Digit FT to UX Design_Issue_10_Vol_10_October_2015
Digit FT to UX Design_Issue_10_Vol_10_October_2015
TECHNOLOGY
YOUR HANDY GUIDE TO EVERYDAY
To
UX Design
UX DESIGN
powered by
CHAPTERS
UX DESIGN
OCTOBER 2015
06 Introduction to UX Design
What is UX design exactly? What are it’s origins? Find out the big
picture in this chapter.
PAGE
16PAGE
The UX Design process
A comprehensive walkthrough of designing UX
31 Modelling users
Know thyself. Or better yet, know thy end user
PAGE
54 Design Principles
Now that you know what your users want, how do you give it to
them? These three steps will take you closer to your finished
PAGE
product
64 Design Philosophies
Ever wonder why designs of a particular era start looking similar?
We’ll tell you why.
PAGE
87 PAGE
Future of User Experience Design
Let’s look at what the future holds for User Experience Design
VOLUME 10 | ISSUE 10
TECHNOLOGY
YOUR HANDY GUIDE TO EVERYDAY
October 2015
UX DESIGN
Free with Digit. If you have paid to buy this Fast Track from any
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4 INTRODUCTION
Interaction
unlimited
‘B
eauty is in the eye of the beholder’ and ‘the first impression
is the last impression’ are two popular adages that need no
introduction to be honest. We’ve all heard them umpteen
times. However, this month’s FastTrack topic has a lot to do
with both the above expressions. Allow us to explain…
From the dawn of basic intelligence, it has not always been the fastest,
highest or strongest that has prevailed – especially in the world of tech-
nology. Many a times it has been the best designed or best presented. One
of the reasons why the world adores and swears by Apple products is
their attention to unflinching detail when it comes to designing products
and systems that just work effortlessly and intuitively without forcing
their users to scratch their heads in frustration. And the essence of this
we experience in a myriad things we do on a daily basis, unbeknownst to
us – from interacting with the television, computer, ATM machine, smart-
phone, reading a train time table or even going through a candidate’s CV.
In the non-analogue world, if there exists a digital system that’s for mass
consumption, chances are that it’ll have something unique that differenti-
ates itself from its competitors – the User Interface. Having said that what’s
most important about designing interfaces for human interaction? It has
to be more than aesthetically appealing, it has to be more than functional,
and it has to be more than intuitive to create the best first impression. This
is where User Experience or UX comes into the picture.
Confusing? That’s why the need for this booklet.
In here, we start off with a much needed introduction to UX design
concepts (form vs function and all that jazz), moving on to breaking down
the design process into various stages, including how to design an interface
INTRODUCTION 5
to its intended user base and how do you get from defining to designing a
product around your concept. In between we also analyze historic design
principles and philosophies to see if there’s a holy grail that binds UX
design through the ages – if there’s value there, we’ve tried hard to find it.
If this FastTrack has piqued your interest into UX design, there’s an
entire chapter on recommended books, tools, and other resources. In
short this book is a revelation and a guiding light to anyone looking at
advancing their knowledge in the design domain.
Happy reading!
6
CHAPTER #01
INTRODUCTION
TO UX DESIGN
What is UX design exactly? What are
it’s origins? Find out the big picture in
this chapter.
U
X Design is often described as today’s burgeoning field in all
things tech. Though talk about UX is often interspersed with
terms such as UI and Usability, each define a unique niche, and
are just facets of what constitutes the overall User Experience.
UX is inherently user-centered, and thus UX Design is collection of research
methodologies and design strategies, principles and philosophies that pave
the way for modern elegant efficiency.
The Emergence of UX
A mere decade and a half ago, the most advanced technology available to
consumers was the mighty Desktop PC, which people used to maybe play
some games or send e-mails over dial-up connections. Fast forward to today,
the world around us is inundated with technology, even the local paan-wala
is often seen chatting away on his smartphone. Moreover, technology con-
tinues to penetrate deeper into every facet of our lives. All our appliances are
becoming intelligent, and our facilities moving online. It’s common experi-
INTRODUCTION TO UX DESIGN 7
UX != UI
Many design professionals, when asked to describe their work or profession,
interchangeably use the terms UI and UX. Maybe they think they know what
they are talking about, but clearly they don’t. Is it just nomenclature? Where
are they going wrong?
In short, semantics. User Experience design and User Interface design are
not the same, just as Muay Thai and Mixed Martial Arts are not the same.
They do not mean the same things. User Interface designers deal with the
visible parts of the product that the users interact with. They design the
framework for the input and output of information, basically everything that
you actually see, or click on. This sounds a lot like UX, and that is because it
is true that they share a lot in common. UI is a part of UX, but UX is so much
more. Like UI, UX also has facets of Human-Computer Interaction (HCI),
Visual Design, and Information Architecture. However, UX doesn’t only
deal with the interface, it deals with the relationship between the customer
and the business/organization as a whole. UI is different from UX in nature,
objective and scope. UI meets user needs, but UX has to align user needs with
business needs. UI creates (the visual elements of) the product, UX creates
(the emotional perception of) the brand. Just as in the case of Muay Thai
and Mixed Martial Arts, UI is but a tool in the arsenal of UX. Interface is a
10 INTRODUCTION TO UX DESIGN
subset of Experience. If a product looks good but is a pain to use, it has great
UI and bad UX, whereas if it works great but doesn’t look too good, the roles
have changed (bad UI, good UX). They are different, but both are important.
