Ebin - Pub - Ui Ux Web Design Simply Explained Manuals For Web Designers
Ebin - Pub - Ui Ux Web Design Simply Explained Manuals For Web Designers
Part 2: UI design
What is UI design?
UI is not front-end development
Implementation model
Simplicity
Progressive disclosure
Dominance
Alignment
Error messages
Icons
Rhythm
Predictability
Affordance
Consistency
Proximity
Color
Contrast
Conclusions
Bibliography
Part 1:
UX design
Intro
Hi dear designer! I want to start this book with some numbers.
→ 70% of online businesses fail due to bad usability.
→ 75% of users believe they know if the page they are on is what they are
looking for based only on the judgment they get from the first few seconds
of browsing.
→ 70% of small businesses that have a website don’t use any call to action
on their pages.
UX (user experience) and UI (user interface) worlds are among the fields of
study with a stronger impact to our customer’s business and yet at the same
time among the most mistreated.
After all, what does it take to make a web page: take Tripadvisor and
change the colors, right? So at least many customers think (sadly), ignoring
the huge design work behind every website or mobile app.
On the contrary, a correct design should start from the study of user
behavior; we should first know they characteristics, desires and problems.
Only after having studied them we will be able to go into detail, choosing
texts, colors, fonts and images.
Put this way, ours looks like a very creative work, and it certainly it is; but
creativity must be a tool, not a goal. We do not design to make “beautiful”
interfaces, but to convert the maximum number of users. It seems like a
small detail and instead it radically changes the way we do things.
This book splits in two. In the first part we answer the following questions:
→ What is UX?
→ How do we understand who is the target of the project we are working
on?
→ What are the aspects of the end user that we need to evaluate in a UX
study?
→ What do we need to watch about the competition?
→ How to prioritize the features to be designed?
→ How to do user research?
→ What is a customer journey?
→ How do you make a sitemap?
→ Where do we start when we need to make a wireframe?
The second part, on the other hand, concerns more closely web design and
we will answer the following questions:
→ What is UI?
→ what’s the difference with front end development?
→ How can we create layouts that are easy for the user to understand?
→ What are the general principles to follow for good (web or app) design?
This book is a concentrate of everything a novice web designer should
know. At the bottom of a few chapters you will find some practical
exercises to do at home: you can send them to me and thus receive feedback
on your web design project, so as to create your first designer portfolio.
In short, this is the deal: I won’t talk about development, html, css,
WordPress template, or design software, none of this: ours will be a
strategic approach for those who want to learn to think like a professional
designer.
“And who are you to teach all this?” you might ask yourself. Lawful doubt.
My name is Luca Panzarella and for the last 15 years I’ve been helping
companies of all sizes create positive experiences for the users of their
digital services by designing websites and mobile applications.
I did this working as a consultant, and this means that I learned what I know
down in the trenches, and I know exactly what it means to go into a meeting
with a client when you’re afraid of losing an opportunity for a paycheck.
And there will be the simulation of a project from start to finish, from the
meeting with the client to the realization of the website, which will help you
understand what you need to know and the questions to ask when you come
face to face with the client, whether you are a freelancer or part of a work
team, or whether you have to create your own personal web project.
In short, it will be a journey full of things to learn, and the only thing that
matters will be this: that you arrive at the end of this journey having learned
the fundamentals of user experience and web design.
Here we go.
What is UX?
Let’s start with the definition of UX. Yes, sure, it’s likely that you already
know what we’re talking about, but are you really sure you can give a
correct definition? Here’s a challenge, I’ll give you a few seconds to think
about it and give me your definition of ux. Are you ready? Go!
...
So? How did it go? User experience is the study of the relationship between
a “person” and a “product” or “service”. Relationship, person, product or
service: keep an eye on these words, because they will be central to
everything we say in the next chapters.
Product/service
Let’s focus on the word “product” or “service” for a moment. As you can
see, these are not words tied to software, and in fact user experience is
about any kind of product that exists, including in the physical world.
The chair we’re sitting in right now has its own UX: the way we feel
comfortable or uncomfortable, if it has wheels, if it moves, if it makes
noise, if we can rest our head: all this is user experience.
The windows of the room we’re in: the way they open. The noise they let
in.
The room itself: its size, the shape it has. All of this had a design, someone
who tried to ensure we had the best experience possible. Maybe it wasn’t
someone called a “UX designer”, but it was certainly someone who was an
expert on the product and on how to create a relationship with a user.
We take this design so much for granted in everyday objects that we only
notice it when we are faced with a glaring design problem.
How difficult can it be to design a door? Well...
Relationship
Now, let’s focus on the word “relationship”. Every time I read it, I’m
thinking: “Isn’t that too much?” I mean, do we really believe that we’re
handling the relationship between a human being and a thing, a product, a
service? And every time I ask myself this, I answer myself as follows: when
we are dealing with a product or service that has been badly designed, that
has a bad UX, we start to lose patience. We ask ourselves things like, “How
does this thing work? How do I get it to do what I want it to do? Why
doesn’t it work?».
In short, a product or service that is poorly designed or even just difficult to
understand wastes our time, makes us feel like we’ve made a mistake, that
we’re wrong. All this makes us angry, makes us move away from that
product: we would like to be anywhere else but there. In short, every time
we get into this state of frustration, we end up doing something that is the
exact opposite of having a relationship: we want to move away from it,
we’d prefer to use something else, at the cost of losing the benefits that this
product would give us. And all this leads us to the last word: user.
User
Now, up to here we have described a problem that would seem to be
confined only to them, to the user. It is they who waste their time. They are
the one who makes mistakes. They are the one who’s angry. And all in all,
we might be thinking, why should this be relevant to us who are designing
the site, or to our client? I mean, if they have a real reason, they’re going to
try to learn how to use that product, right? The reality – unfortunately – is
more nuanced than that.
Even if the user decides to continue to use our product or service, or visit
the website we designed despite a bad user experience, this will lead to an
attitude of closing off. Of distrust. No longer trusting us, they will start to
go down paths we didn’t anticipate. On our website, they’ll start clicking
the Continue button hundred times, because, now blinded by anger, they
can’t even see our error message anymore.
And for the same reason – and I say this from experience – if you can’t
follow the instructions for assembling the shelves, you’ll end up assembling
them anyway, making up your own instructions; finishing the assembly
process with two boards left in your hand which were “obviously” too
many.
The moment the user decides to go their own way, we have lost them. We
no longer have any control over their actions, we can’t predict them, and
certainly in those conditions we have no chance of convincing them to buy,
or to leave us their email or whatever other action we have predicted they
will take.
And now that we’ve taken a closer look at these three ingredients, “person”,
“product” and “service”, it’s time to dive into the real world, the world of
clients, endless meetings and hard work.
Let’s talk about the client briefing. In the next chapter.
Goal
So, you’ve just set up as a freelancer and your first client is waiting for you,
ready to explain to you the amazing ideas that came into their head. Or you
work in an agency and, since you’re the one who deals with UX, or design,
or you’re simply considered “the tech guy”, they’ve put you in this meeting
because you’re the only one who can ask sensible questions.
Whatever your situation, here are the five things you should get done every
time you have a client meeting.
Business goal
Let’s start with the goal: here we ask questions on a very broad and general
level.
→ Why did the client come to me today?
→ What is the result they want to achieve?
→ What is their problem?
→ What do they want to achieve at the end of this project?
→ Why does this project exist?
Maybe your client wants to sell shoes online, or tickets to an event, or
wants to get the word out about their craft business.
