• Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads


Total Views
On Slideshare
From Embeds
Number of Embeds



Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

    No notes for slide


  • 1. Crea%ng  Awesome  User  Centric   Interface  Design  
  • 2. Opera%on  Successful,  Pa%ent  Dead  So=ware   development   teams   o=en   focus   on   just   the  func%onality   and   claim   victory   when   the   so=ware   does   what   it  claims  to  do.  User  experience  is  o=en  forgoDen  or  else  patched  on  top  of  the  func%onality  as  an  “add-­‐on”.  This  is  akin  to  a  doctor  saying,  the  opera%on  is  successful  but  the  pa%ent  is  dead.                                  If  Func%onality  is  King,  Experience  is  Queen  !    
  • 3. Basic  UI  Philosophy  UI   is   a   map   that   helps   you   understand   the   territory.   The   map,  however,   is   not   the   territory.   UI   is   not   the   real   func%onality.  Differently   put,   UI   is   just   a   window   to   the   actual   func%onality.  The  key  insight  is  that  the  window  impacts  your  percep%on  of  the   actual   world.   The   art   of   UI   lies   in   choosing   a   window   that  portrays  the  actual  func%onality  in  its  fullest  effect.    
  • 4. Observe  the  UI  of  Everyday  Things  These   pictures   reveal   something   interes%ng   about   UX   design   from   the  everyday  world.  Users  make  use  of  things  in  unexpected  ways  because  the  design  ‘affords’  those  unexpected  usages.  This  is  called  “affordance”  in   design   lingo.   Examples:   Many   of   us   hang   coats   on   a   fire   hydrant.  Washing   machines   are   used   to   make   Lassi   in   Punjab.   Who   hasn’t   seen  clothes  hanging  on  a  gym  equipment?    
  • 5. Observe  the  design   Here  is  something  we  have  used  in  our  daily   lives  :  A  Bicycle.   Let   us   try   to   answer   a   few   ques%ons   now   about  its  design:   a.  What   is   the   ideal   user   experience   for   a   bicycle?   b.  Is  this  design  good?   c.  What   design   improvements   would   you   make  to  improve  it?   Think  for  some%me  before  proceeding.  
  • 6. Think  About  The  User  and  The  Usage   Those  were  trick  ques%ons  !   If   you   tried   to   come   up   with   a   beDer   design   without   asking   for   more   informa%on,   you   are   making  a  mistake.     Some   key   ques%ons   you   have   to   ask   before   aDemp%ng  to  redesign:   1.   Who   is   going   to   use   the   cycle?   Kids?   Men?   Women?  Athletes?   2.  What  kind  of  cycle  is  it?  Mountain  bike,  City   bike,  Casual  bike?   Remember,  UI/UX  decisions  should  evolve  from   the  user  and  the  usage.  
  • 7. More  Daily  Examples   There   are   cars   where   the   window   controls   are   closer   to   the   gear   box.   Why   do   you   think   the   designers   chose   to   put   the   controls   there?   Maybe   because   if   you   put   them   in   the  center,  the  passenger  can  also  control  it?   Now,   what   are   the   downsides   of   that   choice?   The   interface   and   the   object   are   separated  and  can  cause  confusion.    This   is   another   classic.   We   have   all  experienced   this   one.   There   are   8   switches.  Which  one  turns  on  the  fan?  We  can  learn  this  only  through  trial  and  error.  This  approach  may  not  be  feasible  in  mission  cri%cal  applica%ons.    How   do   you   solve   this?   Using   labels?  Diagrams?  Placing  the  UI  close  to  the  object?  
  • 8. Constraints  Drive  Design  Decisions   Design   should   take   constraints   into   considera%on.   In   a   Formula   1   car,   the   driver   is   zooming   at   crazy   speeds   and   cannot   take   his   hands   off   the   wheel.   Hence   controls,   mostly   buDons   and   flip   switches,     are   within   the   reach   of   the   thumb.     Here   is   an   example   from   the   so=ware   world.   If   the   bandwidth   of   the   users   is   poor,   you   cannot   afford   to   have   super-­‐ rich   graphics   in   your   design.   You   are   forced  to  think  of  simpler  alterna%ves.      
  • 9. Simplicity  :  The  Nirvana  State     As  the  complexity  of  the  system  grows,   so   does   the   complexity   of   the   UI.   The   challenge   for   the   designer   is   to   keep   the  UI  simple  even  when  the  system’s   complexity  soars.   Google   homepage   is   a   great   example   for   brilliant   simplis%c   design   which   masks   the   underlying   complexity   of   the   system.   Click   wheel   of   the   iPod   is   another  example  that  comes  to  mind.                    The  Goal         UI  Complexity    <    System  Complexity  
  • 10. Speak  in  the  User’s  Language  We  have  all  been  subjected  to  this.  Many  a  %mes,  messages  are   machine   readable,   not   human   readable.   Feedback   for  user  ac%ons  should  be  friendly,  %mely  and  ac%onable.    
  • 11. Be  Tolerant  to  Errors  To  Err  is  Human.  System  designers  should  keep  this  in  mind   and  protect  users  in  case  of  a  failure.  
  • 12. Million  Dollar  Ques%on           Are  designers  born  or  made?