UX != Usability
Though it may appear that UX was born out of Usability, they too are separate
concepts. By focusing on Usability one tries to make the product easier to
use, but that does not necessarily translate to the product becoming better
to use, which is the domain of UX. Also, a good looking interface (good UI)
doesn’t necessarily imply ease of use or user-friendliness (Usability). A good
UX takes far more effort to create than good UI and Usability by themselves.
Thus Usability, UI and UX are all different and not always causally related.
Making a good UX design is about more than just making the design Usable.
It should also make the design pleasureable, seductive, and if possible, down-
right addictive (sounds a lot like *ahem* time). Sometimes the design needs
to made less Usable in order to have a better user experience. After all, in
certain contexts people do get satisfaction from discovering things on their
INTRODUCTION TO UX DESIGN 11
own. Context is king. You cannot create the experience, but you have a say in
forming the context. Most importantly, good UX design ensures that using
the product has meaning to the user, which will only happen if they form an
emotional connection, which in turn will only happen if every aspect of the
design is rooted in the rationale and needs of your users. Read Chapter 3 to
understand how to understand the user’s needs and rationale. If we compare
a user using a product (to achieve a goal) to a road trip, we can metaphorically
say the following:
Usability is about making the journey short, smooth and as straight
as possible.
UI design is about putting display screens on the windows and windshield
so that the journey looks awesome (maybe even going through a wormhole..).
UX design is about making sure you have fun during the journey, by
showing you whatever you would like to see, and letting you choose which
road you want to take, be it a plain highway or winding mountain pass. (For
consistency, imagine it was a self-driving driving, thought controlled car.)
Assembling a UX Design
Much like a Desktop PC, a great UX design can be assembled from a few high
quality components. These are:
1. Psychology: Your users are people, and people have complex minds. Being
a person yourself, you should know! Since you are designing for their subjec-
tive experience, you have to focus on their needs, their motivations and their
expectations, every step of the way. Consider their level of prior knowledge,
and keep in your mind a representation of what would be on their mind. Use
this to see how you can condition them or form habits. Above all, make sure
you are designing according to their psychology, not yours!
don’t know what they want. You need to find out what even they don’t know
that they need.
7. People will use your design the way you thought they would.
It would be more fun to have you learn the folly of this thought from practice,
but we are kind souls, we seek to educate. When users aren’t clear on the pre-
scribed ways to use your product, they will begin to use it in unconventional
ways. Sometimes, they will use it unconventionally just because it was the
only thing available that they thought could solve their problem. This is a
good thing, embrace it.
monetary) with the user’s goals, and as such it should be included in the
project as early as possible, right from creating the business model. It is
an iterative and continuous process that never really ends and will help in
making changes every step of the way.
a person’s behaviour. The next time you are talking to a friend (who talks
a lot), give a slight nod every time he/she says an ‘s’ sound. Then notice the
frequency with which those sounds occur, it should rise. Whatever you
do, your work definitely interacts with people in some way (else no one
would be paying you for it) and you can use UX design to make it better,
even if your work is writing fiction!
16
CHAPTER #02
THE UX DESIGN
PROCESS
A comprehensive walkthrough of
designing UX
Y
ou can take the horse to the water but you can’t make it drink.
With UX design processes, you can certainly increase the
chances! Now that you see the big picture of UX Design, it is
time to delve into the actual process. What are the steps of the
UX Design process and why are they necessary? What does a UX Designer
actually do, and why do they do it?
Understanding Goals
As a UX Designer you will encounter two main types of goals User goals
and Business goals.
Business Goals
Everybody does things for a reason, and that includes organizations and
companies. Businesses set goals for measuring success, and keeping eve-
ryone on the same page. The reason they want to develop the website, appli-
cation or product is to achieve those goals. Business goals can be a variety
of things - Money (the most common), Propaganda or Brand Enhancement,
or acquiring a new User Base. The specific type of business goal will greatly
affect your strategy on how to make use of users achieving their goals.
THE UX DESIGN PROCESS 17
User Goals
As long your Users are people, they will be in want of something, and usu-
ally that is what your website, application or product is offering. Often,
there may be things that even they don’t know they want, but they want
when they see it. Whether it is social connection and recognition or even
purchasing used cutlery, you need to identify the User goals, because that
is the minimum you have to give them in order for them to be Users of your
product in the first place.
A Basic Process
18 THE UX DESIGN PROCESS
ness. If the users aren’t achieving their goals, then you have no users and
obviously no success.
Moreover, you have to design within a context, such as technological
or resource limitations that provide a constraint. Not to mention, during
the whole process of UX Design, you must communicate effectively with
the client or stakeholders, as well as the various members of the team who
may be playing very specific roles, such as the programmers, UI designers
or copy writers.
Analysis
You have just taken on a project from a client, so the first thing you do is
meet with them. Once you have set the vision you need to get yourself a
THE UX DESIGN PROCESS 19
Drawing a Storyboard
A Comprehensive Sitemap
Actually, why save it for later, make the Sitemap in accordance with the
Wireframe, since it is an essential deliverable that defines the information
architecture of your application or website. Some Use Cases and Scenarios
will help further refine the Wireframe, as they are meant to document
detailed usage in every conceivable circumstance, making sure that no angle
of product use is missed. Now for the first time, it is time for a Usability Test,
which involves sitting with a User and asking them to perform tasks using
the low-fidelity prototype (the Wireframe) and their imagination. You can
ask them the most important questions that you can think of, and especially
make note of the tasks they couldn’t achieve. The feedback you get should
be used to redesign the product by revisiting any of the previous steps if
necessary. Next, create a higher fidelity prototype like a Mock-up, which
THE UX DESIGN PROCESS 23
contains as much of the design elements as possible and also some of the
functionality. Once again, it is time for more Usability Tests.
