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Week 1
Human-Computer
interaction
Course overview
Prof. Almas Tuyakbayev
Course objectives
What is Human-Computer Interaction
Interaction design, navigation design,
information architecture
Human factors and senses
The role of cognition, memory and
emotions
Design and prototyping
The processes of evaluation (testing)
and analysis
The course
overview
Fully online. Only in English
14 weeks of lectures and practices
2 assignments. Though, you will have
some smaller tasks on Practices that
will not be graded.
Grading:
• Assignment 1: 30%
• Assignment 2: 30%
• Final exam: 40%
• + Extra points
Office hours:
• TBA, Calendly link will be sent later
Infrastructure
Microsoft Teams as a main platform
Figma as your working environment
Discord for group communication and
announcements
Behance. Dribbble or Uplabs for your
portfolio
Additionally: Youtube, TikTok and
Telegram for some fun stuff and for
challenges that might potentially help
you gain extra points.
Week 2
Design, HCI and UX
Almas Tuyakbayev
What is design?
- Achieving goals within constraints
- Goals - purposes
Who is it for, Why do they want it
- Constraints:
Materials, platforms, finance, expertise
- Trade-offs
- We design interactions not just interfaces
- We design interventions not just artefacts
Think about whole flow not just a moment.
https://www.smashinamaaazine.com/2018/Q6/ux-
vour-life-user-centered-process/
RESEARCH
Universal rules for HCI
Understand your material
Understand technology
Limitations, capacities, tools, platforms
Understand people
Psychological/social aspects
Human error
Context
https://makeagif.com/gif/-y25hcl
What is User experience?
According to Nielsen Norman Group
"User experience" encompasses
all aspects of the end-user's
interaction with the company, its
services, and its products.
Don Norman (the term inventor) explains what
is UX: https://voutu.be/9BdtGiolN4E?t=1Q
USER EXPERIENCE DESIGN
INFORMATION
ARCHITECTURE
ARCHITECTURE
Content
CTert. Video.
Sound)
INDUSTRIAL
DESIGN
HUMAN
FACTORS
VISUAL
DESIGN
INTERACTION DESIGN
SOUND
DESIGN
HUMAN-COMPUTER
INTERACTION .
https://uxdesign.cc/10-steps-to-interaction-design-ixd-6abe778cb8b8
- Why?
- Motivations
- Values and views
- What?
- Functionality
- Features
- How?
- Accessibility
- Aesthetics
The subjects of UX
The Why, What and How of UX Design
r ^ r ^ r
WHY
—^
WHAT
— >
HOW
Motivations Functionality Accessibility
Values and views Features Aesthetics
jA1 L S L л
it ппилглпмtaara
' FOUNDATION INTERACTION-DESJGN.ORG
https://www.interaction-design.org/literature/topics/ux-design
7 factors that affect UX
According to Peter Morville a product must be:
1. Useful: has a purpose for its target customer
2. Usable: users can effectively and efficiently achieve their end objectives
3. Findable: a product and its content are easy to find
4. Credible: users can trust to the product
5. Desirable: by branding, image, identity, aesthetics and emotional design.
6. Accessible: users of a full range of abilities can use it
7. Valuable: a product must have a value for a user
https://www.interaction-design.org/literature/article/the-7-factors-that-influence-user-experience
Week 1
Human-Computer
interaction
Course overview
Prof. Almas Tuyakbayev
Course objectives
What is Human-Computer Interaction
Interaction design, navigation design,
information architecture
Human factors and senses
The role of cognition, memory and
emotions
Design and prototyping
The processes of evaluation (testing)
and analysis
The course
overview
Fully online. Only in English
14 weeks of lectures and practices
2 assignments. Though, you will have
some smaller tasks on Practices that
will not be graded.
Grading:
• Assignment 1: 30%
• Assignment 2: 30%
• Final exam: 40%
• + Extra points
Office hours:
• TBA, Calendly link will be sent later
Infrastructure
Microsoft Teams as a main platform
Figma as your working environment
Discord for group communication and
announcements
Behance. Dribbble or Uplabs for your
portfolio
Additionally: Youtube, TikTok and
Telegram for some fun stuff and for
challenges that might potentially help
you gain extra points.
Week 2
Design, HCI and UX
Almas Tuyakbayev
What is design?
