrate Recoverability Principle

Image Courtesy: thetrainline.com

The trainline.com site is a good example to d monstrate recoverabi ty principle It offers a useful button (highlighted in figure 27) to allow users to change the direction of their journey

provide h lpful information to the user about the task in hand Also, the UI needs to provide

appropriate and timely feedback to specify that the action is happening and whether it is successful

or unsuccessful

Trang 38

8cx)k Domestic & lntemahona l Fhqht Tickets

~ - ,._r-

ao.a.•·cg ,

Figure 2.8: Example to Demonstrate Responsiveness and Feedback Principle

Image Courtesy: http://www makemytrip.com/

Make my trip (travel site) is a good example to explain responsiveness and feedback principle A

Simpl i c i ty

The design should be simple to understand and simple to use irrespective of the user's experie ce,

most important for communication It should also make common tasks simple to perform and provide

good shortcuts that are meaningfully related to longer procedures

Refer to figure 2

Image Courtesy: http://www.apple.com/watchl

Trang 39

Apple.com is a great case to explain the Simplcity principle

The UI of Apple.com is extremely simple Only the relevant content is presented in a clean and

str ightforward way to avoid any distractions The clear UI design makes the Website just s intuitive

to use as all other Apple pro ucts

Con t en t De l ivery

The UI should provide a well-timed and relevant content to the users This helps to increase in a

tangible manner the user's satisfaction Refer to figure 2.10

( Adri' , n~r,r.i n !Jli \l ;

( ¾i'IO-W-=d~ i n ql!e!J i stcy j

Ad(! ro !:-a l l\' ~.Eqi $ ry

Trang 40

Figure 2.11: E xample to Demonstr a te ' Delight ' Prin c iple

Image C ourtesy : https: ll yourk ar ma c om/

The Website for the Your Karma mobile Wi-Fi device is the perfect example of captivating user

experiences The mixture of great fonts, delcate shading palette, smart illustrations, a d profound

animation makes for a nice UI

2 Clarity focuses on arranging various elements on the Web page to maximize the user's

chance of using the site effectively

a True

b False

2.6 Best Practices in UX Design

Some of the best ractices for designing and creating amazing user experiences are as follows:

Clearly identify business goals and user goals to understand their expectations Then compare the goals

to find a y differences and build appropriate design solution

Take periodic inputs from the stakeholders to understand their perspective Involve stakeholders at the

kick off stage, wireframe rounds, usability testing and finally at the launch to take their feedback and

incorporate suggestions to the design

Ngày đăng: 27/10/2019, 21:19

TỪ KHÓA LIÊN QUAN