The Basics of Ux Design
The Basics of Ux Design
Experience Design
BY
INTERACTION DESIGN FOUNDATION
The Basics of User Experience (UX) Design by the Interaction Design Foundation
Preface
Preface
If you're looking to gain an introduction into the world of user experience (UX) design—or maybe
even freshen up your knowledge of the field—then this UX design book is the ideal place to start.
The sheer number of topics covered in UX design is mind-boggling: there’s interaction design (the
psychology of motion and feedback), design thinking (an iterative, empathy-based problem-solving
process), and usability (how easily a product can be used), just to name a few. That’s what makes
the field so fascinating to so many people. Whether you are a business manager working on a new
product, or an aspiring designer wanting to learn about user-centered design, the field of UX design
has something to teach you.
On top of that, UX design is a booming industry worldwide. Job opportunities are increasing for UX
designers like never before—an estimated 13% increase from 2010 to 2020. UX designer pays are
also moving up, upwards of $110k in cities such as San Francisco and New York.
That’s why we, at the Interaction Design Foundation, put together this ebook. In nine highly readable
chapters, we’ll cover a wide range of topics that everyone starting out in UX design should know.
Each chapter acts as a mini crash course, introducing key concepts, best practices, and guidelines.
At the end of each chapter, we’ll summarize the key learning points in a section called “The Take
Away”.
If we’ve done a good job, each chapter should pique your interest in a specific topic under the giant
umbrella of UX design. I hope you’ll enjoy this short but informative ebook, and that this will be the
beginning of a wondrous and never-ending journey of learning.
Mads Soegaard
Founder, Interaction Design Foundation
INTERACTION-DESIGN.ORG
The Basics of User Experience (UX) Design by the Interaction Design Foundation
Table of Contents
Table of Contents
1. A Brief Introduction to User Experience (UX) Design 04
4. An Introduction to Usability 28
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UX DESIGN
CHAPTER 1
User experience (UX) design can be a complicated and overwhelming field for newcomers, as it
encompasses a wide range of topics (from accessibility to wireframing). Some of these topics
overlap, while some of them complement one another. Therefore, it's important to come to a
common and basic understanding of what the term “user experience” means in a design context.
Since the second half of this century’s first decade, technologies have become increasingly
complex, and the functionality of applications and websites has become far broader and far more
intricate. Early websites were simple static pages that served up information to feed curious
searchers; however, a few decades later, what we can find a wealth of online are sites that are
interactive and offer a much richer feel for users.
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1. A Brief Introduction to User Experience (UX) Design
You can add all the features and functionality that you like to a site or application, but the success
of the project rides on a single factor: how the users feel about it.
“Humans have always been emotional and have always reacted to the artifacts in their world
emotionally.”
—Alan Cooper, President of Cooper
• Does the user find the site or application simple to use and navigate?
• Does the user actually enjoy using the site or the application?
A UX designer can say he's or she’s doing a good job when the answer is "Yes!" to all of the above.
What is a UX Designer?
A UX designer is someone who investigates and analyzes how users feel about the products he or
she offers them. UX designers then apply this knowledge to product development in order to
ensure that the user has the best possible experience with a product.
UX designers conduct research, analyze their findings, inform other members of the development
team of their findings, monitor development projects to ensure those findings are implemented,
and do much more.
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Focusing on UX enables design to focus on the user. It increases the chances of a project's
success when it finally comes to market, not least because it doesn’t gamble on the faith of users
in taking to a product just because it’s a brand name.
• Startups — you may not find dedicated UX teams in a startup, but UX is always part of the
objective. High-tech startups developing innovative projects need to understand how their users
feel even more than established companies do.
• Projects with decent budgets — UX tends to get skipped in low-value projects, but any
development project team with a decent budget will tend to allocate some of their financial
resource to UX so as to ensure that the budget brings a return on investment.
• Long projects — the longer the project, the more resources it consumes; thus, UX becomes ever
more important to delivering a return on the investment.
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1. A Brief Introduction to User Experience (UX) Design
means of achieving good UX—and not the only methodology or tool that one can use to ensure
optimal UX in a project.
Want to avoid the common pitfalls of UX design? Our course “Become a UX Designer from
Scratch” will guide you—claim your spot now!
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1. A Brief Introduction to User Experience (UX) Design
“The strength of this course is its content and the way all the lessons are
organized. The experience the instructors possess is also a huge advantage to
the course and its members in understanding the design methods effectively.”
“The course has given me a great overview of the foundation of UX design, the
processes, players and understanding of the expectations of / on designers.”
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About the Interaction Design Foundation
We thought this would be a good time to properly introduce ourselves, now that you’ve had a taste
of what our ebook has to offer!
Founded in 2002, the Interaction Design Foundation (IDF) is on a mission to provide accessible and
affordable design education to people across the world, through open-source educational materials
as well as online, self-paced UX Design courses.
By taking our courses, you'll benefit from educational materials developed by leading practitioners
and academics from top-tier universities like Stanford and MIT. Our course certificates will
therefore help you land your next job in design through being recognized by industry-leading
corporations.
We also provide the opportunity to network with fellow designers through our Local Groups
initiative — with meet-ups in over 84 countries across the globe! You can find out more about us
and our mission if you’re interested.
Because you’ve downloaded our ebook, we’re going to give you a special offer: 3 months of free
membership. Become a member of the Interaction Design Foundation, receive all the benefits
mentioned above, and start advancing your career today!
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Empathise Define Ideate Prototype Test
CHAPTER 2
Design thinking is not an exclusive property of designers—all great innovators in literature, art,
music, science, engineering, and business have practiced it. So, why call it ‘design thinking’? What’s
special about design thinking is that designers’ work processes can help us systematically extract,
teach, learn and apply these human-centered techniques to solve problems in a creative and
innovative way — in our designs, in our businesses, in our countries, in our lives.
Some of the world’s leading brands, such as Apple, Google, Samsung and GE, have rapidly adopted
the design thinking approach. What’s more, design thinking is being taught at leading universities
around the world, including d.school, Stanford, Harvard and MIT. Even so, do you know what design
thinking is, and why it’s so popular? Here, we’ll cut to the chase and tell you what it is and why it’s
so popular.
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2. What is Design Thinking and Why Is It So Popular?
Design thinking revolves around a deep interest in developing an understanding of the people for
whom we’re designing the products or services. It helps us observe and develop empathy with the
target user. Design thinking helps us in the process of questioning: questioning the problem,
questioning the assumptions, and questioning the implications. Design thinking is extremely useful
in tackling problems that are ill defined or unknown, by re-framing the problem in human-centric
ways, creating many ideas in brainstorming sessions, and adopting a hands-on approach in
prototyping and testing. Design thinking also involves ongoing experimentation: sketching,
prototyping, testing, and trying out concepts and ideas.
