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CCS370-UI AND UX DESIGN PIT-CSE-III Year –V CCS370-UI AND UX DESIGN PIT-CSE-III Year –V
COMPUTATION SEM COMPUTATION SEM
Levels of user experience:
UNIT III FOUNDATIONS OF UX DESIGN
Introduction to User Experience - Why You Should Care about User Experience -
Understanding User Experience - Defining the UX Design Process and its
Methodology - Research in User Experience Design - Tools and Method used for
Research - User Needs and its Goals - Know about Business Goals
UX Designers Consider the Who, Why, What, and How of Product Use
The Why involves the users’ motivations for adopting a product, whether they relate to a task
they wish to perform with it or to values and views that users associate with the ownership
and use of the product. The What addresses the things people can do with a product—its
functionality. Finally, the How relates to the design of functionality in an accessible and
aesthetically pleasant way
The look of a product is all about creating a product that has visual appeal and which,
in particular, harmonizes with a user’s values and captures the spirit of what they
expect in that product
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Leadership
communication
project management
presenting
There isn’t any standard UX design process. However, most teams tend to follow a variation
of the 5-step design thinking process. UX design is a highly collaborative and iterative
process. Designers plug back their findings from research and testing to improve the end
user's experience.
What is a UX Design Process?
A UX design process is an iterative step-by-step methodology UX design teams use to
complete projects. It is derivative from a design thinking process. As in design thinking
process, UX designers spend time empathizing with the user, learning about the business,
context, defining problem scope.
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Storyboards
A storyboard is a comic strip used to capture a user’s interaction with a product or service. It
allows researchers and stakeholders alike to visualize and brainstorm.
3. Wireframing
If you haven’t employed wireframing as part of your process, you should probably start
doing so. A wireframe is a visual guide with the framework of your product. It allows you to
define the information architecture, navigation design, and interface design.
4. Prototype
A prototype is the version 1.0 of your website or product. It resembles the closet version of
your final outcome.
A prototype allows the UX researchers to examine and identify any flaws, errors or
inconsistencies in overall design and experience before it is converted to the actual version
by the development team.
5. Testing
With prototypes, user testing can be conducted with users to validate the design flow and
1. Always start with User Research user experience. In some e-commerce companies, testing usually makes up a big bulk of
If you ask an experienced UX researcher what is the best UX for your website, product or daily routine of UX researchers. It allows them to continuously improve the product.
service, most likely you will not get an answer. A UX researcher should always be mindful 6. Implementation and Launch
of the differences in opinions and perceptions toward a good user experience. After user testing, the validated prototype can finally be converted into actual product for
2. Start Designing with User Inputs UAT Testing before an official launch.
Users may think of the appearance of a website or product when we talk about design. They
will describe it as pretty or not pretty. RESEARCH IN USER EXPERIENCE DESIGN:
Personas
Persona is a fictional character created to describe a specific end user. Example persona is a What is UX Research?
frequent backpacker with name, age, job details, education, location, income level, family UX (user experience) research is the systematic study of target users and their
members and friends, familiarity with technology, hobbies, goals, characters etc explained requirements, to add realistic contexts and insights to design processes.
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Usability testing (through first-click testing and tree-testing) tools such as Optimal
Workshop and Loop 11
Maslow's Hierarchy of Needs Esteem Needs – Basic social needs become more complex for people and there is a need for
our efforts to be recognized by others. Esteem needs may be fulfilled by social status,
Abraham Maslow has provided one of the most prominent accounts of human motivation achievements, mastery, prestige, etc.
with the 'Hierarchy of Needs', representing his most well-known contribution to psychology.
Self-Actualized Needs – The final, top layer of the hierarchy is associated with our ability to
The Levels of Maslow's Hierarchy of Needs grow as an individual. These needs include peace, contentment, self-growth, maximum
experiences, etc.
The most basic human needs are shown at the bottom of the hierarchy, and these are
the physiological drives that ensure survival, including the need for air, food, water,
and sleep
Physiological Needs – The most basic needs of all are those that are needed to sustain us as
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SKETCHING PRINCIPLES
Sketching:
Sketching is a distinctive form of drawing which designers use to propose, explore,
refine and communicate ideas.