Be careful not to prompt your Test subjects as the Mock-Up is supposed
to contain all the visual elements, and thus should convey the message or
functionality to the User. If you find that the User is in need of prompts,
conclude that your User Interface is in need of redesign. Keep Testing and
Redesigning. You can even use tools like Eye-Tracking software to see if your
Implementation
In this phase your team builds the actual product, which should be a piece
of cake after all the prototypes that must have been made. This is accompa-
nied by a Heuristics Analysis and a Content Audit. The Content Auditing
process is basically listing all the content available on your website. The
24 THE UX DESIGN PROCESS
Deployment
After the product is launched, conduct Surveys of your users and do addi-
tional Field Studies to gauge the real-world usage of your product. If any
mistakes in the design of the User Experience become apparent, revisit the
previous phase and remake the final product. You can also use analytics tools
to get quantitative data on your product usage. Once again, do a Usability
Test to check if the product fulfills all the Usability Objectives from the
Analysis Phase. You can never do enough Usability Tests. Remember, the
product is forever ‘almost’ finished.
Waterfall
Waterfall development is named so because of the linear flow of water in a
waterfall. This methodology has clearly demarcated phases and the process
always and only flows from one stage to the next, in a linear fashion. It is
considered the more ‘traditional’ approach, probably owing to its similarities
to hardware standards. It was also promoted by the United States Depart-
ment of Defense in their publication of project standards, DOD-STD-2167A
in 1988. The different activities are popularly categorized as : Require-
THE UX DESIGN PROCESS 25
Analysis
The early stages of the project always involve collecting more information
about the problem. The actual activities performed by designers in this stage
are meeting with the client and identifying the product’s requirements,
benchmarking concepts and trend analysis. They seldom perform user
interviews, but writing User Stories is one of the commonly accepted attach-
ments to the Product Requirement document. User Stories are sometimes
created based on Personas which are almost never backed up with data.
Field Studies and Task Analysis are hardly used by any of the designers
THE UX DESIGN PROCESS 29
that were interviewed. At least they were being truthful, but take this as a
negative example.
Concepting
This is the creative ideation part of the process. Despite the many digital tools
available online, paper rules! There is hardly any designer who doesn’t use
quick messy sketching or some other paper prototyping form at the early
stage of a design process! Designers utilize the information gathered in the
first step of the process and find a design worth refining. “This stage is about
artistic fury and creative explosion”, where designers must formulate the
intended User Experience.
Design
In contrast to the anti-documentation Agile approach where teams start
building features from the start, most designers create wireframes and pro-
totypes to document the experience and then hand them to the developers to
create. To put it simply, the UX designers create the form, while developers
and visual designers symbiotically create the matter. According to popular
opinion, Heuristic Evaluation is definitely out of fashion, and instead, expert
review backed up with a cognitive walkthrough is quite popular.
Approval
This is surprisingly an important part of the real world UX design process.
Research documents and deliverables are found to serve as persuading fac-
tors in the ‘buy in’ process. A lot of UX designers actually create a special
presentation to tell clients the design story, because it is extremely important
for them to buy into the product, both physically and psychologically. The
presentation shows stages of the process, deliverables and interactions, and
aims to give clients easy access to as much comprehensible information
as possible. If the stakeholders don’t ‘buy in’, then there is no product, no
project and most importantly, no pay.
These differences mostly arise from constraints on time, budget, and
other practicalities that come in the way of the ideal UX Design process. To
cope with this some people follow a Lean UX methodology that combines
some of the principles of Agile software development with UX design.
Ultimately, the aim is to create a product which people would want to
use, and these are all the ways to create. Everyone has their own constraints,
be it a budget, deadlines or even their own laziness, and it isn’t possible to
30 THE UX DESIGN PROCESS
overcome all of them. Thus take the best techniques that help you empa-
thize with the user, conceptualize your product, and communicate with
the stakeholder as efficiently as possible. There may be times, when all you
need to do is go from Wireframe to Mock-up to Prototype. Your selection of
tools and techniques depends on your judgement, and only you can judge
your situation!
Case Studies
http://www.freshtilledsoil.com/case-studies (/incantor)
31
CHAPTER #03MODELLING USERS
MODELLING
USERS
Know thyself. Or better yet, know
thy end user
U
X design has one primary focus – the end user. It’s only logical
that the experience be designed with the end user in mind, since
it’s being designed for the end user after all. While the concept
may sound simple, this logic is paramount to all things UX. This chapter
will teach you about the techniques available to model your end users and
their behaviour for the purpose of implementing a successful UX design.
Understanding a Persona
In the world of UX design, a “persona” is not just a deliverable. It’s a fictional
character invented for the purpose of simulating the needs, behaviours and
limitations of the end users of a product, service or brand. To ensure your
UX is a good fit to potential customers, you must tailor it to the persona.
Obviously, while designing the intended experience, you must think about
who you’re designing for: that is the persona. The persona represents a group
of individuals who’ll use the product, service or brand in a similar way, or
who constitute a similar target audience segment. To predict usage in the
beachhead target market, at least one persona must be created (Although,
more than one persona is usually created for a product). As a deliverable,
personas are a way of manifesting a deep understanding of your customers.