• Test – solutions
It is important to note that the five phases, stages, or modes are not always sequential. They do not
have to follow any specific order. What’s more, they can often occur in parallel and repeat
iteratively. As such, you should not envision the phases as a hierarchal or step-by-step process.
Instead, you should understand it as an overview of the modes or phases that contribute to an
innovative project, rather than sequential steps.
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Humans naturally develop patterns of thinking modelled on the repetitive activities and commonly
accessed knowledge. These assist us in quickly applying the same actions and knowledge in
similar or familiar situations, but they also have the potential to prevent us from quickly and easily
accessing or developing new ways of seeing, understanding, and solving problems.
These patterns of thinking are often referred to as schemas, which are organized sets of
information and relationships between things, actions, and thoughts that are stimulated and
initiated in the human mind when we encounter some environmental stimuli. A single schema can
contain a vast amount of information. For example, we have a schema for dogs which
encompasses the presence of four legs, fur, sharp teeth, a tail, paws, and a number of other
perceptible characteristics. When the environmental stimuli match this schema—even when there
is a tenuous link or only a few of the characteristics are present—the same pattern of thought
enters the mind.
As these schemas are stimulated automatically, this process can obstruct a more fitting
impression of the situation or prevent us from seeing a problem in a way that will enable a new
problem-solving strategy. Rising above this ‘fog’, or—more aptly—floating up and away from this
confining compartment, calls for us to be innovative in our approach. Unsurprisingly, innovative
problem solving is also known as ‘thinking outside of the box’.
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To illustrate how a fresh way of thinking can create unexpectedly good solutions, let’s look at a
famous story. Some years ago, an incident occurred where a truck driver had tried to pass under a
low bridge. Alas, he failed, and the truck became firmly lodged under the bridge. The driver was
unable to continue driving through or reverse out.
The story goes that as the truck became stuck, it caused massive traffic problems, which resulted
in emergency personnel, engineers, firefighters, and truck drivers gathering to negotiate various
solutions so as to dislodge the truck.
Emergency workers were debating whether to dismantle parts of the truck or chip away at parts of
the bridge. Each spoke of a solution which fitted within his or her respective level of expertise. In
the heat of the emergency, all parties carried on with their ways of viewing the problem, including
the truck driver, whose initial dismay over a scraped roof had turned into a deeper concern.
A boy walking by and witnessing the intense debate looked at the truck, at the bridge, then looked
at the road and said nonchalantly, "Why not just let the air out of the tires?" to the absolute
amazement of all the specialists and experts trying to unpick the problem.
When the solution was tested, the truck was able to drive free with ease, having suffered only the
damage caused by its initial attempt to pass underneath the bridge. Whether or not the story
actually happened in real life, it symbolizes the struggles we face where oftentimes the most
obvious solutions are the ones hardest to come by because of the self-imposed constraints we
work within.
Challenging our assumptions and everyday knowledge is often difficult for us humans, as we rely
on building patterns of thinking in order not to have to learn everything from scratch every time. We
rely on doing everyday processes more or less unconsciously—for example, when we get up in the
morning, eat, walk, and read—but also when we assess challenges at work and in our private lives.
Especially experts and specialists rely on their solid thought patterns, patterns that serve them well
in their respective fields, not to mention the people to whom they deliver their skills. Even so, it can
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be very challenging and difficult for experts to start questioning their knowledge. Pride aside, it can
prove more than a little disconcerting to think that many years of education and practical
experience can hinder rather than help in dealing with a problem.
The freshness of a child’s perspective, untainted by professional specialization, can save the day when a problem gets as
big as the one above. Happily, getting that freshness doesn’t involve something as drastic as trying to become a child
again.
At the heart of design thinking is the intention to improve products by analysing and understanding
how users interact with products and investigating the conditions in which they operate. At the
heart of design thinking lies also the interest and ability to ask significant questions and challenge
assumptions. One element of outside the box thinking is to falsify previous assumptions, i.e., to
make it possible to prove whether they are valid or not. Once we have questioned and investigated
the conditions of a problem, the solution-generation process will help us produce ideas that reflect
the genuine constraints and facets of that particular problem. Design thinking offers us a means of
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digging that bit deeper; it helps us do the right kind of research and to prototype and test our
products and services so as to uncover new ways of improving the product, service, or design.
Grand Old Man of User Experience, Don Norman, who also coined the very term User Experience,
explains what Design thinking is and what’s so special about it:
“…the more I pondered the nature of design and reflected on my recent encounters with engineers,
business people and others who blindly solved the problems they thought they were facing without
question or further study, I realized that these people could benefit from a good dose of design
thinking. Designers have developed a number of techniques to avoid being captured by too facile a
solution. They take the original problem as a suggestion, not as a final statement, then think
broadly about what the real issues underlying this problem statement might really be (for example
by using the ’Five Whys’ approach to get at root causes).”
Tim Brown, CEO of the celebrated innovation and design firm IDEO, shows in his successful book,
Change by Design that design thinking is firmly based on generating a holistic and emphatic
understanding of the problems that people face, and that it involves ambiguous or inherently
subjective concepts such as emotions, needs, motivations, and drivers of behaviors. This contrasts
with a solely scientific approach, where there’s more of a distance in the process of understanding
and testing the user’s needs and emotions—e.g., via quantitative research. Tim Brown sums up that
design thinking is a third way: design thinking is essentially a problem-solving approach,
crystallized in the field of design, which combines a holistic user-centered perspective with rational
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After arriving at a number of potential problem solutions, the selection process is underpinned by
rationality. Designers are encouraged to analyze and falsify these problem solutions so that they
can arrive at the best available option for each problem or obstacle identified during each phase of
the design process.
With this in mind, it may be more correct to say that design thinking is not about thinking out of the
box, but on its edge, its corner, its flap, and under its bar code, as Clint Runge put it. (Clint Runge is
Founder and Managing Director of Archrival, a distinguished youth marketing agency, and adjunct
Professor at University of Nebraska-Lincoln.)
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Author/Copyright holder: Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0.
Wise words—whatever helps you gain that needed perspective, assume that position.
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Learn from
prototypes to spark
new ideas
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0
Design thinking is an iterative and non-linear process. This simply means that the design team
continuously use their results to review, question, and improve their initial assumptions,
understandings and results. Results from the final stage of the initial work process inform our
understanding of the problem, help us determine the parameters of the problem, enable us to
redefine the problem, and, perhaps most importantly, provide us with new insights so we can see
any alternative solutions that might not have been available with our previous level of
understanding.