These are questions that define what we might call the business objective of
the project. It is essential that this objective is made explicit during the
meeting, and most importantly that both you and your client feel this is the
real reason you are meeting.
And here you might say, “Well, that’s obvious, isn’t it?” No, it’s not
obvious. Never assume that your client knows how to explain precisely
what their objective is. Instead, it’s much more likely that they know what
their problem is, or what’s bothering them or what they want to change.
Sometimes the need to make a new site comes from the fact that, “you
know, my competitor did it too, I want to do something nicer”. Once, a
client of mine asked me to make a mobile app because they wanted to be
number one on Google. There is really a lot of ignorance of the
technological world, and to tell the truth, this happens in any field in which
we are newbies. I’ll give an example: once I had a toothache, I went to the
doctor, I sat down and said: “Doctor, this tooth hurts, I want it out”. And he
put everything down, raised his hands and said, “Hold on, I’m the dentist
here, you tell me your problem. I’ll decide what the solution is”. I thought I
knew what I needed, but I went there with a problem, and it was up to the
professional to find the best solution.
So the very first thing a customer needs to talk to you about is explaining
what their goal or problem is. But let’s take a few examples right now.
A web agency might aim to receive phone calls from potential clients, or
collect emails.
Airbnb aims to get you to stay overnight in one of its millions of homes
scattered around the world.
The Fork would like you to eat at the restaurant five to six times a day,
since its customers are the restaurateurs.
Amazon wants that every time you think you want to buy something,
anything, you’ll end up on their site.
The Just Eat app wants you to order something to eat, since their customers
are restaurants.
Eventbrite wants you to attend some events, as their clients are the
organizers.
User goal
In short, every site, and indeed every page of a site, is designed with the
client’s business objective in mind. And this is because our work consists in
the delicate balance of combining not one, but two objectives that intersect
each other. The first is the business objective of our client. This has a
certain weight, since it is what we are paid for. The second is creating the
most comfortable environment possible for the end user.
Yes, it’s true, The Fork would like us to order always from a restaurant, but
what does the user want? Maybe they want to organise a romantic dinner
with a new girlfriend. Or maybe he would like to try a new Japanese recipe.
The user goal may intersect with the business goal, but it’s not the same
thing at all. Usually the business one it’s rational (earn from a money
transaction), whereas the end user has a more emotional goal (I want to
make a good impression on a girl, I want to try a new recipe).
During your first client meeting you should investigate in order to have a
clear idea about both goals: the business and the user one. And speaking of
the end user, it’s time to talk about them, the user.
In the next chapter.
Target
The target is that specific group of people we want to reach through our
communication. They are the people who will actually buy your client’s
product or service and who are united by having certain characteristics in
common, whether demographic or behavioral.
We’re talking about quantitative, numerical, statistical data: obviously, we
don’t invent all these characteristics, but we analyze the site statistics to see
what they are.
Google Analytics
A great tool that can give you a lot of information about the target is
certainly Google Analytics.
A screenshot about Google Analytics.
Thanks to it, you can divide your users by gender or age. This is very useful
for us to check if those who actually visit the site correspond to the image
we had in mind of our end user. It’s easy to encounter surprises with this
data, especially when it comes to age.
Screen resolution
You can know the screen size of the end user and what percentage of them
come from mobile or desktop. This is useful to understand what the default
layout is, the one most popular among your users. The most common
mistake is to focus on the layout of the desktop version of the site,
calibrated to your exact screen resolution, only to discover that more than
60 or 70% of users visit the site from mobile, or on a completely different
screen from yours. Here, the lesson to take home is: find out the most
popular screen size among your users, and, every time you have to think
about the layout or the navigation flow, always look at it with that
resolution.
Time of navigation
You can know the preferred time of day when the user is browsing the site:
a person who logs in at 4am, apart from having serious issues with
insomnia, will generally pay less attention to text and more to images or
buttons. They will be in a different environmental situation than someone
who logs in at lunchtime, and maybe would need a night version of the site:
it’s no coincidence that this is a feature that Facebook has recently released,
and if you’re wondering, no, it’s not out of the goodness of the hearts of the
Facebook people: but because they know that the more comfortable we are
while reading, the more time we spend on their platform and the more ads
we will potentially click.
Personas
Even if the target gives us numerical and quantitative data about our user,
this in itself may not be enough. In fact, we are missing qualitative data:
who they are, what their job is, what their goal is, what their problems are,
what they do in their free time, how they talk, whether they are engaged,
married, single, whether they are bored or depressed.
That’s why we need to introduce another concept: let’s talk about
“personas” or “buyer personas”, or “user personas”. Whatever you want to
call it, this is an invention of an engineer named Alan Cooper, who at one
point said: “We nerds, who spend 24 hours a day in a room writing code,
maybe we’re forgetting that our goal should be to design software for real
people, not numbers”. Alan understood that if he printed out a sheet of
paper with a sort of curriculum vitae of an invented but likely character, a
possible user of his software, this would never let him forget what the
problems and the goals of the intended user of that software were.
Why is it important to design personas? For two reasons:
→ Point number 1: because in this way we get to know the goals of the
user, the one who will actually use our product or service.
→ Point number 2: knowing these goals allows us to intuit which features
we need to give the highest priority to and which ones can wait or we
shouldn’t even bother with.
If, for example, we design chairs, well, it will be important to know if our
end user is an 18-year-old boy who spends 20 hours a day playing video
games, or a child who has to sit in primary school, or an old lady who is
enjoying her retirement, or a bank employee. These are different scenarios,
just as different as the people who will use the same product in every case,
that is, a chair, but who will have very different needs.
Now, let’s put aside the comparison with the real world and talk about the
virtual one, looking at an example with a piece of software. Let’s take one
that we can have fun with: online dating software. And one of the ways to
immediately understand the personas that this kind of software is targeting
is to watch the TV commercials. Tinder and Badoo are among the major
players in this market. And we use either app for one goal: to get to meet
people to date. The same goal should translate into the same advertising,
right? Well, no.
Tinder1 puts an emphasis on the beauty of going on vacation just the two of
you. Badoo’s2 touches on a deeper issue: that of being able to be yourself
even with a perfect stranger.
Yes, I know you’re thinking, “But what do we care about the user’s
existential problems?” Well, we should care, because beyond the layout,
clarity of information, colors and style choices, the success or failure of an
application depends on how many users feel comfortable while using the
software. And “feeling comfortable” is not just a matter of pure design, but
something more intangible that informs the entire communication process
within the software.
Let’s take a few practical examples right now:
Duolingo.com gives us a very clear message right from the start: learning a
language can be fun. This message is not put there by chance, but it is a
value on which the entire company is founded. Otherwise, you wouldn’t be
able to explain the choice of the mascot, the cartoon style, the buttons: in
short, everything is designed to create a playful, light, fun environment:
which is exactly what is promised to us on the site.
1 Tinder ad
2 Badoo ad
Competition
Every time I’ve asked the client who their competitors were, I’ve always
received very defensive answers. And do you know why? Because clients
don’t like talking about competitors, and a classic response I get is this one:
“We don’t have any competitors”, but unfortunately that’s never true. A
client without a competitor means that they are also without a market, and it
is much more likely that they have at least one but simply don’t know it yet.
Remember that a competitor is not simply someone who offers a service or
product that is identical to your client’s. If your client sells scooters, they
are not just competing with someone who offers another brand of scooter.
