Figure 1.23 The Hook Model
For example, a social media app sends a push notification: “Someone liked your photo!” The user opens the app to check and each time the notifications vary. They then post more photos or follow friends, which personalises content and keeps them coming back. The habit is created by triggers, variable rewards and investment.
Mr. Sylvain guided us to use Figma’s key features and how to design lo-fi wireframes and do prototyping.
Figure 1.24 Class Practice (Figma Design & Prototype screenshot)
When to test?
- Test as as early as possible, when you have something (e.g. lo-fi prototype) testable
- Clear doubts (from client etc.) and decide by testing with real users
- However, testing at this phase (development phase) cannot show long term impact, and it takes time (find users, writing a report...)
Testing Steps (Done b4 developing Hi-fi)
1. Planning
- Decide on a clear testing direction with the team
- Planning ahead allows designer to explain clearly to user what they want to test
2. Decide a Goal
- Goals are specific statements that define what the design team aims to evaluate / improve in the UX by observing how users perform key task
For example: "Users will create an order for a new bicycle within 2 minutes."
"Users will be able to create a pickle ball event for 6 people with less than 2 errors."
- Goals has to be clear and specific (amount of time, amount of errors etc.)
- Goals are for the design/research team, not for the users
3. Logistics
-
4. Participants
- Identify target users
-
5. User Tasks
- Users must show how they would do something when using the prototype, not describing them
- Designers cannot lead users or guide them in this phase
-
6. Before Staring
- Designers explain why they need user's help, what's the project about and how their feedback matters
- Get user's consent for video recording
- Ensure users are comfortable throughout the testing, this is not an exam
- Ask users to tell what they thinking when tapping or navigating in app
7. In-test
- Let user use the app by themselves, minimise guidance
- If users ask for help, do not answer directly, dig deeper: "What do you think?", "How would you go about it?"
- Follow-up with user, ask about what's frustrating for them
8. Step back
- As designers, DO NOT defend your design
- Side with user to look at the issue
-Don’t design on the spot. The entire UIUX research and design process is time-consuming, but correcting on the spot can give a false impression that the process is easy, which undermines thoughtful design.
9. Test with Informed User as well (e.g. another UIUX Designer)
- Involve users who understand design principles, they can spot issues that regular users might miss or give insight into subtle usability problems
10. Introduce Your Request When Asking for Feedback
- I am showing [stage of work] about [project content] because [current challenge]. I would need from you [type of feedback] to [objective after receiving the feedback] within [feedback constraints].
11. A Good Critique
- Explain both positive and negative (if no negative, dig deeper for it!)
- What can be improved
Week 12
Usability Heuristics (by Jacob Nielsen)
- The rules (almost is industry standard and widely known in UX/UX field) that help designers evaluate whether a user interface is easy to use
- The guiding principles that highlight common patterns of good UIUX design
1. Visibility of System Status
- The system should always keep users informed about what is happening.
For example: Confirmation Messages, Error Messages, Navigation Cues, Progress bar
2. Match Between System and the Real World
- Use language and visuals that feel familiar to users and fits or reflect the current real world
- Use of familiar visual metaphor: e.g., "Delete" icon that resembles a trash can
- Use of familiar language: Replacing technical jargon like “execute process” with clearer terms such as “start,” “run,” or “open” so easy for users to understand
3. User Control and Freedom
- Users should be able to undo or redo actions easily
For example: an Undo button, a Back button, Allow user to still edit cart at the payment page
4. Consistency and Standards
- Ensure the user interface is uniform and predictable
- Visual consistency: Consistent colours, typography, icons and layouts across interface
- Functional consistency: Buttons, gestures, and interactions behave the same way across similar contexts. E.g., all “Back” buttons take users to the previous screen, all “Save” buttons perform the same action
- Feedback consistency: All errors use the same style of message, all loading states follow the same animation pattern, and all success actions use the same confirmation style
5. Error Prevention
- Design the interface so errors don’t happen in the first place.
- Clear instructions: "Password must include at least 8 characters and 1 number."
- Confirmation Prompts: A pop-up that says "Are you sure you want to delete this file?"
- Validation: Showing a red outline and message like “Invalid email format” while the user is typing
6. Recognition Rather than Recall
- Reduce memory load. Users shouldn’t need to remember information from one screen to another.
For example: Icons with label, Search Recommendations
7. Flexibility and Efficiency of Use
- Support both beginners and experts. Since experts might want to skip all the unnecessary informations they have already known from their experience.
- Customisation: Users can rearrange toolbar items or personalise dashboard widgets
- Shortcuts: Keyboard commands like Ctrl + C to copy or a long-press gesture to reveal quick actions
- Adaptability: An app that switches to a simplified layout for new users but shows advanced options for experienced users
8. Aesthetic and Minimalist Design
Keep screens clean and only show what is necessary.
- Simplicity: A login page with just email/password fields and a single “Sign In” button.
- Visual Hierarchy: Headings are larger and bolder than body text to guide the user’s focus. Make CTA buttons stand out by using a different colour
- Whitespace: Spacing between buttons and text blocks to prevent a cluttered appearance.
- Consistency: All buttons use the same colour, shape, and hover effect across the app.
9. Help Users Recognise, Diagnose, and Recover from Errors
- Error messages should be clear, polite and give actionable steps to help user solve the error.
For example: "Your file is too large. Upload files under 10MB."
10. Help and Documentation
If needed, provide accessible instructions.
For example: Tooltips, Help Center, Onboarding Tips
UI Visual Design
1. 60/30/10 Rule
- 60% - Dominant Color: The main color used for large areas like backgrounds or primary sections. Sets the overall mood.
- 30% - Secondary Color: Used for accents, panels, or key elements that support the dominant color
- 10% - Accent Color: Used sparingly for highlights, buttons, links, or call-to-action elements to draw attention.
Figure 1.25 60/30/10 Rule
2. Guidance
Figure 1.26 Guidance
3. Weight
Figure 1.27 Weight
4. Ergonomics
Figure 1.28 Ergonomics
5. Hierarchy
Figure 1.29 Hierarchy
6. Intuitivity
Figure 1.30 Intuitivity
Design System
Why it is important?
- Teamwork: Help other designers or developers to easily find designed elements to design
- Consistency: To make sure a same design system is applied across the UI
- Automation: Allow reuse of the same
- Legacy:
What should be in the design system?
- Building Blocks: Palette, Templates, Elements, Modules, Components
- Guidelines: SOPs, Strategy, Design Rules, Documentation, Copy Samples
Comments
Post a Comment