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Design thinking is essentially a problem-solving approach, crystallized in the field of design, which
combines a user-centered perspective with rational and analytical research with the goal of
creating innovative solutions.
Companies are facing ill-defined and complex problems every day—and bringing design thinking
into your workplace can be a game changer. Our online course “Design Thinking: The Beginner’s
Guide” is one of our most popular (and as a result, gets fully booked really quickly!), because the
iterative, empathy-based process translates so well into so many problems. Make sure you don't
miss out on our next intake!
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“I enjoyed all of the tools available for download. It helped me easily share this
information with others who were interested in design thinking.”
“There were lots of real world examples particularly from the instructors’ work.”
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USEFUL USABLE FINDABLE
CHAPTER 3
User Experience (UX) is critical to the success or failure of a product in the market, but what do we
mean by UX? All too often, UX is confused with usability, which describes how easy a product is to
use. While it is true that UX as a discipline began with usability, UX has grown to accommodate
much more than usability, and paying attention to all facets of UX in order to deliver successful
products to market is vital.
“To be a great designer, you need to look a little deeper into how people think and act.”
— Paul Boag, Co-Founder of Headscape Limited
There are seven factors that describe user experience, according to Peter Morville, a pioneer in the
UX field who has written several best-selling books and advises many Fortune 500 companies on
UX. Morville arranged the seven factors into the ‘User Experience Honeycomb’, which became a
famous tool from which to understand UX design.
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Useful 1. Useful
2. Usable
Accessible Usable
3. Findable
Valuable
4. Credible
Desirable Findable 5. Desirable
Credible 6. Accessible
7. Valuable
Let’s take a look at each factor in turn and what it means for the overall user experience:
1. Useful
If a product isn’t useful to someone, why would you want to bring it to market? If it has no purpose,
it is unlikely to be able to compete for attention alongside a market full of purposeful and useful
products. It’s worth noting that ‘useful’ is in the eye of the beholder, and things can be deemed
‘useful’ if they deliver non-practical benefits such as fun or aesthetic appeal.
Thus, a computer game or sculpture may be deemed useful even if neither enables a user to
accomplish a goal that others find meaningful. In the former case, a teenager may be using the
game to vent angst after a hard exam at college; in the latter, an art gallery visitor may ‘use’ the
sculpture to educate herself on the artist’s technique or tradition, gaining spiritual pleasure at the
same time from viewing it.
2. Usable
Usability is concerned with enabling users to achieve their end objective with a product effectively
and efficiently. A computer game which requires three sets of control pads is unlikely to be usable
as people, for the time being at least, only tend to have two hands.
Products can succeed if they are not usable, but they are less likely to do so. Poor usability is often
associated with the very first generation of a product—think the first generation of MP3 players,
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which have since lost their market share to the more usable iPod. The iPod wasn’t the first MP3
player, but it was the first—in a UX sense, at least—truly usable MP3 player.
3. Findable
Findable refers to the idea that the product must be easy to find, and in the instance of digital and
information products, the content within them must be easy to find, too. The reason is quite simple:
if you cannot find the content you want in a website, you’re going to stop browsing it.
If you picked up a newspaper and all the stories within it were allocated page space at random,
rather than being organized into sections such as Sport, Entertainment, Business, etc., you would
probably find reading the newspaper a very frustrating experience. The same is true of hunting
down LPs in a vintage music store—while some may find rifling through randomly stocked racks of
assorted artists’ offerings part of the fun and ritual, many of us would rather scan through
alphabetically arranged sections, buy what we want, get out and get on with our day. Time tends to
be precious for most humans, thanks largely to a little factor called a ‘limited lifespan’. Findability is
thus vital to the user experience of many products.
4. Credible
Twenty-first-century users aren’t going to give you a second chance to fool them—there are plenty
of alternatives in nearly every field for them to choose a credible product provider. They can and will
leave in a matter of seconds and clicks unless you give them reason to stay.
Credibility relates to the ability of the user to trust in the product that you’ve provided—not just that
it does the job it is supposed to do, but also that it will last for a reasonable amount of time and
that the information provided with it is accurate and fit-for-purpose.
It is nearly impossible to deliver a user experience if the users think the product creator is a lying
clown with bad intentions—they’ll take their business elsewhere instead, very quickly and with very
clear memories of the impression that creator left in them. Incidentally, they may well tell others,
either in passing or more intentionally, in the form of feedback, so as to warn would-be customers,
or ‘victims’ as they would view them.
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5. Desirable
Skoda and Porsche both make cars. Both brands are, to some extent, useful, usable, findable,
accessible, credible and valuable—but Porsche is much more desirable than Skoda. This is not to
say that Skoda is undesirable; they have sold a lot of cars. However, given a choice of a new
Porsche or Skoda for free, most people will opt for the Porsche.
Desirability is conveyed in design through branding, image, identity, aesthetics, and emotional
design. The more desirable a product is, the more likely it is that the user who has it will brag about
it and create desire in other users. Yes, we’re talking about envy here; whilst we can salute Skoda’s
indomitable spirit—not least for having made very innovative strides and made the most of
resources behind the Iron Curtain—we’ll tend to yearn after the other car here, the one that screams
‘Look at me!’ and is pure power and affluence on four wheels.
Porsche, founded in 1931, is synonymous with power and style. As a brand, it embodies opulence and glamour,
commanding heads to turn on chic, urban streets. Skoda, despite having a nearly 40-year head start in the business,
doesn’t pluck the same chord in the popular psyche.
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6. Accessible
Sadly, accessibility often gets lost in the mix when creating user experiences. Accessibility is about
providing an experience which can be accessed by users with a full range of abilities—this includes
those who are disabled in some respect, such as the hearing, vision, motion, or learning impaired.
Designing for accessibility is often seen by companies as a waste of money—the reason being the
enduring misconception that people with disabilities make up a small segment of the population. In
fact, according to the census data in the United States, at least 19% of people had a disability in
2010, and it is likely that this number is higher in less developed nations.
That’s one in five people in the audience for your product who may not be able to use it if it’s not
accessible—or 20% of your total market!
It’s also worth remembering that when you design for accessibility, you will often find that you
create products that are easier for everyone to use, not just those with disabilities. Don’t neglect
accessibility in the user experience; it’s not just about showing courtesy and decency—it’s about
heeding common sense, too!
Finally, accessible design is now a legal obligation in many jurisdictions, such as the EU. Failure to
deliver accessibility in designs may result in fines. Sadly, this obligation is not being enforced as
often as it should be; all the same, the road of progress lies before us.