32 MODELLING USERS
easier to talk about as they’re referred to by names. For example, it’s much
easier to ask (and answer) “Will Alice be attracted by a red background?”
than “Will a red background be attractive to our end users?”
A persona, as a deliverable, is typically a character profile, which includes
a name, age, profession and lifestyle, i.e. specific habits, frequently performed
tasks, daily routine and other such key attributes that affect the usage of
the product or service.
Persona-fication
Do your research
There’s only one way to gather these facts, and that is to go out and collect
them. User research is the crux of persona creation. While there are many
ways to go about getting the data, sadly, there are no shortcuts.
Research methods
While there are many research methods, the utility of the information ulti-
mately depends on the quality of questions and number of people asked (as
many as possible). We can never stress enough on research. (So we won’t.
Studious children never result from nagging parents.) Here are a few tech-
niques for obtaining the raw material for your personas:
Surveys: Surveys involve form-type questionnaires that are filled out
by carefully selected individuals.
Ethnographic Field Studies: This involves studying relevant partici-
pants in their environment, where they would naturally come across or
use the product or service.
Contextual Inquiries: This is a cross between interviews and field
studies, where you can either simulate the context or ask the participants
to imagine them, after which you either ask questions (subjective data)
or ask them to perform a task (objective data).
Web Analytics: You could find a lot of answers to your questions – right
from usage trends such as the number of Google searches for a certain
keyword and the frequency of such terms to web trends.
Focus Groups: A few (3-15) participants are led through a discussion
and/or exercises, while they give written or verbal feedback.
Creating a Persona
Once you’ve done your homework (see previous sub-section), and done
it well, you need to pull a persona out of it, like pulling a silicon crystal
34 MODELLING USERS
ingot from the melt (If you’re aware how the Czochralski process works).
To do this, first map out all the characteristics you could obtain from your
user research. Do this visually. Sticky notes are a great tool for this, as
they also make the next step easier – grouping those characteristics into
categories. Needless to say, these should be groups that pertain to your
product. For example, if you were creating personas for a weight loss
application, you might categorise groups based on “current weight” and
“intended weight loss”.
An important tip. The next couple of steps should definitely involve the
whole team because now you must decide the boundaries for the finalised
critical characteristics. These boundaries are important to prevent you from
going down the rabbit hole of trying to design for “everyone”. To continue
with the example of the weight loss app, let’s exaggerate it a bit to drive
home our point. It would probably not be a good idea if you made a persona
called ‘Jumbo’ and tried to design your application for elephants as well.
Now that we have that out of the way, let’s focus on the next step – placing
characteristics within your categories. This will be followed by developing
a few key personas, who need to be very realistic. In our example, within
the “current weight” group, you may categorise into “light” (40kg - 60kg),
“middle” (60kg - 85kg) and “heavy” (85kg - 120kg). Further, you may create
such groups within the “intended weight loss” group and start to create
MODELLING USERS 35
the persona to make the design process easier. For best results, make the
persona fit the characteristics (from your research) and then make the design
fit the persona. Most importantly, different personas should have different
personalities, like different people! Not “Fat Alice” and “Thin Alice”. Yeah,
you get the gist...
of this in your head, you can make things fun with some real life role-play!
Surely, someone in your team will have dreamed of the silver screen at
some point in their life. Ask them to get into the character of the persona
(once they’re familiar with it, of course) and throw some questions at them.
Or ask them to perform some tasks as the persona. You’re only limited by
your imagination here!
Experience Maps
Experience maps are a type of deliverable that documents a use-case sce-
nario involving a persona. This map records the persona accomplishing a
goal using the product or service, in the way a process diagram would, but
in more detail. For example, a persona using an e-commerce application to
buy something. It includes all the “touchpoints”, that is, the moments the
persona interacts with the product or service, as well as their feelings at the
time – how they’re feeling, what they’re thinking and what they’re doing.
This can give insight into possible causes of frustration as well as ideas for
improving the experience.
Usage lifecycles
Lifecycles showcase the various stages of use/interaction with a product
or service. They’re important because after having used the product over
time, users’ goals and behaviours will change over time. The usage lifecycle
can be broadly categorised into five stages:
1. First Contact: This is when people become aware of or learn about your
service or product for the first time. They form their first perceptions, but
not first impressions as they haven’t yet decided whether they like it or
not. At this stage, the users only have to decide whether they want to try
the product/service or not.
38 MODELLING USERS
2. First-time Use: This is where users form their first impression. It’s the
most critical stage of the lifecycle, as the first impression dictates whether
your product or service warrants their time and attention. This is the
stage where your design must convert your first-time users into long-time
users. Of course, they make the decision, but your UX design will influence
them subliminally!
3. Continued Use: This is the stage for most “converted” users. By this
stage, they’ve already decided that your product/service is useful enough
for them to use regularly. Here psychological techniques like conditioning
play an important role.
4. Passionate Use: Users in this stage can almost be called fanboys. This
stage is characterised by high efficiency and increases in productivity. The
users are passionate about your product (and hence your UX design) and
spontaneously share that passion with others, as they believe it truly helps
them. Though it sounds like an ideal stage, it’s rarely ever reached.
