SlideShare a Scribd company logo
Designing UI 
Principles and Process
Design
which one? 
how to figure them out when you are in shower, half blind?
connector 
loop{flip, can’t insert, flip again, can’t insert}
freeze or boil 
how to set perfect temperature?
divider 
are they even safe? during night??
but how? 
What was the installer/interior/engineer thinking?
Criteria
affordances 
When you see it you will know it.
affordances 
What to do with this controls
constraints 
restrict user interaction to reduce error
constraints 
Which of the controls are usable
conceptual model 
mental image of how system works, more closer to functionality the better.
mapping 
relationship between control parameters and it’s effect
visibility 
make sure the available controls are obvious and visible
feedback 
let user know what is happening
feedback 
The states description
consistency 
similarity in similar function and identical way to perform them
consistency 
The button arrangement across different OSes
Principle
Dieter Rams 10 principles of good design 
•Is innovative 
•Makes a product useful 
•Is aesthetic 
•Makes a product 
understandable 
•Is unobtrusive 
•Is honest 
•Is long-lasting 
•Is thorough down to the 
last detail 
•Is environmentally 
friendly 
•Is as little design as 
possible
Design process
develop concept 
objective, user and resources
research 
do need analysis, business research and constrains
prototype 
you never know until you do it
refinement 
iterate, review, tests and prototype again
Implement 
practices, documentation and polishing
support 
evaluation, maintenance and training
Ethnography
https://www.youtube.com/watch?v=N4t3-__3MA0 
How the design is perceived by real world
Project Synopsis
Content for synopsis 
• Summary (One sentence 
description) 
• Application (One paragraph brief 
explanation) 
• Activity (Bullet list of activities) 
• Audience (One paragraph about 
intended audience)
Requirement
Fashion store app 
• Functional: Allow consumers to browse and purchase clothing merchandise 
• Data: The system must have access to prices, pictures of merchandise, and up-to- 
date inventory. 
• Environmental: Widely distributed, usually home. On phone and tablets. 
• User: Anyone with interest in clothing purchases 
• Usability: Simple to operate. Give feedback on stage is sales process. 
Distinguish buying from “window shopping” payment application.Optimised for 
tablet viewing.
User story
persona 
• Body 
• Psyche 
• Background Information 
• Emotion and Attitude 
• Personal Traits
persona
conceptual design
metaphor 
physical link with interface
interface style 
physical link with interface
interaction style 
physical link with interface
Prototype
Best description?
visual and haptic 
You can feel, use and improve the product
pretendotype 
Palm pilot prototype by Jeff Hawkins
types
lo-fi 
pen and paper, goes well with scenario
hi-fi 
Talks about look and feel, as good as final product
functional 
Shows interactions, let user use it
compromises
horizontal vs vertical 
The scope helps set target right
Evaluation
WHY EVALUATE 
to test the usability of the system and to avoid pitfalls
COGNITIVE WALKTHROUGH 
define a task and walk through necessary steps to perform the 
given task
LIKERT SCALE 
asking questions the right way.
NIELSEN AND MOLICH'S NINE 
HEURISTICS 
• Simple and natural dialog 
Simple means no irrelevant or rarely used information. Natural means an order that matches the task. 
• Speak the user's language 
Use words and concepts from the user's world. Don't use system-specific engineering terms. 
• Minimize user memory load 
Don't make the user remember things from one action to the next. Leave information on the screen 
until it's not needed.
NIELSEN AND MOLICH'S NINE 
HEURISTICS 
• Be consistent 
Users should be able to learn an action sequence in one part of the system and apply it again to get 
similar results in other places. 
• Provide feedback 
Let users know what effect their actions have on the system. 
• Provide clearly marked exits 
If users get into part of the system that doesn't interest them, they should always be able to get out 
quickly without damaging anything.
NIELSEN AND MOLICH'S NINE 
HEURISTICS 
• Provide shortcuts 
Shortcuts can help experienced users avoid lengthy dialogs and informational messages that they don't 
need. 
• Good error messages 
Good error messages let the user know what the problem is and how to correct it. 
• Prevent errors 
Whenever you write an error message you should also ask, can this error be avoided?
Tools
PENCIL N PAPER 
Use what you are comfortable with, don’t build sandcastle with 
bulldozer
COMMUNICATE 
Biggest mistake that can be made is “assumption”
COLLABORATIVE EDIT 
Helps in iterative documentation and feedback
Tips
RESEARCH 
read, validate, gather information, learn new tricks 
Template
Setup Confrontation Resolution 
BUILD STORY 
Every good design tells stories, what is yours?
PRESENT 
Let them know how awesome your project is. Talk, show and sell
FUN
https://www.youtube.com/watch?v=kifMGc5cYuw
Ankur Sharma 
Director/UX 
ankur@expresivstudios.com 
Thanks!

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