7. Valuable
Finally, the product must deliver value. It must deliver value to the business which creates it and to
the user who buys or uses it. Without value, it is likely that any initial success of a product will
eventually corrode as the realities of natural economics start to undermine it.
As designers, we should bear in mind that value is one of the key influences on purchasing
decisions. A $100 product that solves a $10,000 problem is one that is likely to succeed; a $10,000
product that solves a $100 problem is far less likely to do so.
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Now that you know the 7 factors that influence user experience, how do you then optimise your
product or service to create the best user experience? Learn how to offer a competition-beating
user experience by taking our course “User Experience: The Beginner’s Guide”.
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“I liked how the instructors were able to link what they are saying to real life
scenarios, it helped to consolidate learning for me.”
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CHAPTER 4
An Introduction to Usability
5 min read
Usability and user experience (UX) are not the same thing: the usability of a product is a crucial part
that shapes its UX, and hence it falls under the umbrella of UX. While many might think that
usability is solely about the ‘ease of use’ of a product, it’s actually more than that.
The ISO 9421-11 standard on usability describes it as: “The extent to which a product can be used
by specified users to achieve specified goals, with effectiveness, efficiency and satisfaction in a
specified context of use.” Usability is hence more than just about whether users can perform tasks
easily (ease of use); it’s also concerned with user satisfaction—for a website to be usable, it has to
be engaging and aesthetically pleasing, too.
In fact, a 2015 joint research by Huff Industrial Marketing, KoMarketing and BuyerZone on B2B
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web users showed that 46% of users leave a website because they can’t tell what the company
does (i.e., a lack of effective messaging), 44% of users leave due to lack of contact information,
and 37% of users leave due to poor design or navigation. This goes to show the potential harm bad
usability can bring to your website.
“We tend to be distracted by the voices in our own heads telling us what the design should look
like.”
— Michael Bierut, Partner at Pentagram Design
Usability is the outcome of a user-centered design process. That is a process which examines how
and why a user will adopt a product and seeks to evaluate that use. That process is an iterative one
and seeks to improve following each evaluation cycle continuously.
2. Efficiency
3. Engagement
4. Error Tolerance
5. Ease of Learning
1. Effectiveness
Effectiveness is about whether users can complete their goals with a high degree of accuracy.
Much of the effectiveness of a product comes from the support provided to users when they work
with the product; for example, fixing a credit card field so that it only accepts a valid credit card
number entry can reduce data entry errors and help users perform their task correctly. There are
many different ways to provide support—the key is to be as informative as possible in a meaningful
way to the user.
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In our payment form, we restrict the number of digits you can enter into the credit card number field so as to reduce data
entry errors.
You might also want to examine the language used in your product—the clearer and simpler that
language is (ideally 6th-grade level), the more likely that your information will have the right impact
on the user. This doesn’t mean dumbing down your language gratuitously so as to patronize your
users; it just means keeping an appropriate style that errs on the simpler side for clarity’s sake.
Using the right level of technicality—for example, reducing the number of technical coding terms for
a design-focused website—also helps make your messages clearer and meaningful to users. Want
to know how simple your copy is? Check out Hemingway App, a useful tool that analyzes your text
and assesses its readability. If in doubt, keep it simple and direct; unless you’re actually selling a
ghost-writing service, you will not win over users with ‘impressive’ prose.
Redundancy in navigation can sometimes be beneficial; if users have multiple paths to their
objective, they are more likely to get there. This may reduce the overall efficiency of the process,
however. So, always consider the frustration of a user who can’t find the way forward, and strike a
balance between that and the ‘overkill’ of several alternatives.
2. Efficiency
Effectiveness and efficiency have come to be blurred in the mind. They are, however, quite different
from a usability perspective. Efficiency is all about speed. How fast can the user get the job done?
You’ll want to examine the number of steps (or indeed clicks/keystrokes) needed to achieve the
objective; can they be reduced? This will help develop efficient processes. Clearly labeled
navigation buttons with obvious uses will also help, as will the development of meaningful
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shortcuts (for instance, think about the number of hours you’ve saved using Ctrl+C and Ctrl+V to
copy and paste text).
So as to maximize efficiency, you need to examine how your users prefer to work—are they
interacting via a smartphone or a desktop computer with a large keyboard and mouse? The two
require very different approaches to navigation.
3. Engagement
Engagement is a bit of a buzzword, but if you cut through the fluff, you’ll find that engagement
occurs when the user finds the product pleasant and gratifying to use. Aesthetics matter here, and
it’s why many companies invest a small fortune in graphic design elements—but they’re not the only
factors in engagement.
Engagement is not only about looking nice but also about looking right. Proper layouts, readable
typography and ease of navigation all come together to deliver the right interaction for the user and
make it engaging. Looking nice isn’t everything, as Wikipedia (famous for its ultra-basic design)
proves.
Wikipedia’s iconic layout may not win over some aestheticists, but one reason for its success is its readability, thus
satisfying curious e-navigators who want to get the lowdown on a subject without being slowed down by art-saturated,
scenic ‘detours’.
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4. Error Tolerance
It seems unlikely that, given the need to gain any degree of sophistication or complexity, you can
completely eliminate errors in products; in particular, digital products may be error prone because
of the ecosystem in which they dwell—an ecosystem which is beyond the designer’s control.
However, the next best thing is to minimize errors from occurring and to ensure that your users can
easily recover from an error and get back to what they are doing. This is what we call ‘error
tolerance’.
• Offering the opportunity to ‘redo’. Give users a way to reset what they’ve just done and go back
and start again. Similarly, provide a clearly visible ‘undo’ function. Consider the amount of data a
user stands to lose by inadvertently deleting items. That ‘railing’ or ‘safety ledge’ will keep users
from panicking.
• Assuming everyone is going to do things you don’t expect them to do. Then, either facilitate that
or offer advice/support to get back on the right path. This sort of recovery measure also makes
your site appear more human and trustworthy in that it shows you appreciate the human
tendency to make mistakes and empathize with your users.
Dropbox has an undo function, in case users accidentally delete items in their folders. This is the sort of safety ledge that
catches human nature just in time before users go into panic mode.
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5. Ease of learning
If you want a product to be used regularly, then you want users to be able to learn their way around
that product easily—to the extent that it comes as second nature when they use it again.
You also need to accommodate ease of learning when releasing new functionality and features;
otherwise, a familiar and happy user may quickly become frustrated with your latest release. This is
something that tends to happen a lot on social networks; whenever a new set of features is
released, they tend to be greeted with howls of outrage from comfortable users. And this is true
even when the new features are easy to learn. A classic case occurred in early 2012, when
Facebook’s Timeline format became the new standard for user profiles. Although hordes of users
bemoaned the change—which to many of them seemed needless—Facebook wisely phased in the
introduction so that users had plenty of time to switch over.