Look for your customer’s competitor based on the need that product or
service is trying to solve. The scooter seeks to address the need to get
around the city comfortably: which I can also do by bus, bike, car, tricycle
and even on foot. Also, if you live in a big city, you can get all these
services by subscription instead of buying them. And finally, the competitor
par excellence for any new product or service is the status quo: that is, the
user could decide not to buy any solution at all and stay at home and watch
Netflix, which at this point also somehow falls into the sphere of
competitors: and yes, I know, it’s a giant mess to sort out.
Communication
→ What is the competitor’s way of communicating?
→ How is it different from the client’s? If it is different, why is it different?
And if it is not, why are they communicating the same way?
→ What are they taking for granted in the way they communicate?
→ And what are the features, qualities or functionalities that they’re
emphasizing?
→ Why are they doing this?
Let’s continue with the example from before with the task management
software, comparing Basecamp with Jira. Jira is telling us that it is the top
software in the world used by teams that employ the agile approach.
Observe how many times we find words in the description such as: we are
the one most used by teams. We are the best. We are built specifically for
development teams. For every team. And then: a list of features.
With all these arrows, those that look like pen marks. Basecamp is no
longer talking to a product manager in a suit and tie, like Jira did. No, no,
Basecamp is talking directly to the boss, who may be 20 years old and has
just founded a startup. And it says: “Hey, bro: are you going crazy with
managing everything remotely? Don’t worry, we’ll take care of it”.
In short, two products with apparently the same target, but if you go and
look in-depth, they’re, very, very different from each other.
Target
Here we ask ourselves:
→ Who is their target?
→ Is it identical to mine?
→ How do they differ or what do they have in common?
→ What are the advantages of their target audience and those of mine?
Following the example from before, we could assume that Jira’s product is
bought by highly structured companies, while Basecamp’s by more
unstructured teams. Let’s be clear, this doesn’t mean that a large company
will never use a software like Basecamp. It’s simply that on a statistical
level, because of the type of communication they adopt, it will be less
likely. If the client is a highly structured company, I expect a longer buying
process, as the decision has to go through different stages and different
roles in the company. With Basecamp, on the other hand, I expect a lot
more impulsive buying, since the work teams are small and decisions are
made much faster. Thus, it’s easier for one of those customers to decide to
change software.
Business
Finally, we ask ourselves questions about the competitor’s business.
→ What is their business model?
→ Do they charge once or do they have a subscription model? → How
much do they charge each client per month?
→ Are their figures comparable to my client’s?
→ If yes or if no, is this good or bad?
→ How is my client positioned compared to the competitor: are they
considered cheaper or more expensive?
Let’s go look at the business models of the two services: as you can see,
they have quite different prices. Jira says, “Look, as long as you are less
than ten, we don’t charge you. After that, you pay $7 or $14 a month per
user, depending on the size of your team”.
Basecamp, on the other hand, has only one price. No plans depending on
the size of the teams, nothing.
Two practically identical pieces of software with completely different
pricing policies.
Feasibility
The second variable you need to evaluate is that of feasibility. This is a
point about which your client is practically unaware, and which is often
underestimated, even by those of us who have to implement the project.
Usually, this happens: the client has a need, a budget and a timeline. They
come to you and would like that project to be done in that time and within
that budget. But that doesn’t mean we have to necessarily accommodate
their request. And so, what are the questions you need to ask yourself to
understand if the request you received is “doable"?
→ The first one: is there money to develop this feature? Is everyone aware
that the huge mobile application we’ve been asked to develop will need the
work of two mobile developers, one for iOS and one for Android, a project
manager and a designer, and that we’ll have to pay each of these people?
It’s our job to understand the complexity of what we’re being asked to do,
and possibly remove what we can’t do within that budget.
→ Another question: okay, the budget is there, but are all the people
involved in the implementation of this feature available or are they doing
something else? Maybe the client needs it in a month, but during this month
the developers are involved in something else, maybe on other tasks of the
same project.
→ One last question: does the customer have an idea of the cost of
maintaining this feature? And I’m not just talking about monetary costs, but
also time costs. If, for example, we need to create a blog section within the
site, does the client already have a person dedicated to content?
It’s very, very easy to get caught up in the brainstorming phase and list
dozens and dozens of features that don’t need to be included in the project
launch phase. Your client doesn’t know this, and it’s fine that they don’t. It’s
your job to help them to establish what is important and what is not, what is
feasible, and therefore urgent, and what is better to postpone. This and only
this is what distinguishes a good consultant from a poor one.
At the end of this fiery debate, you should have a little diagram like this: the
features you absolutely have to do are the ones in the top right quadrant.
The ones to definitely put off are the ones in the bottom left quadrant.
And those other two sections that remain will be up for negotiation.
So what can I say but: good luck, I already know you’ll need it.
Metrics
Metrics. But why, if we call ourselves designers, should we care about
metrics or numbers?
But the fact is that unlike design people, such as graphic or web designers,
the ux designer’s goal is to take the user from state A to state B, where in
between the two states there is an action: a click, a tap, a credit card
payment, a fingerprint, in short, any kind of action. That’s our goal: to
create an environment that can maximize the number of actions the user
takes while browsing. And only on this data can we be evaluated. Not on
the fact that the client woke up in a good mood today, not because we chose
their child’s favorite color, not because we gave an exciting job
presentation. We’re talking about numbers, hard facts that only call for one
kind of answer: yes or no?
→ After our intervention, did the site get more visits? Yes or no?
→ Do users spend more time on the site’s pages? Yes or no?
→ Are there more purchases? More contact requests? More newsletter sign-
ups? Or whatever other action the customer has requested of us? Yes or no?
Yes or no, black or white... In some ways our work is simpler than real life,
because there are no nuances; we can’t complete a project and ask
ourselves, “But did we do a good job? Well, it depends”. That’s it, in our
work there is no “it depends”, there is yes or no.
At the client meeting stage, before you leave, make sure you have a
measurable business objective written down in your notebook.
Making the website “so the client can get rich” is not measurable.
Receiving emails from many, many customers: not measurable.
Making competitors jealous: not measurable.
Being seen as cutting-edge: not measurable.
Okay, but then what is measurable? Let’s take some examples:
→ Get 10 more customers than last year. 20 more customers. 100,000 more
customers.
→ Increase the average browsing time.
→ The number of emails your client receives compared to the previous
year.
→ The number of shares on social media.
→ The number of mentions of the client’s site in forums.
→ How many fewer service tickets are opened.
→ If it’s an e-commerce store, how many products are returned.
→ And finally, the number of compliments that users send us, via email or
during a support call: yes, even this is measurable.
When you come out of your first meeting with the client, keep in mind that
you have established with them the measurable goal of the project you are
going to work on. This is the only way you will be able to determine if you
have done a good job.
Yes or no.
The “messy middle” and the
customer journey
In the real world, the user doesn’t magically wake up in the morning, put on
his slippers and say: Ok, today I’m getting a loan! Or: “Today I’m going to
buy a ticket to the Caribbean!” Or “Today I want to make the website for
my business!” Things are unfortunately much more complicated than that.
And this is even more true every time we have to make an important choice.
One thing is deciding whether to buy a packet of biscuits at the
supermarket, another thing is buying a house: the greater the importance of
that choice, the more time and information we will need to reflect, to
understand what the alternatives are, to evaluate, maybe seek advice from
friends or on forums, and, only at the end, make the purchase.
Google calls this process “the messy middle”, which is a nice way of
identifying two phases of a decision-making process. Let’s see them
together.
Let’s take a sheet of paper and divide it into three columns and four rows.