5. Death: This can happen at any stage of the lifecycle, when users stop using
your product/service. It can happen for a variety of reasons: they found a
better or free version, the learning curve was too steep or the interface was
too cumbersome, among other things. Either way, doing a post-mortem
following this stage is a good way to gain insight into shortcomings and
necessary enhancements.
The behaviours of the personas must be considered in every stage of the
usage lifecycle and their needs and goals should adapt accordingly. This
process is commonly called “storyboarding”. It’s very important to consider
the lifecycle, because the same persona in a different stage has different
capabilities, needs and problems, and hence a different experience with
the same design. Therefore, they pose a different design challenge in every
stage, and each provides a unique context on its own. In essence, they’re a
different person at each stage!
Data
This data isn’t a repetition, or the results of User Research. It’s collected
post launch. Post launch of the prototype, at least. We’ve already seen how
the UX design process is a repetitive cycle – collecting data is towards one
end of that cycle.
MODELLING USERS 39
Statistics to measure
Some common statistics that you can collect for your website are:
Sessions: The total number of visits to your site. This number shouldn’t
just be high, it should be higher than it was previously.
Users: This is the number of unique visitors to your site. The number of
sessions can give you an idea of the quality of your site and its stickiness.
Time-per-visit: The average amount of time a user spends on your web-
site. This is also an indicator of quality, but whether it should be high or
low depends on the purpose of the website. (ex - it should be high for a
content focused website, but low for a utility website)
Pages-per-visit: This is the average number of pages a user navigates
through per visit to your site. Again, whether the number should be
high or low is contextual.
Pageviews: Similar to the previous metric, this is the total number of
times any page was loaded on your site for any user.
Bounce rate: This metric measures the number of visitors that leave
your site without clicking on or doing anything.
Of course, each of these statistics must be interpreted according to the
context and your needs (business goals).
FROM
DEFINING TO
DESIGNING
THE PRODUCT
Now that you know what your users
want, how do you give it to them?
These three steps will take you closer
to your finished product
T
he second step in User Interface (UI) Designing after identi-
fying the needs of the interacting user is UX Designing. This
design is based on the “how, who, when, where, why and what”
of user interaction. For example, if you’re designing a website for
a clothing line, which is women-centric, you’ll optimise the UI to cater to the
needs of the target women. So you’d want the colors to be a little cheeky and
vibrant, rather than bold and dark which usually appeals to men.
To enhance user interactivity and experience, we use three techniques,
i.e. Prototyping, Wireframing and Mockups.
42 FROM DEFINING TO DESIGNING THE PRODUCT
In the sections that follow, we’ll tell you how to use these techniques and
the basic differences between the three.
Wireframing
The first step in UX designing is creating a ‘wireframe’. A Wireframe is
simply a sketch of your UI before any kind of design elements or devel-
opment even takes place. In this stage, you’ll be creating a basic visual
representation of the elements – buttons, menus, footer, sidebar, etc – in
your interface to define the basic layout of your interface. You’re creating
this wireframe to arrange elements in such a way as to best accomplish a
particular purpose. A purpose that’s usually informed by a business objec-
tive and a creative idea. For example, if your objective is to showcase the
special products of the day, you’ll place these products on the homepage
of the website or in a banner near the app’s menu bar, which is the the best
way to highlight them.
The way you place the elements in an interface, which also includes
navigational systems, gives you an idea of the page layout and the way the
various parts of the website/app work together. This step focuses on what
a screen does, not what it looks like. Wireframes can be pencil drawings or
sketches on a whiteboard, or they can be produced by free or commercial
software applications. When you create a wireframe of any website or app,
you’re basically creating the UIs layout followed by outlines of shapes like
boxes of the most important pieces and colours (but only in grayscale, to
keep it really simple).
necessarily lack typographic style, color or graphics, since the main focus
points at this stage are functionality, behavior and priority of content.
Prototyping
A ‘prototype’ is a simulation of the final interaction between the user and
the interface. It might not look exactly like the final product, but will be
vastly similar.
A prototype of an interactive UI
Mockups
A ‘mockup’ is a realistic representation of what the final product will look
like. It’s used for demonstration, design evaluation, promotion and other
purposes. Mockups are basically functional prototypes built on top of
wireframes that go further into detail to show overall appearance of a design
including type and color choices, among other things. It provides at least
part of the functionality of a system and enables testing of a design. While
some people prefer to draw the mockups using graphic software, others do
it straight away in HTML/CSS. What matters is the goal of a mockup – to
show, as closely as possible, how all final appearances will be rendered.
The final interface can look exactly like the mockup, or be a variation of it
after version revisions.
FROM DEFINING TO DESIGNING THE PRODUCT 45
A mockup of a UI
2. Pixate: Want to design only mobile or tablets apps? Try out ‘Pixate’. We
tested Pixate Studio version 1.7.0. It’s highly customisable and helps design
mobile, smartwatches and tablet apps. There are a bunch of preset resolu-
tions for popular devices such as the Nexus 5, Nexus 7, Apple smartwatch
and so on. You can also customise the resolution as per your requirement,
but there are no preloaded widgets available. You need to create your own
assets and add them to the interface. Pixate will help you add the required
interactions and animations to create the run-time interface of the app.