The best way to support ease of learning is to design systems that match a user’s existing mental
models. A mental model is simply a representation of something in the real world and how it is
done from the user’s perspective. It’s why virtual buttons look a lot like real buttons – we know that
we push buttons; therefore, we tap virtual ones on touchscreens or mouse-click them. The form
elicits the appropriate action in the user, hence making it easy to learn.
Only when usability is combined with utility do products become useful to users. A mobile payment
app could provide the most usable feature of adding the people around you on Facebook;
nevertheless, because most users of that app wouldn’t need that feature, it’s going to be useless to
them. All your effort towards building the most user-friendly feature could go to waste if that
feature isn’t needed.
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Want to learn the best practices in usability? You won’t want to miss our course “The Practical
Guide to Usability”—enroll now before it closes!
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“The whole concept of integrating testing with production, and, in particular, the
idea of testing early, is a key insight. Specifically calling out the techniques of
agile development, and the use of prototypes, is also good exposure for the
methods used in day-to-day product production.”
“Amazing experience while taking the course , great learning and wish that I will
get to implement all of these in my future projects.”
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CHAPTER 5
User interviews can be a great way to extract information from users so as to understand their user
experience as well as the product’s usability and the design ideation. They are cheap and easy to
conduct. Better still, anyone who is able to ask questions and record the answers can conduct
them.
Before we look at how to conduct user interviews, we need to examine some of the drawbacks of
interviewing:
• Interviews, even if they are contextual (i.e., based on observing the interviewee using the
product prior to interview), tend to give insights into what people say they will do, and this is
sometimes (often even) not the same as what they actually do.
• Human beings have memory issues and can often not recall details as clearly as they would like.
Unfortunately, it is a human tendency to try and create these details (this is not even a
conscious process) and to tell a story the way we think something happened rather than how it
happened.
• Users aren’t designers. Interviewers should stick to concrete examination of what is happening
and how the users feel. We should not try and get them to create their ideal product or to
suggest improvements.
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It’s important to keep these drawbacks in mind when designing your interview questions (or when
making up interview questions on the spot while examining what you have observed the user
doing). You should also take them into account when evaluating a group of user interviews —
interview data gives you a starting point to examine problems but rarely a finishing point which
delivers 100% certainty as to what to do next.
Author/Copyright holder: Liz Danzico. Copyright terms and licence: Fair Use.
These three components make up effective notetaking. Deducing the reasons behind a user’s actions involves such
a process.
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The ideal interview takes place with two UX researchers and one user. The first UX researcher
focuses on asking questions and guiding the interviewee through the interview. The second takes
notes. If a second researcher is unavailable for this, then videoing or audio recording an interview
can be a good way to record the information elicited. If the researcher asking questions takes
notes, there’s a good chance that the interview will be derailed and become hard to manage. So, if
you are working alone, don’t look on reviewing the recording of the interview as double-handling; it’s
really the only way to capture and condense what you need into a workable format.
Don’t feel limited to these topics. If there’s something you need to know that you can learn by
asking your users (as long as it’s not offensive or threatening), you can ask a question about it.
There is also a special type of user interview known as ‘the contextual interview’. This is an
interview which is conducted after (or during) the observation of a user using the actual product.
It’s an interview ‘in context’ with usage. These are very common in usability testing and
assessment of products and even in information visualization. Unsurprisingly, the insights you can
gain from first-hand, ‘live’ user experience can prove very valuable, not least because you can
almost guarantee responses that are totally accurate and earnest.
Then you will need to create a script from which to ask questions (unless you are doing a
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5. How to Conduct User Interviews
contextual interview, in which case you may still create a script but are likely to wander off-piste
from that script a lot during the interview).
• Also explain how the person’s data and any data you collect will be used from the interview.
• Try to keep leading questions to a minimum. A good question is “Do you use instant
messaging?” rather than “How often do you use Snapchat?”— The former lets you explore what
users actually do. The latter presupposes that users are using Snapchat and that’s the extent of
their instant messaging activity.
• Keep it reasonably short. If you read the script aloud and it takes more than 10 minutes to read…
it’s probably too long. Interviews should, ideally, be less than one hour long, and the majority of
the time spent should involve the interviewee talking while you listen.
Don’t forget that scripts are a guide, not a bible. If you find something interesting takes place in an
interview and there are no questions, on the script, to explore that idea… explore it anyway.
Similarly, if an unforeseen topic has arisen that you need to explore, do so before you lose track of
its relevance. Feel free to amend the script for future uses.
When scheduling your interviews, leaving 30 minutes or so between each interview is a good idea.
That way, you’ll have time to make additional notes and compile your thoughts while everything is
still fresh in your mind.
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offer them a drink (non-alcoholic), conduct a little small talk (but only a little) before you start,
etc.
• Try to keep the interview on time and heading in the right direction – the reason scripts are
useful is because you can reference them for this. Remember, though, that while they provide a
good framework or conduit, many key points can still come up spontaneously; so, keep an eye
on how you ration your time, especially because users tend to get irritated if they’re kept longer
than you had agreed.
• Try to focus on the interviewee and not on making notes – it’s just plain rude to bury your head
in your notes. Maintain eye contact, keep a conversation flowing, and record the interview
instead of getting lost in notetaking. Keep the users engaged in a living process; if they feel
they’re giving descriptions to a clerk at a lost property office, they’ll almost certainly switch off.
• Thank the interviewees at the end of the process – not only is this polite, but you can offer a
chance for the interviewees to ask any questions of their own at this point, too.
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interviewee has agreed to speak to you. Above all, make sure you keep the user informed and
comfortable as you proceed. The insights you gain from doing so can pay huge dividends later.
Conducting user interviews is a crucial part of any UX designer’s job, but it’s not enough if you want
to be a great designer. After all, it is crucial to understand how people interact (sometimes
frustratingly) with computers to achieve their tasks. Our course “Human-Computer Interaction”
covers just this—and will allow you to gain a deep understanding on how to design better.
Human-Computer Interaction
Beginner course
By now, you’d have thought that interactions between computers and humans would be as intuitive
as conversations between two people, right? Wrong—many products and services actually still fail
to achieve this. So, what do you need to know in order to create such an intuitive user experience?
Human psychology? Emotional design? Specialized design processes? The answer is all of the
above, and our course on Human-Computer Interaction will cover them all. You’ll master the
essential skill of being able to understand how a user should interact with a computer, enabling you
to design products that work more efficiently and sell better than your competitors in the market.