For the columns, let’s put the three phases of an action process: the
exploration phase, the evaluation phase and the decision-making phase. In
the rows, we’ll put four questions:
→ What are their actions, where are they?
→ What are their thoughts? Or what are they saying to themselves or
someone next to them?
→ What are their feelings?
→ What are the opportunities we have in this transition?
Let’s take a practical example, which I have experienced myself: in 2019 I
got married and planned my honeymoon. So let’s suppose we have to do the
customer journey of a user who visits Evaneos.com to book their
honeymoon.
Let’s get started.
Evaneos.com homepage.
Decision-making phase
Okay, we’re down to the last round. I end up on the details page for the Bali
trip. I click on “Ask for a Quote” and am prompted with a short
questionnaire to get a better understanding of what kind of user I am. I’m
assigned a local travel agent with whom I start a conversation as if we were
two long-time explorers meeting up after years. We spend the next two
weeks talking about temples to see, lakes, waterfalls, beaches, hotels, put a
day here, take off a day there: in short, for guys like me, and certainly for
the target of Evaneos, planning the trip is as important as the trip itself.
Eventually, the program looks right to me, so I click buy.
What are my feelings: as in all decision-making phases, this is the most
heart-pounding moment, where you feel your palms sweating, your heart
beating faster, because you’re making a decision and you’re putting money
on the table.
As this is a stressful phase for the user, the opportunity the site has is to be
as reassuring as possible, but at the same time push me towards the
conclusion of the order. Evaneos knows this very well, and in fact, during
the two weeks in which I was chatting with the local agent, it sent me every
kind of email to convince me. After all, it already knew what kind of person
I was, since I had told it myself by filling out the questionnaire, so it could
set up a way of communication that would leverage my desires.
Post-experiential phase
In some cases, we can even add a fifth phase, the “post-experiential” phase.
In this phase, I’m back from the trip. Milan welcomes me with an autumn
downpour that makes me regret being back. I feel happy for having lived an
incredible experience, but also bittersweet because I don’t know if I will
ever go back to see those fantastic places.
The opportunity for Evaneos is to take advantage of the bittersweet moment
to offer me a surprise: it offers me a free photo album with all my photos.
What do you think is the reason for this gesture? Does the boss at Evaneos
have a soft heart for couples returning to hard city life? Umm, no. The
answer is that Evaneos is already thinking about my next trip. And there’s
no better new customer than a satisfied old customer. So here’s the
marketing gimmick: a free photo album that I can put together with photos
from my trip and that will be sent to my home. It’s my honeymoon photos,
do you really think I’ll ever lose it over the years? That will never happen.
And what’s on the first page of the album? A dedication from the Evaneos
team.
A perfect marketing stunt to close our customer journey.
IA: Information Architecture
Okay, so we’ve established the path that the user takes from when the desire
arises in them until they actually perform the action. Now it’s time to focus
on the stages over which we have full control, and establish what’s called
the “information architecture”. Thus, the organization of the content of the
site and the flow of navigation that we expect the user to perform.
Designing a site is a bit like designing a bookstore: we have a huge space
full of empty shelves, which is equivalent to the structure of our site. And
we have something like hundreds and hundreds of books, and we have to
arrange them in such a way that users always have the best chance of
finding what they’re looking for.
What’s the first move we make? How do we go about distributing those
books? We could group them alphabetically, but are we really sure the
bookstores we go to are using such an order? Some do, some don’t, or only
partially. So the first suggestion I’ll give you is to physically go to a
bookstore: you’ll notice near the entrance a space for the books of the
moment, which is what we’re used to seeing on sites that have to catalog
very many items, like Eventbrite, Amazon or Ebay. This area is dedicated to
those who are still in an exploration phase, where they don’t have a clear
goal yet and are wandering around waiting for inspiration.
santagostino.it homepage.
Let’s take a look at this medical center, where you can book a visit for
anything from psychotherapy to dentistry. Since these are very different
areas of medicine, the site chose to delegate the main exploration activity to
a search bar, where you can search for almost anything: either the name of
the doctor, or the type of visit. In this case, it is essential to perfectly label
the results, otherwise the user is at risk of not finding what they are looking
for.
Which navigation?
The third and final question is about how the user navigates the pages.
What menu items are relevant to the user? How do they navigate between
pages? Where is the menu? Is there a free search bar? If yes, why, and if no,
why not?
This last point, more than all the others, lends itself to a visual
representation. In fact, it allows us to draw what is called a “sitemap”.
We will talk about it in the next lesson.
Sitemap
So, we now know our client and this project like the back of our hand. We
know what the objective is, and the content we need to put inside all the
pages. We know how we want to organize the information. We know the
priorities of our ideal user, what are their problems, their desires. In short,
we are in the middle of creating the information architecture: we have
imagined how to arrange our content, in what order and on what pages. The
time has come to design them. And we do it by creating what is called a
sitemap.
Creating one is actually quite simple and can help you list all the pages on
your site.
And you can do it using lots of available tools: you can use Photoshop,
Illustrator, Sketch, Balsamiq, and yes, even pen and paper. I’m comfortable
with a software called Octopus, because it gives you the ability to draw not
just a sitemap, but something that’s halfway between a sitemap and a
wireframe, and I’ve found it very useful especially for drawing sites or apps
that have complex navigation.
And now that we’ve designed a map, we’re ready to design a wireframe. In
the next chapter.
A wireframe does NOT have to be beautiful. That’s why in this phase you
shouldn’t use the graphical elements representative of the client’s brand: so
let’s forget for a moment about the colors, the photos, the images, the font,
the client’s logo: none of this should end up in our wireframe, it’s still too
early, otherwise we end up judging a wireframe by a choice of colors or by
the beauty or ugliness of the images used. On the contrary, in this phase
we’ll focus only on the structure of the page.
Like for the sitemap, a wireframe can also be drawn using pen and paper, or
by choosing one of the many software programs, among them Photoshop,
Sketch, Illustrator, Balsamiq: I use Figma, because it allows me to work
with several people simultaneously on the same project.
When you draw one, remember to draw only the bulky items: this is an
image, text, two columns, a title, a video.
There are three questions in particular that we try to answer with a
wireframe.
1. How does the user interact between and within pages?
→ What are the clickable areas in the page?
→ What if I click on the title of an item?
→ What does the user see when accessing from mobile? And from a tablet?
That is, they are in an exploration phase, a phase in which they need to get
more options rather than narrow them down. Think for example about when
you go on Tripadvisor: maybe you’re looking for a restaurant where to eat
in the next hours, maybe you want a hamburger, but you might change your
mind if you’re struck by some photos of a new fish restaurant that opened a
few steps from you. All this translates into a homepage that has as its only
goal to understand one of these two variables: either the type of business
you are looking for (a restaurant, an outdoor activity, a hotel) or the city
where you are. Starting from one of these two data points, Tripadvisor
sends us to a second page, where we are literally bombarded with content,
so much so that it’s very easy to end up getting confused.
And now let’s look at this other group of sites: Dropbox, Google Drive or
Spotify: here, the users who arrive at the homepage are in an evaluation
phase, they need to understand if the site they have in front of them
responds to their need, which is quite specific. That’s why they need
information, they need to evaluate the features of the product, anything that
will push them to take the next step, which is usually to try it out or register.
So, the first thing you should ask yourself when you have a nice empty
wireframe in front of you is: what stage is the user in? Exploratory or
evaluation? And, once you’ve asked yourself that, go into more detail, put
yourself in their shoes and try to ask yourself:
→ What is the user thinking right now?