Cost: Free (Studio version), $5/month (Cloud sign up)
Link: http://dgit.in/DownPixate
5. Axure: One of the most intensive visual design tools for UX designing
is ‘Axure’. If you want to create a complete and functional high fidelity
mockup of a web page or app, use Axure. We tried Axure RP Pro version
7.0.0.3184, which has a 30-day free trial. It has the basic preloaded web
widgets library. You can download more iOS and Android widgets and
even templates. Its interface takes time to get used to, but it lets you use
fully functional dynamic panels, unlike Justinmind. You can add cases like
hide, show, swap and move content in the dynamic panel contents to make
it more interactive. It also lets you create team projects. It lets you convert
the prototype into Word document or CSV files or html document.
Cost: $289 per license (Standard), $589 per license (Pro)
Link: http://dgit.in/DownAxure
50 FROM DEFINING TO DESIGNING THE PRODUCT
1. Wireflow: ‘Wireflow’ is an
Android app which lets you
create low fidelity wireframes,
with shapes only. We tried version
1.1.9. The interface is really simple
to use with its shapes and prede-
fined interactions only.
Cost: Free
Link: http://dgit.in/GWireflow
3. Pixate: Yes, it’s the same as the desktop app. We tried version 2.8.1 on
Android and version 2.8 on iOS. It isn’t a fully-fledged wireframing app
on mobile devices. However, in combination with the desktop software,
the app has a feature distinguishing it from other apps, i.e. its ability to
let you see real-time app changes to the interface design on the desktop
application and vice versa.
Cost: Free
Link: http://dgit.in/GPixate (Android), http://dgit.in/iPixate (iOS)
5. Axure Share: Don’t have Justinmind? Then try out the ‘Axure Share’
mobile app. We tried version 1.0.1 on Android as well as on iOS. It lets you
view your prototypes within the app as well as offline, after having down-
loaded them onto your mobile device.
Cost: Free
Link: http://dgit.in/GAxureShare (Android), http://dgit.in/iAxureShare (iOS)
54
CHAPTER #05
DESIGN
PRINCIPLES
It’s not what you say, it’s HOW you say
it! Although, first you do have to decide
what you want to say
V
arious schools of thought use UX Design as a means to achieve
different ends. Until now you’ve been informed of the meta-
phorical tools. However, to build something using those tools,
you need to have an idea of what it is that you’re building and
some guidelines on how to go about building it. To point you in the right
direction, here are some of the majorly accepted principles of UX Design.
DESIGN PRINCIPLES 55
that appears on hovering over a certain area. Adding too many invisible
structures may hinder the discoverability of your product’s features, so
make sure frequently used features are visible structures.
4. Products: If your company puts out a lot of related products, say, as part
of a suite, it’s imperative to maintain the general look and feel across all of
them. For example, design all of the logos in this suite with the same font
(unless you want to emphasise the difference in their logos, in which case,
be consistent in the differences). This helps in creating and maintaining a
brand image that is communicated subconsciously to your users.
Balance in simplicity
don’t leave out anything essential while streamlining your design. To take
the case of functional copies, a button label that says “OK” is too simple
and says too little, compared to a button label that says “Send This Message
Now”, which says too much. The optimum label in this case would be “Send
Message”. It’s not just about minimising volume, but also about maximising
clarity. We need to find the sweet spot where it wouldn’t make sense to take
away anything or add something.
This principle doesn’t only apply to writing, but to functional design as
well, say with control structures such as menus. Another thing to remember:
If the user cannot find it, it doesn’t exist. Complex features are sometimes
the most useful, and the feature or its presentation doesn’t always have to
be simplified, only its experience. While it’s acceptable to aim for cleanli-
ness and elegance, the design shouldn’t hamper discoverability. As always,
when in doubt, user-test!
If you think some feature is too complex to be detected by a novice user,
you can incorporate methodologies such as ‘Active Discovery’. Remember
“Clippy”, the Office Assistant from the old versions of MS Office? Well, if its
makers were able to make its presence known way back when, you can do
better! The main point of Active Discovery is letting the user know about
features as and when they need them, instead of waiting for users to find
them themselves. You can call their attention to these features by displaying
60 DESIGN PRINCIPLES
a relevant message. Of course, this message should stop once the user has
adopted the intended usage of the features.
Saying little while saying enough involves finding a balance. Zen-
like balance.
Are you saying too much, or are you saying too little?
2. Add flair. While design does involve looking good, a trendy style shouldn’t
trump usability. Anything that isn’t strictly necessary must go, and this
applies to design elements as well. Don’t go overboard on the visuals. There’s
a time and place for being artistic, but this isn’t it.
3. Take away control. Users should be given the feeling of being in control,
with a logical correspondence between their actions and the usage of the
product/service. Things that surprise users like auto-playing videos or
links opening in new tabs take away the feeling of control, so don’t employ
such devices unless absolutely necessary or if the behaviour is expected.
Top 5 Do’s:
1. Ensure everything functions. Nothing kills the joy of usage more than
unresponsive links or buttons. They’re like being led turn after turn, to a
dead end. Even you wouldn’t appreciate that experience! Ideally, it should
all be working after your last round of user testing, however, since there’s
no real last round, check everything before deploying!
elements like the plague. Proper UX design is meant to channel and focus
the user’s attention, as opposed to a design with multiple focal points that
sends attention helter-skelter and confuses the user.
4. Focus on the main point. Directing focus is a well known principle even
in magic (misdirection), and not for naught! Most users will only skim over
and not read every last word in every last corner. The main content should
be the central focal point, such that it draws attention at a glance. It’s all
about trapping ‘em eyeballs!
DESIGN
PHILOSOPHIES
Ever wonder why designs of a
particular era start looking similar?
We’ll tell you why.