Get ready to re-examine what it means to design great user experiences, and start edging yourself
ahead of the pack.
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“I believe the content of the course its an must have knowledge for every person
who works with technology, either if working with design or coding.”
“One of the most comprehensive online lessons about designing a product for
the user, thanks!”
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CHAPTER 6
Thinking about conducting some user research? Wondering which techniques are most likely to
provide useful results? Then look no further.
1. Card Sorting
Card sorting was originally a technique used in psychological research long before ‘UX research’
was a thing. It’s a simple concept: you write words or phrases on cards; then you ask the user to
categorize them. You might also ask the user to label the categories.
The words or phrases you write on the cards depend on what you’re trying to find out from your
users. For instance, if you want to find out whether your Information Architecture, or the way your
website is arranged, is easy to understand, you could write the different pages of your website
down and ask a user to sort them into categories. If, on the other hand, you’re interested to
examine how users think about financial planning, you could write down different activities (“save
money in a bank”, “travel once every year”, “look out for offers”, etc.) and ask your users to sort
them by priority.
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There are all sorts of card-sorting techniques, and choosing the right one is important. Better still,
there are a bunch of online tools that let you do card sorting remotely, allowing you to use the
technique globally and not just locally.
Card sorting, an approach that UX research inherited from psychological research, is an excellent, and wonderfully simple,
way of assessing what users’ priorities are and how their sense of order processes the existing nature of an item in
question.
• It’s also a very easy technique for users to understand and for clients to understand, too.
• It’s a very easy method to get user input (or even to get user validation) for ideas early on in a UX
project.
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2. Expert Review
Expert reviews involve a single ‘expert’ walking through a product via the User Interface (UI) and
looking for issues with the design, accessibility, and usability of the product. There’s no fixed
process to follow, and the expert review can vary from professional to professional as well as from
product to product. The more expertise the reviewer has in usability and UX design, the more
valuable the input of that person will be (in most cases).
• It is a great way to inform further UX research; however, you should be careful when taking an
expert review at face value—don’t let it preclude further user testing; instead, dig deeper and see
how you might gain more thorough insights.
• Hand in hand with those developments, the technology has become increasingly affordable.
EMT may not suit every project budget, but it often won’t break the bank, either.
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• The technology has become sufficiently reliable for results to be easy to reproduce and for us as
researchers to be able to rely on the outputs we get.
• UX design clients love eye movement tracking. It’s a great way to demonstrate why they might
want to invest in further usability testing.
4. Field Studies
This is actually a number of techniques under a broad heading. It’s all about going out and
observing users ‘in the wild’ so that we can measure behavior in the context where users actually
use a product. Field studies include ethnographic research, interviews, observations, and
contextual enquiry.
• When conducted well, the outputs of field studies provide the deepest insights into user issues
and light up pathways towards possible solutions.
5. Usability Testing
A firm favorite that has a long and prestigious history in UX research, usability testing is the
observation of users trying to carry out tasks with a product. Such testing can focus on a single
process, or be much wider in range.
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Author/Copyright holder: Luca Mascaro. Copyright terms and licence: CC BY-SA 2.0
Usability testing gives a very clear lens for observing users as they attempt to carry out tasks with a system—not for
nothing does it remain extremely popular among researchers.
• Usability tests produce specific results that lead to specific actions. Better still, it’s very hard for
people to contradict decisions based on these tests; it’s nearly impossible to refute evidence of
user behavior.
• You can bring clients into usability testing easily as observers. This increases their enthusiasm
for such testing and shows clearly why such testing adds value.
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• It is closer to field testing in some respects in that the tests are conducted in the user’s
environment and not an artificial lab environment. This delivers better results in many cases
than a lab environment.
7. User Personas
User personas are a fictional representation of the ideal user. They focus on the goals of the user,
that individual’s characteristics and the attitudes he/she displays. They also examine what the user
expects from the product.
We created user personas from other forms of user research; thus, they offer an in-depth, real-life
vivid portrait that is easy for the whole team to keep in mind when designing products. Each user
persona has a name and a backstory. Moreover, personas inspire the imagination and keep the
focus on the user.
• They are easy for people to relate to, and they become part of the team as team members
constantly speak about them during a project.
• They are a lot of fun, and they tend to be interesting, easy for people to engage with and more
memorable than many other research outputs.
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As designers who can double as researchers, we have a wealth of options at our command in the
twenty-first century, options that hail from traditional, or unrelated, fields and ones that have grown
with the technologies we have always concerned ourselves with. As the state of the art has lent
power to the tools available to us, the price of these has dropped. Consequently, there’s no excuse
not to use a combination of these techniques in the pursuit of the best design.
You now have 7 new UX research techniques in your toolkit. But which ones should you use in your
projects? When does card sorting make sense, and when does it become unproductive? To help
you navigate the various ways you ought to be conducting user research, we have created the
course “User Research - Methods and Best Practices”. Filled with actionable insights, the course
ensures you’ll never be a novice in user research again.
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“A strength of the course was the instructors’ knowledge and examples from
their own experience. I find it very useful when someone tells you stories, in this
case about situations when they did research. The lessons where very easy to
follow and understand.”
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“The course instructor has a lot of knowledge and experience, and can explain
the topics without a problem.”
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CHAPTER 7
Interaction design is an important component within the giant umbrella of user experience (UX)
design. In this article, we’ll explain what interaction design is, discuss some useful models of
interaction design, as well as briefly describe what an interaction designer usually does.
If this definition sounds broad, that’s because the field is rather broad: the interaction between a
user and a product often involves elements such as aesthetics, motion, sound, space, and many
more. Also, of course, each of these elements can involve even more specialized fields—for
instance, sound design for the crafting of sounds used in user interactions.
As you might already realize, there’s a huge overlap between interaction design and UX design.
After all, UX design is about shaping the experience of using a product—for the most part, that
experience involves some interaction between the user and the product. However, UX design is
more than interaction design: it also involves user research (finding out who the users are in the
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7. What is Interaction Design?
first place), creating user personas (why, and under what conditions, would they use the product),
performing user testing and usability testing, etc.
“When creating content, be empathetic above all else. Try to live the lives of your audience.”
—Rand Fishkin, Founder at Moz
1D: Words
Words—especially those used in interactions, such as button labels—should be meaningful and
simple to understand. They should communicate information to users, but not so much
information that they end up overwhelming users or slowing them down.
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to deciding what a product must look like, in much the same way as the average size of a human
hand will.