→ How are they feeling?
→ What are they trying to do?
→ What kind of information do they already have and what are they
looking for?
Whenever you’re inserting a new element into the wireframe, whether it’s a
menu item, a category, a button, or whatever, ask yourself: does the user
need this element to take them to the next step? If the answer is no, then
that element should not be inserted.
Exploration websites
Exploration sites: we’re talking about sites where the user has to search for
something: restaurants, things to do, places, but also doctors, prices or
anything else: let’s look closely at them.
Homepage
We could say that all of them have a header, which is a bar where there is
the logo on the top left and a menu on the right. Usually, if there is user
registration, this is put at the end of this menu.
Let’s go one step below: many show a title that indicates what the site is for,
and we often find a search bar. Must the bar be included in this area? No, as
Glovo, Eventbrite, Festicket prove. But let’s say it’s certainly at the top of
the screen. Okay, let’s go further down. At this point, all sites do two things:
they either specify some features of the product or service, or they show
highlights.
A probable homepage wireframe
for an exploration website
The main column is used to place the title, usually one or more photos and
the description text. The sidebar is used as a space dedicated to the actions
that the user can perform: a reservation, a purchase, a request for contacts.
This is a convention: you decide whether to break it or not, keeping in mind
that most sites do this and that the user is now accustomed to expect the
main actions in that place.
In mobile version, the sidebar usually goes above, right after the main
photo, or below and fixed as you scroll. To finish, there is a space dedicated
to reviews, other related products if there are any and finally the footer.
But ultimately, what are the questions we need to answer when we put on
our UI designer hats? Here they are:
→ What colors do we use?
→ Which font do we choose?
→ What are the images?
→ How do we visually define the clickable areas of the site?
→ How do we make sure the user reads the page in the order we have
defined?
→ How do we emphasize the business objective?
→ How do we characterize buttons, text, titles, and how do we differentiate
between them so that it’s clear what is a button, text and title?
→ How do we visually differentiate the main column from the sidebar? Or
one piece of content from another?
→ How are the elements aligned with each other?
→ What is the dominant element of the page?
→ How do we get a good reading pace for the page?
→ Where and how do we incorporate the visual elements that characterize
the client’s brand?
To answer these questions, in the next few chapters we will discuss the
design principles and conventions that every good web designer should
know before starting any project.
These principles and conventions are great allies whenever you have to
make a decision about the layout you’re going to create. Read them one by
one and have fun doing the exercises you’ll find in the chapters. You need
to practice a lot to be able to become a professional web designer.
UI is not front-end development
One misconception I often see is confusing UI design with front-end site
development. And my question to you is, what do you do when you create a
new site? Do you start by looking for a new theme or template online and
then modify it? Or do you start with the framework you’re using, and
wonder what themes are available to start from? It’s easy to note that there
is a market of this kind, and, when the budget or time is limited, it might
even make sense to have this kind of approach. The important thing,
though, is to be aware that this way of designing is NOT UI design. Come
on, let’s say it all together: taking a template, changing the logo and the
colors and selling it to a client is NOT UI design. Good job, that’s what I
want from you.
Are there any themes out there that you can buy for a few dozen dollars?
Absolutely. Are they being bought? Of course, and it’s a huge market too.
But people who buy such sites are NOT our clients, in the same way that
people who buy furniture from IKEA are not the ideal clients for an
architect.
But why is customizing a template not the right way to do design? Try to
open one of the thousands of themes on Themeforest, any of them, and
answer these questions:
→ Why do they use those colors, and how do they relate to those of our
client’s brand?
→ Why do they use that font? Or that size of headline? Or that paragraph
size?
→ Why do they use that giant image at the top of the homepage?
→ Why did they split up the page this way?
Whoever made the graphical decisions for that template didn’t know your
client’s problems or goals, and only had a vague idea of who your end user
is.
Working in such a way is certainly economical, practical, fast, easy. These
are adjectives that the client likes when they have to pay an invoice, and the
professional likes when they want to earn some money without too much
hassle.
There is nothing wrong with working this way, and I know dozens and
dozens of professionals who make a living this way. It’s not a problem to be
in this market, as long as we agree on the definition of our profession,
because this is NOT UI design, but the mass production of one of the
biggest mistakes a designer can make: creating a generic user interface.
And if we end up using all the design conventions every time we make a
website, if we use the same structure every time and just change the logo
from time to time, well then it’s very likely that we’ve made a generic
layout.
The problem with a generic design is that it doesn’t create a unique, sincere,
honest, or even memorable relationship with the end user.
Honesty, sincerity and uniqueness are not easy to achieve, and sometimes
they are not even goals that are sought after by a certain type of clients.
Once again, I don’t want to judge this attitude, but I’ll just say that if we
don’t set ourselves these goals when we do design, then our work becomes
mere execution, an application of theoretical rules without much else. For
some people that might be fine, and that goes for clients and designers
alike. For others, however, it might not be enough: and if you’re taking this
course, you’re probably part of the latter group.
That’s why I want to talk to you right away about how important it is to
follow the mental model when creating software. We’ll talk about that in
the next chapter.
Implementation model
One of the reasons we often see unintuitive designs is because whoever
designed that website didn’t know the principles of good design.
When the design part is lacking (if not absent altogether), we see what Alan
Cooper in his book About Face calls the “implementation model”. When
we design following this model, we start from the way the technology
works and then we design the user interface. It’s certainly a linear and
rational implementation, but it doesn’t take into account the user’s way of
reasoning, which is usually much simpler, basic and limited compared to
the technology. In fact, the user has no interest in knowing how things
work, and simply wants to reach a goal in the simplest way possible. This is
why the keys on a calculator have different sizes. Does the choice of key
size depend on technology? Not at all. It depends on how many times a
symbol or number is used compared to others.
Similarly, we don’t need to know how a car works, and the center of our
focus is the dashboard: wherever something happens, that’s where our eyes
are. But of course, that’s not what a mechanic would say.
If all this may seem obvious to us in the real world, then why do we accept
layouts for sites, forums or apps that are full of unnecessary text and
buttons? Why do we accept to add a feature “because the system provides
it”, if it is not required by the end user? Would we put an extra pedal next to
the accelerator pedal in a car “since the system provides it"? Not unless we
had a very good reason to do so.
At the opposite extreme of this way of doing things we have the “mental
model”. It faithfully follows the end user’s way of reasoning. In this model,
there is no need to learn any instructions, because the object in front of us
works in a simple and instinctive way.
This is why even a child can use an iPad, and I doubt they’ve seen a video
presentation by Steve Jobs before using it.
In short, every object, service and software has these two parallel worlds:
on the one hand, the way things work, a complicated world, full of
functions that only experts can decipher. On the other hand, there is the way
the end user thinks, often more basic, more limited but more instinctive and
creative: this is the mental model.
“New York” and “John F Kennedy” are two very different concepts,
but not for the user who want to buy a flight ticket.
In other cases, knowing the mental model can help us predict user behavior
and help them in their choices: if we already know that most users choose
an airline ticket, both round-trip and economy class... why not select all
these fields from the start instead? Certainly, we might not do that, and
that’s not technically a mistake. But if we do, we are somehow taking care
of our relationship with the end user.
Kind of like the waiter who pours your wine when your glass is empty.
Could he not do that? He could. But the fact is, you’re so drunk it’s a
miracle you can hold on to your chair at all, so... Give that waiter a medal!
Wizards
Simplifying is hard
Simplifying is hard because things tend to get complicated. Our life is a
perfect example of this: we started out with our greatest effort being to stay
upright for a few seconds, and now here we are taking a web design class.