T
he story of skeuomorphism, in a convoluted way, starts with
Xerox. This is because prior to Xerox developing the graphical
user interface, computers were command-line driven. To operate
a computer, you needed to be a geek. Computers weren’t for
members of technical proletariat, like most of us. In 1973, before we had
graphical user interfaces (GUIs), before Steve Jobs had even thought of
the Macintosh, Xerox produced the first personal computer – a humble
machine with 128 kilobytes of internal memory. Of course, back then, the
term “personal computer” only existed in the pages of geeky magazines
and journal.
start working on something similar right away, and thus began the story
of the Macintosh. Jobs wanted people to be as comfortable with computers
as they would be, say driving a car, or using a can opener. He wanted the
process to be as intuitive as possible. He wanted the interaction between man
and his creation to be friendly. The tales of his obsession over minor design
elements are legendary. The release date of the Macintosh had to be pushed
back several months because Steve Jobs wanted the computer monitor to
look as close to a human head as possible. He wanted the calculator appli-
cation on the Macintosh to look as close to a real life calculator as possible,
complete with clickable buttons. The engineers at Apple, exasperated, had
to make a “design your own calculator” kit just so that Jobs could get the
shape, size, and contours just right.
The Apple Macintosh revolutionized the personal computer market,
and with the weight of any revolution comes ideological inertia. For
many years hence, skeuomorphic design dominated the world of per-
sonal computers, and smartphones after that. At its best, skeuomorphic
design was delightfully tacky. There was a skewed brilliance in the
66 DESIGN PHILOSOPHIES
design of the icon packs of the early iPhones (think of the compass, or
the metronome app). However, it came with its fair share of drawbacks
(discussed later), which led to a number of design faux pas, like the
infamous Apple DVD player.
‘Find My Friends’
are the training wheels that have ushered us into the new era. Now we’re
familiar enough with computers to do away with painfully obvious visual
metaphors, and roll out cleaner, more functional designs. The training
wheels are finally off, and although this particular analogy has come to
its end, skeuomorphism certainly hasn’t. A good design is a combination
of good visual metaphors and efficient functionality, and if used correctly,
skeuomorphs still have a place in contemporary design.
Flat design
The past two years in the world of technology design have seen a marked shift
away from familiarity and an increased emphasis on functionality. Google
Trends confirms that searches for “flat design” started skyrocketing in early
2013, while by mid-2014, Google’s own “Material Design” philosophy was
beginning to take the internet by storm. Android and iOS – the most popular
mobile operating systems today – both follow a flat design philosophy.
Skeuomorphism – the icons aim to mimic their real-world counterparts for the
sake of familiarity.
Minimalism calls for a removal of all but the most important details.
that synthesizes the classic principles of good design with the innovation
and possibility of technology and science.” – and we begin to see the links
between an artistic movement that started out as nothing more than a love
for simplicity and the design ideas that govern the appearance of the most
widely-used operating system in the world.
Another basic tenet of minimalism is the use of empty spaces, or whites-
pace as it is known in tech design. The idea is to bring about emphasis on the
important elements on the screen by removing clutter and not trying to fill
all available space. This is why your home screen widgets leave breathing
space between themselves, and it’s also why your Google Docs document
is not by default zoomed in to fit the entire width of the page. A lack of
whitespace can lend a claustrophobic effect to the interface.
edge, and layer is carefully deliberated on. The way the touch inputs inter-
acts with the layers is strictly regulated. The system’s responses in the
form of animations and movement of the on-screen elements follow highly
specific guidelines.
RESOURCES
YOU’LL NEED
A grand vision is nothing without the
tools necessary to implement it. With
that in mind, this chapter lists some of
the best books, videos, software, and
courses you need to check out in order
to become a master of UX Design.
F
or your project to succeed, it requires a great and compelling UX
design interface. However, you must keep yourself updated with
the latest trends and best practices in UX Design to build a design
that attracts new generation users. There are plenty of resources
available on a wide range of platforms to enable you to do this. Nowadays,
in addition to traditional books plenty of online tutorials, courses and free
video materials are available at your disposal. In this chapter, we’ll explore
these resources that will help you effectively learn all concepts related to
UX design.
Books
‘Don’t Make Me Think’ by renowned usability guru, Steve Krug helps
78 RESOURCES YOU’LL NEED
‘Smashing Maga-
zine’ has published 14
e-books on UX design,
UX Design for better user interfaces
which are available in
both, PDF and Kindle
format. These books are available either individually or bundled and
cover all aspects ranging from design process to creation of responsive
e-commerce sites.
Link: http://dgit.in/smashingebooksux
Online courses
It’s true. Books contain plenty of useful information related to UX design.
However, sometimes, publications will have outdated content due to
various reasons, usually due to being published as many as 10 years
ago. Such content may or may not be relevant to the current working
environment. This is where online courses come into the picture. In
e-learning, courses are regularly updated to reflect the current industry
trends. Moreover, you’ll have direct access to instructors, which will help
you clarify doubts.
‘Fundamental Design Principles’, a course offered by Pluralsight,
includes nine modules with special reference to aesthetics, legibility and
Metadesign principles.
Some of the other popular courses offered by Pluralsight include ‘UX
Engineering Process’ by Bill Scott, ‘Hacking the User Experience/UX for
Developers’ and ‘Exploring the UX Process with Mobile Game Prototyping’.