4D: Time
While this dimension sounds a little abstract, it mostly refers to media that changes with time
(animation, videos, sounds). Motion and sounds play a crucial role in giving visual and audio
feedback to users’ interactions. Also of concern is the amount of time a user spends interacting
with the product: can users track their progress, or resume their interaction some time later? In an
era saturated with information and where users can feel as time-starved as they can data-drowned,
understanding how much time they spend in their user experiences is absolutely vital.
5D: Behavior
This includes the mechanism of a product and involves two pivotal questions—namely, “How do
users perform actions on the website?” and “How do users operate the product?”. In other words,
this dimension is all about how the previous dimensions define the interactions a user should be
having with a product. It also includes the reactions—for instance, emotional responses or
feedback—of users and the product. While the first four dimensions are vital in their own right, the
fifth sheds light on a deeper aspect of the human realm in UX and can expose serious strengths as
well as any flaws.
• What about the appearance (color, shape, size, etc.) gives the user a clue about how it may
function? This helps us give users clues about what behaviors are possible.
• Do error messages provide a way for the user to correct the problem or explain why the error
occurred? This lets us anticipate and mitigate errors.
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For instance, if the company is large enough and has huge resources, it might have separate jobs
for UX designers and interaction designers. In a large design team, there might be a UX researcher,
an information architect, an interaction designer, and a visual designer, for instance. For smaller
companies and teams, it’s a different story—most of the UX design job might be done by one or two
people, who might or might not have the title of ‘Interaction Designer’. In any case, here are some of
the tasks we as interaction designers would expect to handle in a day’s work:
Design Strategy
This is concerned with what the goal(s) of a user is or are, and—in turn—what interactions are
necessary so as to achieve this or these. Depending on the company, interaction designers might
have to conduct user research in order to find out what the goals of the users are before creating a
strategy that translates that into interactions.
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7. What is Interaction Design?
2. Visual representations
4. Time
5. Behavior
As interaction designers, we are generally concerned with the feedback and usability of a product;
nevertheless, we might also be in charge of the overall UX design of the product. Our job scope
depends largely on the needs of the company, and it can range from design strategy to wireframing
and prototyping. Attuning a sound understanding of these dimensions to the exact needs of the
organizations we serve will help us create output that latches consistently with the different groups
of users we will encounter as we progress in our careers.
Creating a world-class interaction design requires matching the 5 dimensions of interactions to the
psychology of your users. When you tune the timing of your animations to the cognitive capabilities
of our brains, you’ll produce an effective design. Off by a few milliseconds? Your design might
instead induce friction and frustration. Learn more about the intricate overlap between usability
and interaction design, and how to create interactions that just work, in our course “Interaction
Design for Usability”.
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Forbes.com
“...an incredibly rich compendium filled with a wide variety of lessons and
information."
Core77
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CHAPTER 8
If you’re going to design for mobile, then it’s likely you’re going to need to consider the way that the
device is used and the specifics of the device itself. There are some general principles that can
help you begin designing for mobile, but don’t forget that these don’t replace the need for user
research. They are guidelines, not hard and fast rules.
There are many things to consider when designing for mobile. On top of standard UX
considerations, there are also going to be mobile-specific design considerations. For instance, are
you going to integrate your mobile offering with your current offering? Will you use responsive
design or adaptive design?
A lot of this will boil down to context—that is, the context in which users will use their mobile
devices to do whatever tasks we have in mind. If your users access the mobile web from their
desks, that’s awesome, but many users don’t. They’re going to be trying to use them in the
supermarket, on their daily commute, on the walk to the coffee shop, etc.
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Space and occasion (i.e., context) should be foremost in your mind. As the era has freed people
from having to anchor themselves to desks in order to get online, the places in which they interact
with their devices are virtually limitless. That means you’re going to have to consider how to reduce
distractions and make it easy for the user to focus on the task in hand, too.
Josh Clark, the author of Tapworthy - Designing Great iPhone Apps, offers three categories for
mobile web access:
1. Microtasking: When users interact with their devices for brief but frenzied periods of activity
2. Local: When the users want to know what’s going on around them
3. Bored: When the users have nothing better to do and are looking to be entertained or otherwise
diverted
You want to focus on a ‘mobile first’ approach, which means designing for the smallest mobile
platforms and increasing complexity from there.
• Define content rules and design adaption rules that enable you to display things well on each
group of devices.
• Try to adhere as closely to web standards as possible when implementing flexible layouts.
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Don’t forget that there are many different browser types available for the mobile web and the wider
Internet, too. You want to ensure that you support as many of these as possible.
• Remember to offer a 30x30 pixel space for touch screen tap points
• Ensure that links are visually distinct, and make it clear when they have been activated, too
• Make it easy to swap between the mobile and full site (if you choose to implement separate
versions)
Make sure that content is universally supported on all devices or avoid it. Think Flash and then
don’t use it, for example.
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Consider:
• Keeping URLs short
• Minimizing inputs in forms (You can always ask for more data when the user logs on to the
desktop.)
• Allowing permanent sign in (Most smartphones are password or fingerprint protected – the
risks of staying logged in are less hazardous than on the desktop.)
Author/Copyright holder: Jeff Ogden. Copyright terms and licence: CC BY-SA 3.0
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Try:
• Retaining data so that it’s not lost in a connection break
• Killing off ad-networks, etc. on mobile sites which consume huge amounts of bandwidth
and data
• Maintain consistency. Offer the option to switch between mobile and desktop offerings at will.
• Maintain brand. The look and feel of each version should be similar. Any deviations between the
logo and such can have disastrous repercussions due to loss of trust.
When we see the next billion smartphone users on the horizon, we know that mobile is the big thing
now. You cannot take any chances when it comes to mobile design—the good thing is you don’t
have to... sign up for our course “Mobile User Experience (UX) Design” now!
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“Great content, I loved how much the instructor sets practical design tasks for
you to do. I also loved the feedback on open question answers.”
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“The overall organization of this course was great. I really liked the overview and
wrap-up included in each module that introduced and summarized the
information that was presented. The overall material was in-depth and very
relevant to current trends and best practices."
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CHAPTER 9
Information Visualization –
A Brief Introduction
4 min read
Have you ever thought about how much data flows past each of us in an ordinary day? From the
newspaper you read at breakfast, to the e-mails you receive throughout the day, to the bank
statements generated whenever you withdraw money or spend it, to the conversations we have,
and so on?
In case you weren’t sure of the exact situation on the average, there is a tidal wave of data
associated with each aspect of our lives. What’s more interesting, and probably more frustrating in
some regards, in addition to that personal data, there is data available on nearly every aspect of
life.