And the life cycle of software is similar: we start out full of hope and
convinced that we know exactly what will happen to our site in the next few
months, but the truth is that in a few years we’ll have added so many
features that we’ll have forgotten the original reason why we created it.
There is no software that is not part of this problem: think of how
complicated Mailchimp has become over the years, which from a simple
software for sending newsletters has been transformed into a CRM with
predictive marketing automations.
Think about Google Maps, which at the beginning simply showed us an
interactive map, and then the directions, the itineraries on foot, by bus, by
scooter, the simulation of the route at a different time from the current one,
the highlighting of some places of interest were all added.
Think of Ryanair, initially designed to sell airline tickets, but now look at
the amount of things they try to foist on you from the moment you select
your ticket to the moment you complete your purchase, and ask yourself:
are we really sure that Ryanair still earns its money mainly from tickets and
not from the thousands of other things it sells you in the meantime?
In one page on Ryanair.com, I’ve counted more than 10 buy buttons.
This is not an order process. This is a minefield.
Even Stripe.com, one of the most popular online payment services in the
world, can find the humility to explain what it does: “payment
infrastructure for the Internet”. Can one be more explicit, banal and didactic
than that? No, one can’t.
We forget to say who we are, what we do, why we’re there.
We have the arrogance to believe that the user should be interested in
digging deep, in figuring out for themselves if what they have in front of
them is right for them, but the truth is that we are replaceable. We are all
replaceable. And if even a multi-million dollar company like Stripe thinks
that, well, then we’ll have to start thinking that too, as consultants and as
businesses. That’s why we have a moral duty to make their life easier, to be
explicit about why that web page exists and why they are there spending
their valuable time on our site.
The Stripe homepage.
Let’s take another example: a mobile weather app: mobile apps are a great
place to go to sift through examples of progressive disclosure, because the
screen space is very small and so we often have to make sacrifices in terms
of information to show. Let’s take this weather app. Notice how the app
doesn’t give me as much information as I could possibly have. On the
contrary, someone here had to give a very specific order to the information
to be conveyed, such as today’s temperature, the next day’s temperature,
wind speed and direction, humidity, minimum temperature, maximum
temperature, in short, we’re really talking about a lot of information. And as
you can see, what is the most important piece of information, the one that
takes up half the space I have available? It’s this one: what’s the weather
like right now? It’s raining now. It’s cold now.
A screenshot of 3bMeteo app.
Why is this information absolutely the most important? Because in the
customer journey that somebody must have put together designing this app,
they said: what is the user doing when they open this app? And I’ll tell you
what they’re doing, because I’m a perfect user of these kinds of apps: I’m at
the door, I’m late for a work appointment, and I have to decide in an instant
whether I should bring my umbrella or put on a heavier jacket. This is
absolutely the most important information in the world that I need at that
moment. After that, if I have time, if I want to, I can go deeper: I can read,
for example, what the weather will be like in the next few hours, or, with a
tap, analyze in detail what will happen hour after hour. How many users
will get to this level of information detail? Few, very few. But for those who
have come this far, this information is important and we have managed to
give it to them without disturbing the vast majority of people who just want
to know: should I bring an umbrella? Should I wear a jacket? Yes or no.
Almost all windows in Windows work like this: there is a page title, which
is the essential information, and in fact it is the only one that is always
present, no matter in which way I am scrolling the page. This is followed by
the important information, that is, the information that most users need to
be able to read to enable or change some settings. And finally the less
important information and features, all a click away.
Asana, a task management software, divides the menu items related to the
single task into two: the important ones, on the left and clearly visible, and
the less important ones, visible only after a click. Notice how they could
have put other menu items next to the other visible ones, but they didn’t.
This is because it is never the available space that dictates which button or
information to make visible, but how important they are, how much they
are looked for, how much they are clicked by the end user.
The Asana drop down menu shows the less important menu items.
Easypark, an app that is used to pay for parking. In the final screen, when
we are about to pay for parking, we have only two essential pieces of
information: one about the time when parking expires and a button that
makes us start the paid parking. That’s it. Is there anything else to show?
Certainly there is. For example, the license plate of the car, the street where
one is, the method of payment, but it’s all information that can be reached
with one tap.
Easypark, a mobile app to pay the car parking.
Look at this picture and tell me: what’s the dominant element? if you said
the tree, well, congratulations, you’re so right.
it is easy to recognize a dominant element because it is the first one we
notice within a composition. Often this result is linked to its size: the bigger
an element is, the more it is noticed. But it doesn’t have to be that way:
sometimes it’s not big at all, as for example in this photo, where what you
might notice first are these yellow taxis.
And how can we use dominance in the world of web design? Let’s take a
few examples.
When there’s no dominant item, we finish to ask...
where am I supposed to start?
When we are faced with a layout where one dominant element is missing,
the user has no indication of the order in which to read it. Everything
appears to be important (or unimportant) in the same way. The elements
present compete with each other instead of providing a convenient path that
should take the user from an exploration phase to a decision-making phase.
So not only are we not setting a reading order, but we can’t even predict or
speculate on it: the navigation flow is left to chance and to the
resourcefulness of the end user, who is usually not at all resourceful, thus
ending up getting impatient and, in the worst case, shutting down our
software.
Instead, when we exploit dominance in our favor, we end up setting a
reading order. And how do we do that? A first way is to exploit the size of
the elements. We saw this earlier with photos: if one element is larger than
the others, then it grabs my attention. That’s why titles are larger than
paragraphs.
In this layout you’ll notice first the title, because of its size,
then the button, because of the contrast.
The final option we have to exploit dominance is to work with the negative
space around the image. If we surround any element with a lot of space, it’s
as if we’re putting it in center stage, regardless of its size or position.
In short, dominance helps you create a reading order within the page. To
take your user by the hand and accompany them towards their goal.
Making a wise use of size, contrast and negative space
in order to maximize the dominance effects.
This is an almost trivial truth in everyday life. It’s why we insist on making
our beds every day, or arranging the books on the bookshelf by height or
color or author. What’s aligned makes us feel good, but it’s not just a matter
of feeling: in the world of typography, alignment is the only way we can
increase reading speed. Left-justified text is more readable than all-centered
text because of alignment. Every time we read centered text and we finish
the line and have to go back to the beginning, it’s as if our brain has to reset
for a few milliseconds and figure out, line by line, where it needs to start
reading again. None of this happens in left-justified texts.
How does this all translate into web design? Let’s take a look at some
examples.
The space scan of the Medium.com homepage
is easy thanks to the great alignment of every item in the page.
This is Medium, a website for bloggers. It has a minimalist style and great
attention to the alignment of elements.
Let’s take another example: these are two product listing pages from two
competing sites: Amazon on one side and Alibaba on the other. Which of
the two is more persuasive, and why? Let’s look at them together. What is
different about these two layouts? Look at the perfect alignment of the
photos on Amazon. Look at the texts.
Alibaba (above) vs Amazon (below).
We scan better (and so we read more willingly)
those layouts that have aligned items.
Let’s now look at a few where the alignment is lacking and ask ourselves
how we feel looking at this layout.
Sometimes you have to try different types of alignments, because what
should work in theory doesn’t actually work in practice.
This is why we must always remember that alignment is an optical effect,
not a mathematical result. What in theory should correspond to a perfect
alignment sometimes isn’t, because the visual weight of some elements is
not equal, and therefore it’s necessary to intervene manually to improve the
optical effect.