Sketches are easy, fast, and cheap to create, iterate, and if needed, even discard without
much effort. Unlike written or verbal communication, sketches sidestep rules of
grammar and help clearly communicate ideas, all but eliminating misunderstandings.
Annotations, arrows and notes increase the communicative power of your sketches.
Annotations – These are names, labels and explanations located next to different parts of a
sketch to expand and clarify the meaning of any element depicted. Tie annotations to
different elements in your sketch using arrows, braces, numbering and spatial proximity.
Write your annotations using a different color that contrasts with the sketch proper.
Arrows – Apart from pointing to specific elements in a sketch, use arrows to illustrate
interaction flow, a sequence of events, movement and direction.
The Five Elements of Drawing: Notes – Any text, long or short, that provides additional insight into your sketch is a note.
Use notes to do the following:
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1.Assume a "mobile-first" mentality: Whether you start designing from the smallest
screen or the desktop version, assuming a mobile-first mentality helps you practice the
mobile-first approach, a design principle with simplicity at its core. A mobile-first
mentality means prioritizing content, leaving complex graphs and images for the desktop
version
2.Use Scalable Vector Graphics (SVGs). These are an XML-based file format for 2D
In this image, you can see that the fixed version of the content has the same width regardless graphics, which supports interactivity and animations.
of the device whereas in the fluid version the content fills the available space depending on 3.Include three or more breakpoints (i.e., design for 3+ devices).
the device size. 4.Prioritize and hide content to suit users' contexts. Check your visual hierarchy and use
Fluid Images progressive disclosure and navigation drawers to give users needed items first. Keep
nonessential items (nice-to-haves) secondary.
5.Aim for minimalism.
6.Apply design patterns to maximize ease of use for users in their contexts and quicken
their familiarity: e.g., the column drop pattern fits content to many screen types.
7.Aim for accessibility with font sizes/styles. Use contrast and background effectively.
WIREFRAMING
In responsive design, fluid images are images that scale to fit their container, meaning Definition:
that when the browser reaches a breakpoint, the image will scale up or down to the Wireframing is a visual representation of the workflow of a website or mobile application.
current window size. This preliminary design step illustrates the page's structure, layout, and functionality. It helps
For non-photographic images, such as icons, you can use SVG files—these file in planning the user experience without distractions from color, graphics, or content.
formats are lightweight, and you can scale them to any resolution without losing
quality.
Media Queries and Breakpoints
Media queries are filters that detect the browsing device's dimensions and make your
design appear appropriate regardless of the screen size. To aid media queries, you have
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1. The logo signifies brand identity. It usually sits at the top corner of a page and anchors Explore the initial idea: At the start of a project, wireframes help visualize rough ideas.
the brand's presence. They bring abstract concepts to life.
2. Navigation helps users explore different parts of the site or app. Commonly seen as a Collect meaningful feedback: Before you get into the details of a design, wireframes
menu bar or sidebar, it directs users to primary sections or features. help you gather initial feedback. Stakeholders, members of the design team, and
potential users can provide valuable insights before you move on to the next step.
3. Search fields allow users to find specific content or features. It's especially useful for
content-heavy sites. Plan functionality: Wireframes map out where you will place functional elements like
buttons or interactive features. It helps you understand how to create an interaction
4. Text blocks on a wireframe represent the content placement. It can be headlines, design for usability.
paragraphs, or bullet points.
Structure content: Wireframes help plan where content will appear. For instance,
5. Buttons prompt users to take actions like "Submit," "Read More," or "Buy Now." positioning text, images, or multimedia is easier.
6. Image placeholders show where you will place your visuals. They help in Customer journey mapping: Wireframes are tools to plot user journeys. They enable
understanding the content-to-visual balance on a page. designers to envision how users will navigate a site or app.