Link: http://dgit.in/pluralsightux
Lynda has several courses on the various UX design tools such as Axure,
Illustrator, Photoshop, Balsamiq Mockups and InDesign. You’ll also find
RESOURCES YOU’LL NEED 81
The ‘UX Basics’ course by Treehouse covers all the concepts of user
experience design such as history, foundation and importance of UX. The
course is taught by Lis Hubert, a renowned UX consultant in New York.
The option of text transcripts enables learners to grasp the content quickly.
Link - http://dgit.in/treehouseuxbasics
Udemy has several paid and free courses on UX design. ‘The Ultimate
Guide to Usability and UX’ course has been highly rated by students and
includes 61 lecture sessions. Some of the other popular courses offered by
Udemy include ‘User Experience Design Fundamentals’, ‘Design Your User
Experience in 7 Simple Steps’ and ‘Introduction to Web and eCommerce
User eXperience Design’.
Link - http://dgit.in/udemyux
Some of the other popular UX design tools are Pencil, Fluid UI, Solidify,
Gliffy, POP, Desinion, Visual Website Optimizer, Optimizely, Loop11, Sto-
ryboardThat, Memosort and HotGloo.
Popular Recommendations
UX Design Tools: http://dgit.in/uxmastery
15 UX and UI Tools and Resources for Web Designers: http://dgit.in/
davidwalshux
10 Cloud-Based UX Design Tools: http://dgit.in/awwwardsux
30 Essential UX Tools: http://dgit.in/webdesignerdepot30ux
25 Great Free UX Tools: http://dgit.in/uxforthemassesfree
Ten Favourite UX Tools: http://dgit.in/uxmastools
3 Best Vector Wireframing Tools for Designers: http://dgit.in/3uxmovement
The Top 12 UI/UX Design Tools: http://dgit.in/12clearbridgemobile
5 UX Design Tools for Your Next Project: http://dgit.in/5generalassemb
15 Desktop & Online Wireframing Tools: http://dgit.in/uxbooth15tools
5 Terrific Tools for Every UX Designer’s Toolbelt: http://dgit.in/deque5tools
20 Tools Every User Experience Pro Should Know About: http://dgit.
in/20toolsuxpro
84 RESOURCES YOU’LL NEED
Conclusion
UX Design is an unavoidable area in software/web application develop-
ment. Useful resources are scattered all over the web and are bound to
continue growing over time as and when new content is added. If you
have any questions, you can post them to reputed discussion forums
86 RESOURCES YOU’LL NEED
FUTURE OF
USER
EXPERIENCE
DESIGN
Let’s look at what the future holds for
User Experience Design
88 FUTURE OF USER EXPERIENCE DESIGN
W
e’ve watched users (sometimes for hours) doing or not doing
anticipated actions. Users form the spine of our interactions.
They interact and hence we design. User Experience design
is thus about winning the user’s heart by designing simple, easy-to-use
interfaces that encourage interactions. Luckily more and more technology
companies are awakening to the need of stunning, precisely designed user
experience. We’re starting to move to whys and hows of user’s behaviour,
instead of sticking to whats. We take time to analyse why users perform
certain actions on our application and how they perceive certain informa-
tion, instead of sticking to what number of people leave that page.
As the demand for good User Design is rapidly increasing, the field of
UX is also growing.
UX has grown from just creating layouts of pages and taking them out
for user research to participating in discussions of UX and digital business
strategy. UX has seen it all, from desktops and tablets to smartphones. I believe
that the future of UX is exploding, and it is bursting to birth its new avatar,
which will be delivered to us in various shapes and numerous dimensions.
Below are some things we think are pertinent to UX and its future:
versions, etc. In short, user experience teams will achieve sales targets of
digital products.
3. Conversational interfaces
UX in future would be conversational. Users would interact with their
gadgets by conversing with them. Say you’re at the airport, eagerly waiting
for your husband, who’s returning from a long foreign trip. The gadget will
constantly update you about his flight status, his seat number and exactly
how far your husband is from the exit of the airport.
We’d talk to our car systems. Instead of turning volumes up and and
down, we’d just say if we’re feeling too cold/hot and the AC will automati-
cally adjust to a comfortable temperature.
4. Crowd-sourced design
Crowd-sourced design or participatory design would take inputs from a
Crowd-sourced design
90 FUTURE OF USER EXPERIENCE DESIGN
much larger audience via the power of the internet. UX designers would
need to be equipped with tools to harness the power of the crowd. Online
and remote testing tools would become important to reach out to a larger
audience and gather their feedback, ideas and suggestions.
7. Artificial Intelligence
Artificial Intelligence has come a long way, from helping us find a location
when we’re lost on the street (Google Maps) to ordering food from any of
FUTURE OF USER EXPERIENCE DESIGN 91
Artificial Intelligence
the caller to his desired path in a faster way with a conversational tone.
These paths, voice modulations and reactions would need to be defined
by UX designers. UX would teach the IVR to recognise signs of frustration
and identify opportunities for empathy
Conclusion
User Experience and its body of knowledge is in itself undergoing changes as
is the user and his behaviour towards technology. As more people embrace
technology, the challenge isn’t making users aware of certain functions,
the challenge now is making users unaware of the function and letting the
function automatically happen.
I strongly believe (and I have reasons to!) that with UX taking the fore-
front, the digital world will be a happier and contented place. However, the
future can’t be predicted precisely, and that’s a good thing, because if we were
certain about the future, we wouldn’t be able to change it. The whole point
of forecasting is to give insights, which allow us to make the future better!