Inside the grid icons (left) VS Outside the grid icons (right).
Which layout do you prefer?
Alignment. If things are aligned, the user is spurred to read on, to continue,
to move forward. To scan the page more easily, since they feel less fatigue.
They perceive that the elements of the page they’re reading are somehow
related to each other. In short, they feel they’re in a place where they
understand the rules, and this generates trust, optimism and calm, which is
the ideal environment for them to perform the action we want them to do.
First of all, never use the word “mistake”. And that’s because we hate being
wrong and we hate being reminded by someone that we were wrong. So,
such a message might instead start with a nice “I’m sorry” and then explain
what went wrong. “I’m sorry, the password you entered is incorrect”.
“Sorry the email you entered is invalid”.
Try to be specific: if you say “there is a problem on this page” you are using
vague language. Don’t leave to the user the task of understanding what
went wrong, but explain it to them, possibly not only in words: for example,
you can underline the field where the problem occurred. But not only that:
go further and suggest the solution as well. “Maybe we can help you find
your username again?” direct link. “Maybe you forgot your password?”
direct link.
Always include the possible solution within your error message.
In short, we help the user manage the most stressful moments while
browsing the site. Yes, it’s true, it’s all their fault, I don’t doubt it: they’ve
forgotten their password, their email, their username, maybe they’re even
writing on the wrong site: it doesn’t matter: it’s in the moments of difficulty
that the most lasting relationships are created.
Icons
Let’s talk about icons. They are an exceptional tool for us designers for
many reasons, the first one being: they are perfect elements to push the user
to action.
That’s why we find them practically everywhere, because they catch our
attention and because all by themselves, regardless of whether there is a
descriptive text or not, the user can already understand the use of that
button just by looking at the icon.
Even if we don't read the text,
the icon helps us to understand the feature of the item.
And looking at an icon is certainly easier and faster than reading a sentence
and understanding its meaning. So we get to the action sooner than when
we read a text. Not to mention all the problems related to translations: an
icon remains an icon in all languages, while a text must be translated.
There are dozens and dozens of sites where you can download or buy icons,
personally I feel great with https://www.iconfinder.com but again, it’s just
one of dozens of sites that do this job.
Icons are a great space saver. All apps on our phone come with icon plus
app title. But I’m pretty sure that by now, when you look at your phone
screen, you’ve lost the habit of reading the title. Instead, what happens more
often is that we remember the predominant color of the icon and look for it
among the others.
In short, there would be a million reasons why an icon is preferable to a
text, yet they are not always used. This happens because the icon’s duty is
to unequivocally convey its meaning. And if it doesn’t reach this goal, if it
doesn’t reach even a small part of your target audience, well, then you have
a big user experience problem. Because people will look at that icon and
they won’t know exactly what will happen once they click on it.
So my advice is to analyze your target audience and whether you should use
a word instead of an icon, or accompany it with a text. More generally, the
combination of text + icon is always the best choice.
Are you sure you still read
the name of the apps on your phone?
There are four tips I want to give you for the next time you’re choosing an
icon set for a site or app.
Pay attention to the size
First: try to keep their perceived size consistent. Pay attention to the word
“perceived": two icons may occupy the same space, but have a different
visual weight, perhaps due to a different balance between empty and full
space, or different thickness of the edges.
Each icon has subtle differences from the others, and this changes the way
they seem bigger or smaller to us. But why should these subtle differences
matter to us? Because if an icon is perceived to be different than the others,
then the user’s attention will be drawn by one of them, without us intending
that. And, as we’ve said many times, the moment we lose control of the
user’s gaze, we’re leaving our success to chance.
Every time this happens, our mind learns the rule instinctively. We
understand without thinking too much about it that that space always
repeats itself in the same way, and our eye moves between the elements
predicting where one ends and the other begins.
All this generates a reading rhythm, a sort of invisible metronome that
carries us forward while reading, helps us to go ahead in a constant way,
drawn by this invisible music. And yes, I know how it sounds, don’t make
that face: if you don’t believe me, let’s look at some examples.
Do you see this screenshot? There are some elements that are repeated, that
have the same shape, the same font, the same size, in the same box, and
they are similar precisely because they all belong to the same logical group:
in this case we are talking about notifications. And to implement this
concept, since it’s always and only notifications, the designer here has
wisely decided to implement them all in the same way, with the same
spaces, and this has created a rhythm.
I’ll point out that there could be thousands of these notifications, but our
brains have been locked into this rhythm by now anyway, and they can go
on by themselves for hours.
Rhythm. Just like in a song, in a web page it helps us to pace the reading, to
go ahead because it leads us there, to read faster because we know exactly
where the eye should rest once the box or the text we are reading is
finished, because we have learned the distances that the elements have
between them.
In short, we designers, when we design a web page, we are actually creating
a musical score ourselves.
Predictability also means not asking if what I’m seeing is a link, or a button,
or a title. In short, it means differentiating clickable stuff from stuff that
isn’t, and making it clear, if possible, without having to hover the mouse
over the button to see if the cursor changes. This means that we have a
moral duty never to design text that looks like buttons and vice versa.
As you can see, you don’t need a lot of information, but sometimes you
really only need one or two words to make the user understand the context
they are in or what is going to happen.
Predictability. All of us human beings, in the midst of a hectic life where
everything seems to be getting out of hand, love it when we are in
environments where we feel welcomed, where everything works as we
expect, and this feeling of being welcome makes us open, calm, dare I say
happy, and this attitude is the precursor of something that will soon, very
soon, turn into an action on the web page I’m visiting. And this is, we must
never forget, the only real reason that justifies our work.
Affordance
Let’s bring this concept back to the internet world.
When the first graphical interfaces began to be used in the 90’s, we were
used to sites full of information, with a lot of wacky graphics where
probably no UX design principles were respected at all because nobody
thought about making useful sites: we were all there to say: look at what I
managed to do!
And one thing I still remember was this tendency to have to explain how
things worked: "Click here to see this". "Click to open the window". Which
is, in short, like writing on a door: “Put your hand here to open”.
Fortunately, decades have passed since that time, and if someone still insists
on using those techniques, I’ll say it once and for all: we no longer need to
explain to the user what they must do to perform an action. If we feel the
need to, it means that we have created a design that is difficult to
understand. And if you look at the sites or software that you’re browsing
every day, you’ll notice how they constantly use small details that make the
user understand how to use things, without explaining it. Let’s look at a few
examples.
Let’s start with a computer software and not a site: Acrobat Reader, a
software for reading and editing PDF files. And look what we find on the
sides: little arrows that in the real world might look like knobs on a drawer.
The Acrobat interface shows a menu on the left that we can open in three clicks:
first an arrow, then the icons and finally the pages.
When we move the mouse pointer closer, the column turns a darker gray, a
sign that we can do something with it. And when we click, just like when
we open our drawers, we see the first things, the first little boxes. We don’t
necessarily remember exactly what we put inside, and by clicking on them
we can open them, just as we would in the real world. Finally, we can take
our first actions, in this case deleting pages or changing their order.
Let’s now look at a mobile app, Easypark: I’ve found parking and I need to
pay for it. Here, an animation suggests that I should go for the dominant
element of the page, a kind of virtual time disk, well placed near my thumb.
The animation and the size of the parking meter below
it's like it's screaming at us "turn me over!”
In Slack, a chat for development teams working remotely, when you move
within the chat or when there’s a message you haven’t read yet that you
need to reply to, a small message appears that overlaps the rest and is
impossible to miss. And in fact, if you click on it, it immediately takes you
to the conversation you haven’t yet read.