7. Videos mark the areas on the wireframe where multimedia content, such as videos or Usability testing: Before final designs, wireframes can undergo usability tests. It helps
animations, will appear. identify and rectify usability issues early.
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Recognizing these steps will highlight the necessary features and inform your design
decisions.
Information architecture: Focus on how you organize the content and prioritize
information based on its significance.
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Wireframing Principles
Simplicity: Keep it straightforward. Focus on structure and functionality.
User-centered: Prioritize user needs and the intended user journeys.
Clarity: Every element should have a clear purpose.
Feedback loop: Constantly gather feedback and iterate.
Consistency: Maintain a uniform structure and design language.
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Weaknesses
BUILDING A PROTOTYPE
Not as precise or scalable as digital versions.
Difficult to share and edit in remote settings. What is Prototyping?
Lacks interactivity features present in digital tools. Prototyping is an experimental process where design teams implement ideas into tangible
forms from paper to digital. Teams build prototypes of varying degrees of fidelity to capture
eCommerce Mobile Wireframe Sketch design concepts and test on users.
What is a Prototype?
A prototype is a simple experimental model of a proposed solution used to test or validate
ideas, design assumptions and other aspects of its conceptualisation quickly and cheaply, so
that the designer/s involved can make appropriate refinements or possible changes in
direction.
Remarkable Reasons for Prototyping
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1. Low-Fidelity Prototypes: Simple and often hand-drawn representations, such as sketches This will be the most common prototype you will create in a design project. Create iteratively
or paper interfaces. They're quick to produce and useful for initial concept validations. improved prototypes in order to test out solutions quickly, and then use the test results to
improve your ideas.
2. Mid-Fidelity Prototypes: More detailed than low-fidelity, these often use digital tools and Prototyping to Decide
give a clearer understanding of the product's aesthetics and functionality. Sometimes in your design project, you may face conflicting ideas from different team-mates
or stakeholders. Prototyping can be an effective tool for enabling your team to compare the
3. High-Fidelity Prototypes: Highly detailed and interactive, resembling the final product ideas and prevent any disagreements from developing.
closely. They're used for advanced user testing and to get a realistic feel of the final design.
When building a prototype to decide, you can see how each of the solutions will work better.
Low-fidelity You will be able to see whether the prototypes lack in some areas; for example, you may
realise that the prototype would not work in the natural environment of users. Your team will
Example: Paper prototypes also be able to see the different ideas tangibly, and hence discuss the ideas and build on them,
or suggest ways to merge the best aspects of each prototype.
Pros: Fast and cheap; disposable; easy to make changes and test new iterations; allow a quick
overall view of the product; anyone can produce them; encourage design thinking since
prototypes are visibly not finalized. BUILDING HIGH-FIDELITY MOCKUPS
Cons: Lack of realism, so users might have a hard time giving feedback; hard to apply results Mock-ups are used by designers mainly to acquire feedback from users about designs and
from crude early versions; may be too basic to reflect the user experience of the finished design ideas early in the design process. Mock-ups are 'very early prototypes' made of
product; can oversimplify complex issues; lack of interactivity deprives users of direct cardboard or otherwise low-fidelity materials. The user, aided by the designer, may test the
control; users must imagine how they would use the product. mock-up (imagining that it works) and thus provide valuable feedback about
functionality/usability/understanding of the basic design idea/etc.
High-fidelity
Pros: Engaging—all stakeholders have the vision realized in their hands and can judge how
well it matches users’ needs and solves their problems; testing will yield more accurate, more
applicable results; versions closest to the final product enable you to predict how users will
take to it in the marketplace.
Cons: Longer/costlier to create; users are more likely to comment on superficial details than
on content; after hours of work, you the designer are likely to dislike the idea of making
changes, which can take considerable time; users may mistake the prototype for the finished Mockups look like screenshots from a completed, real app, they are little more than images
product and form biases. Mockups are fully polished visual designs sometimes rendered in realistic devices that
include branding, colors, images and typography.
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Examples of mockups
Adobe XD: This all-in-one UX/UI design software allows for wireframing, prototyping, and
collaboration in the same platform.