Over the last few decades, computing and the Internet have revolutionized our ability to create,
store and retrieve information on a whim. A global economy and instant communication have
created an explosion in the volumes of data to which we are exposed. At the same time, the
amount of data leads to a large amount of possible confusion and decision paralysis. There’s more
data available than we can comfortably process.
Information visualization, the art of representing data in a way that makes it easy to understand
and to manipulate, can help us make sense of information and thus make it useful in our lives.
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From business decision making to simple route navigation, there’s a huge (and growing) need for
us as designers to present data so that it delivers value.
Author/Copyright holder: Google, Inc. Copyright terms and licence: Fair Use.
A map in word and picture form—one will hold greater value to a certain kind of user, while another user will treasure the
other one more. It’s mostly down to purpose.
The first representation consists of written instructions on how to go from Chiang Mai to Bangkok
(as you can see, it’s a pretty simple drive – though, it’s worth noting that it would be more complex
if we were to be moving between specific points within each city). The second representation is an
image of the route itself imposed on a map.
Both representations represent value to different people. The first, the written instructions, is highly
useful to people who need to get from Chiang Mai to Bangkok directly (for example, a businessman
going to a meeting).
The second, the map data, on the other hand, could be really useful to a tourist who intends not to
drive straight from A to B but rather wants to know “What’s on the way?”. This lets the tourist look
for potential break points in the journey and start to research what their options are in those places.
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9. Information Visualization – A Brief Introduction
Both of these representations are examples of information visualization. The first relies on clear
simple instructions and the minimum of graphical content – it conveys a simple set of useful
instructions. It is as fast and to-the-point as that businessman’s demands. The second conveys
rather more data and in a visual form that allows for rapid cognitive processing to enable us to
digest the information we see quickly. At the same time, it invites the imagination to dip in and
process the information more leisurely.
Journalists have known for a very long time that some ideas are simply too awkward to
communicate in words and that a visual representation can help someone understand concepts
that might otherwise be impossible to explain.
One of the most famous information visualizations in the world is the map of the London
Underground. It is only a ‘map’ in the loosest sense of the word, in that the geography above ground
is very different to the way it appears on the underground map. However, it enables pretty much
anyone to understand in the quickest possible way how to get from one point in London to any
other using the underground system.
In simple terms, the underground map presents complex data for the purposes of understanding
that data so as to make it useful. It doesn’t have to matter that the Thames looks like an impossibly
geometric river; users aren’t using the subterranean trains to explore the riverbank, after all.
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At a glance, one might find it hard to imagine this map—of the London Underground system—to be able to capture the
essence of the ancient capital in such a neat way. However, it does just that—users want to know how to get to sites that
have unique, organic features; they don’t want those features showing and slowing them up on a map.
It is up to the presenter to decide where the ethical boundaries are in persuading people through
information visualization. For example, you could show a graph that states “70% of people who use
homeopathy feel better than those who don’t” but omit the fact that “70% of people who take a
placebo feel better than those who don’t”. Being economical with the truth does not automatically
make you a distorter of reality (or ‘liar’ in old money). The main thing is knowing the difference and
how moving close to the boundaries can benefit your organization and usership.
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Explorative Analysis
Author/Copyright holder: Centers for Disease Control and Prevention. Copyright terms and licence: Public Domain.
A geographical image can capture powerful data regarding the incidence of disease. At a glance, we can see clusters of
high frequency and work out the significance as regards likely causes, contributing factors, etc.
The image above portrays the frequency of lung cancer within the United States by geographic
region. Mapping disease data like this enables researchers to explore the relationship between a
disease and geography. It’s important to note that this data doesn’t explain why there is a spike in
cancer rates in the South East of the United States, but it does indicate that there is a spike which is
worthy of further investigation.
Explorative analysis through information visualization allows you to see where relationships in data
may exist. From there, you can proceed to work on discovering the factors, links and reasons
underlying the reality.
Confirmation Analysis
We can also use information visualization to help confirm our understanding and analysis of data.
For example, if you perceive a relationship between two stock prices, you can plot the data and see
if the two are related.
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For confirmation analysis, we use information visualization by tracking a couple of items’ behaviors and comparing them
so as to establish a link.
We might use this graph (above) to show the similarities in Brownian motion between sets of
particles, or we might use it to question the break in the relationship towards the end of the graph.
For instance, we might envision two experiments; in each, a group of dust particles are run through
a cylinder containing methane in two different concentrations. Both voyages of the dust particles
involve their colliding with a large set of smaller methane particles, all moving at different speeds
and in seemingly random directions. The dust particles will move erratically (as shown in the
jagged lines). In the first experiment (the green line), they have less methane to deal
with—nevertheless, in both experiments, the dust particles more or less conform to the proportions
of gas around them, at least until the end. We might want to investigate what happened in the
second experiment so as to see why the dust particles ended up moving so differently at the far
side of the cylinder.
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9. Information Visualization – A Brief Introduction
As the volume of data available to us increases exponentially in every field of endeavor, information
visualization is becoming increasingly important as a skill in the workplace and in academia. With
this in mind, you should weave such representations carefully into your designs, balancing
convenience for users so as to help their decision-making processes against considerations of
purpose, namely what are they seeking to achieve and how your images can help them.
Want to harness the power of information visualization and apply it to your designs and your
workflow as a designer? Don’t miss our course “Information Visualization” (each course intake has
limited spots available — make sure to book yours today)!
Information Visualization
Beginner course
Whether or not you’re involved in the rising field of big data, information visualization skills are in
high demand. Information visualization can help with many of your design processes—by allowing
you to collate and present data, and turn raw data into meaningful patterns and actionable insights.
From designing meaningful interfaces, to processing your own UX research, information
visualization is an indispensable tool in your UX design kit, and one you can learn from Alan Dix, a
former professor at Lancaster University, UK, in our course Information Visualization. A
world-renowned authority in the field of human-computer interaction, Alan will guide you through
both practical lessons and the theory behind how to distill rich information into meaningful visuals.
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“The course covers a lot of the fundamentals, particularly the history of data
visualization and how people actually comprehend data.”
“I am happy with the content of this course and other contents in IDF's site. This
is helping me to reinforce my knowledge and define the concepts, discovering I
knew more things about UX that I expected!”
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Learn UX Design from Industry Experts
At the Interaction Design Foundation (IDF), you can learn about a wide range of topics—from
interaction design to the psychology of e-commerce and design thinking—in courses that are
specially crafted by industry experts. Learn in your own time with self-paced lessons that are a
unique mix of academic rigor and industry relevance—the best combination to help you expand
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To complement our course content, the IDF is also a growing and thriving international community
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