Take a look at this graphic on Momondo: you might be seeing it for the first
time in your life, but something tells me you immediately tried to interact
with it.
And finally, not only is it important to invite the user to areas where they
can interact, but it’s just as useful to discourage them from clicking
unnecessarily on areas that aren’t active. So, for example, if a button is not
clickable, it’s important that it should appear as if it were turned off, just
like the LED on our television. And the same thing applies to all those
buttons, switches or toggles - call them what you like - where it must
always be obvious and unambiguous if they are on or off.
Look at this train booking app: look at how many times - in just three
consecutive screens - the font size is changed, the color is changed -
sometimes light gray, sometimes dark gray, the font style - sometimes bold
and sometimes not – and look on the third screen at how gigantic the “plus”
and “minus” seem compared to the “add” button, for example, and how the
text “1 adult” is not aligned with anything. All of these imperfections make
navigation difficult, inconsistent, unpredictable and, in the long run,
frustrating.
See how many different size and style of the fonts
are used on this app.
Consistency. We notice its importance every time there is a rule, a rule that
is set by us when we design the site and that must never be disregarded.
And what for some might seem like almost a weakness, that is, repeating
the same elements over and over again, actually does nothing but strengthen
the communication. Making it unambiguous, cohesive, clear, and therefore
effective.
Exercise: redesign a train app
Italo treno app navigation is lack of costistency (download the layout
here https://bit.ly/italo-en-app). Are you able to design a better navigation?
Show me what you can do! When you are ready, post your design work
on www.facebook.com/groups/uxdesignfriends. I'll comment it!
Proximity
Let’s talk about proximity. And what is proximity? It’s the distance between
elements on a page. And we use it to signal the relationship that exists
between those elements.
And what does the theory tell us about this principle? Well it’s very simple:
elements that are close to each other are perceived as being part of the same
group. If they are close together, then we perceive their relationship. Their
interdependence. It’s as if we say to the user: “Hey, see this block here?
These circles all belong to the same family”. And all we have to do is copy
this group but change the space, even slightly, and we immediately create
another meaning. For example, we could think that these two groups are
very different: after all, they are very far from each other. And these circles
somehow belong to a similar group, or maybe they are two subgroups
belonging to the same family.
The interesting thing is that proximity is such a powerful tool that even if
we add another variable, such as color, we still perceive those elements as a
whole. And we continue to think so even if we put a dividing line between
them.
We can add a new color, a line, it doesn't matter:
our brain still sees three different families.
That’s the theory. But how does theory really help us when we design a
page? I’m not even going to get into that, but I will say it: let’s see some
examples.
Whenever we bring some elements closer together, we are telling the user
that those elements are to be considered as one logical block. This means
that the content I find within the same block is somehow related to each
other. If, on the other hand, a block is far away, it means that it will be about
something else.
Let’s take another example: here we have six distinct blocks, but even the
proximity within them is not left up to chance. In fact, the title is located far
from both the top and bottom lines. And this distance, together with the size
of the font, guides our eye while reading. This means that if we read the
headline and we understand that it deals with a subject that doesn’t interest
us, we won’t waste time reading the other two pieces of information, and
we will go on, until we reach the news that really interests us.
When we share the information in different, distant blocks,
we help the user to scan the page and find out what they are looking for.
Look at what Samsung does: these two elements are ultimately one thing,
which is a menu, but the fact that they are spaced out adds a new level of
reading. The menu that’s further to the right is less important than the one
on the left, and that’s because we know that in reading, our gaze moves
from left to right. But that’s not all: the one on the left is mainly about
products or product categories on sale. The one on the right instead contains
menu items that refer to more generic sections, or are for the users who
have very specific needs, such as support.
Proximity can help us place blocks of text, or cards, even if they are not
defined by a border.
And since I’m at this point, I want to point out that on all sites where there
is an advanced search with filters, the elements of the search are always
very close to each other, precisely because they all belong to the same
logical operation.
Proximity works especially on sites with complex layouts, because it is the
main tool with which we create order: here we see four columns, even if
they are not separated by any line
And if we go to a similar site, like for example Alibaba, here, the designer,
as he had to insert many more elements in the same line, was forced to use
boxes and not proximity to create a gap between the elements.
Or let’s look at Walmart: look at the enormous space between the photos of
the PC and the description.
And now look at the three layouts in comparison. Which of the three
layouts looks neater to you? Which of the three layouts do you feel more
welcome in? Which would you rather spend more time in?
The proximity principle is among the most powerful ones you can apply on
a page to create blocks of elements that have a different reading priority or
correspond to different logical blocks.
Whenever you are placing an element on a page ask yourself: how does this
element relate to everything around it? The answer will guide you to the
most right placement.
Finally, remember that about 10% of the population has some problem
seeing colors correctly. And what does this mean? That we can never rely
only on color to convey a certain meaning. That’s why an error in a form
cannot be signaled only by coloring the fields red, but we must insert some
graphical element such as an icon or some text.
To summarize, when you’ve chosen colors for a project, ask yourself the
following four questions:
→ Am I using colors sparingly? It is said that the perfect number of colors
on a page should be three; others say five. What we can say for sure is that
every time we introduce a new color on the page, we should ask ourselves
what its meaning is and if it is well distinguished from the others.
→ Does the chosen color interfere with the message I want to convey or
does it reinforce it? So let’s look at the intrinsic meaning of that color,
because maybe it doesn’t correspond to what we want to communicate.
→ Am I using the chosen color palette consistently? Meaning, every time
I’m using that color, am I indicating the same function, or the same mood?
Does the functionality depend on that color? If yes, then you should add
more form or text elements to help the user understand what that color
means.
This is why the most important buttons to click within a page are also the
ones with the highest contrast. Don’t believe me? Let’s play a game: look at
the following sites but do it while positioning yourself two/three meters
away from your computer. And the question is, what’s the one thing you
can see?
The next time you need to choose the color tone for a text or button, ask
yourself: how important is it that the user should read this text or button,
compared to all the other elements on the page?
Watch the video
Conclusions
Well, yes, my dear designer, this book has come to an end.
I hope you enjoyed it and that it helped you become a better designer.
Now you know what user experience and user interface are.
You know why these disciplines are so important not only for the end user,
but for you client too.
It's not that easy to communicate the value of them to those who are not
expert, but always remember that the language of data and numbers is
universal. Anyone is able to understand if a website "works", which means:
more sellings, more convertions, more calls received. All this is m: tutto
questo è measurable and it's also the only language that every client in the
world can understand. This is why we have to learn it, making it our
lifestyle, learning to ignore the unrelevant data
for the client business.
This is, in its essence, the challenge of every designer: create value for the
client, thanks to the visual communication.
I want to remind you to complete all the assignments you will find among
the lessons of this course. Only in this way will you be able to get the most
out of it and build your design portfolio.
I invite you to write me for any doubts you may have, and to submit your
design works to the Facebook group “Ux design &
friends” www.facebook.com/groups/uxdesignfriends.
Good luck for your career,
Luca Panzarella
Bibliography
Designing ecommerce websites - Matt Isherwood
Don’t make me think - Steve Krug
Manuale di sopravvivenza per UX designer - Matteo di Pascale - Hoepli
Mobile Usability - Jakob Nielsen Raluca Budiu
Neuromarketing e scienze cognitive per vendere di più sul web - Andrea
Saletti - Dario Flaccovio editore
Tapworthy, Designing Great iPhone apps - Josh Clark - Ed. OReilly