Figure 1: Cardboard Mockup of a calendar application for school kids
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Sketch: Although the Sketch app is only available for macOS, Sketch has a robust set of Example: As a freelance consultant, Peter wants to easily schedule meetings, so that he can
features and an extensive plugin ecosystem, making it a powerful tool for user experience ensure his schedule is always organised and effective.
design.
Example: As a corporate web designer, Lisa wants to improve the company’s website, so that
InVision: InVision offers a suite of tools for prototyping, collaboration, and workflow users can easily find and get access to what they need.
management, making it a comprehensive solution for design teams.
Make sense in your Research by Creating Maps
Axure RP: This tool stands out for its advanced prototyping capabilities, allowing designers Mapping helps plot experiences, customer journeys, thought processes, a series of activities
to create highly interactive and dynamic prototypes. or actions and other related behaviour, as well as feelings, in one place. It would be useless
having reams of data and not be able to understand the essence of it by extracting significant
Wireframing Tools meaning from the data.
Affinity Diagrams and Space Saturate and Group – Clustering and Bundling Ideas and
Wireframing tools are the blueprint machines of the design process. They allow designers to Facts
create a skeletal layout of a web page or app, laying the groundwork for more detailed design The ―space saturate and group‖ method’s goal is to get all of your observations and findings
work. The primary function of a wireframe is to illustrate the page structure, content into one place: Immerse yourself in the chaos of information you’ve gathered during your
arrangement, and intended functionalities. research Empathise phase.
Benefits: Wireframing software expedites the initial design phase by providing simple drag- Write on post-its, draw your insights, tell stories, and share artifacts.
and-drop elements, making it easy to visualize the layout. They facilitate rapid iterations and The term ―saturate‖ relates to the way everyone covers or saturates the ―space‖ with their
allow you to explore different layout options. Also, they establish the basic structure before images and notes in order to create a wall of information to inform and start ―grouping‖ the
you get to the detailed design. Wireframes also have the advantage of looking malleable. following problem-defining process.
Colleagues and users are less reluctant to suggest changes compared to high-fidelity
prototypes. Empathy Map
An Empathy map will help you understand your user’s needs whilst developing a deeper
Limitations: Wireframes lack the visual design appeal of a fully designed interface. This may understanding of the person you are designing for. There are many techniques available for
make it challenging for stakeholders unfamiliar with the design process to envision the final you to develop this type of empathy. An Empathy Map is one method that will help you
product. define and synthesise your observations from your fieldwork and research phase, and draw
out insights about your users’ needs
Examples: Balsamiq, Sketch, and Adobe XD are popular choices for wireframing due to their
simplicity and efficiency. Personas
Prototyping Tools Personas are fictional characters, which, based on your research, you create to represent the
different user types that might use your service, product, site, or brand in a similar way.
Once the basic structure of the design is in place, prototyping tools come into play. These When you create personas you will understand your users’ needs, behaviours, and goals – it
tools allow designers to create interactive mockups and showcase how the final product will will help you step out of yourself. It helps you recognise that different people have different
work. This includes everything from button interactions and animations to transitions and needs and expectations, and it helps you to identify with the user you’re designing for.
user flow.
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PROTOTYPE ITERATION
The iterative design process is a simple concept. Once, through user research, you have When Do I Use Iterative Design?
identified a user need and have generated ideas to meet that need, you develop a prototype. Iterative design can be used at any phase of the design process, including when the product
Then you test the prototype to see whether it meets the need in the best possible way. Then has already been launched in the market and you are looking to create improvements in that
you take what you learned from testing and amend the design. Following that, you create a product.
new prototype and begin the process all over again until you are satisfied that you’ve reached
the best possible product for release to the market. Why Does Iterative Design Exist?
This iterative process is often called ―rapid prototyping‖ or ―spiral prototyping.‖ User research prior to product development has to deal with what people say they will
do in most cases. There’s no product available to examine what they actually do. So
the first model of any given product is likely to reflect the ―theoretical use‖ of a
product rather than its actual use.
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