- Achieving goals within constraints
- Goals - purposes
Who is it for, Why do they want it
- Constraints:
Materials, platforms, finance, expertise
- Trade-offs
- We design interactions not just interfaces
- We design interventions not just artefacts
Think about whole flow not just a moment.
https://www.smashinamaaazine.com/2018/Q6/ux-
vour-life-user-centered-process/
RESEARCH
Universal rules for HCI
Understand your material
Understand technology
Limitations, capacities, tools, platforms
Understand people
Psychological/social aspects
Human error
Context
https://makeagif.com/gif/-y25hcl
What is User experience?
According to Nielsen Norman Group
"User experience" encompasses
all aspects of the end-user's
interaction with the company, its
services, and its products.
Don Norman (the term inventor) explains what
is UX: https://voutu.be/9BdtGiolN4E?t=1Q
USER EXPERIENCE DESIGN
INFORMATION
ARCHITECTURE
ARCHITECTURE
Content
CTert.Video.
Sound)
INDUSTRIAL
DESIGN
HUMAN
FACTORS
VISUAL
DESIGN
INTERACTION DESIGN
SOUND
DESIGN
HUMAN-COMPUTER
INTERACTION .
https://uxdesign.cc/10-steps-to-interaction-design-ixd-6abe778cb8b8
- Why?
- Motivations
- Values and views
- What?
- Functionality
- Features
- How?
- Accessibility
- Aesthetics
The subjects of UX
The Why, What and How of UX Design
r ^ r ^ r
WHY
—
^
WHAT
—
>
HOW
Motivations Functionality Accessibility
Values and views Features Aesthetics
jA1 L S L л
it ппилглпм taara
' FOUNDATION INTERACTION-DESJGN.ORG
https://www.interaction-design.org/literature/topics/ux-design
7 factors that affect UX
According to Peter Morville a product must be:
1. Useful: has a purpose for its target customer
2. Usable: users can effectively and efficiently achieve their end objectives
3. Findable: a product and its content are easy to find
4. Credible: users can trust to the product
5. Desirable: by branding, image, identity, aesthetics and emotional design.
6. Accessible: users of a full range of abilities can use it
7. Valuable: a product must have a value for a user
https://www.interaction-design.org/literature/article/the-7-factors-that-influence-user-experience
UX process
1. Understand your users and the brand
2. Do research through observations,
interviews, surveys, focus groups.
3. Analyze it using personas, journey
maps, user stories.
4. Create a design with help of
wireframes, visual elements etc.
5. Launch a product using different
approaches as soft-launch, internal.
6. Analyze again by testing it to create
even better experience.
The UX process
Understand
I Research I
Щ Analyze Щ
Щ Design I
Щ Launch Щ
Analyze again
https://www.invisionapp.com/inside-design/6-stages-ux-process/
UX vs and Ul
UX is a general term, while Ul is more
specific, i.e. Ul is a subfield within UX.
- UX defines the whole experience
- Ul defines look, feel and usability
But in terms of speciality, they require
different sets of skills.
User research
Usability testing
Personas
jrmation architecture
Interaction design
Workflows
Copywriting
Low-fidelity
Wireframing
Prototyping
Usability
Accessibility
UI
Visual design
Interface design
Colors
Layout
Branding
Typography
Graphics
High-fidelity
https://www.ventera.com/news/insight/what-makes-ux-different-ui
Further reading
- The Definition of User Experience (UX) by Nielsen Norman Group
- User Experience Design by Peter Morville
- What is User Experience (UX) Design? (InteractionDesign Foundation)
- What is User Interface (UI) Design? (Interaction DesignFoundation)
- The UX design process in 6 stages by Invision App
- Crash Course: UI Design
- Principles of Interaction Design: What It Takes to Create Positive Human-
Computer Interactions
- Design should be for people, not for designers
Week 2
Interaction Design
Almas Tuyakbayev
What is Interaction Design?
According to interaction-
design.org:
It is the design of the
interaction between users
and products.
https://uxdesign.cc/10-steps-to-interaction-design
6abe778cb8b8
5 dimensions of Interaction Design
Visual
1 Text Representations
2. Visual representations
3. Physical objects or space
4. Time (animation)
5. Behaviour (reaction)
Behavior
Physical Objects
or
Space
Time
5 DIMENSIONS OF INTERACTION DESIGN
О О О
Application Form
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1D: Text
All the text users see on an interface from button
labels to description of your product or service.
Text should be meaningful and easy to understand
Your interface should "speak".
Where teams
design together
Ш
https://www.figma.com/
Figma helps teams create, test, and ship better
designs from start to finish.
О See how it works
2D: Visual representations
All the graphical elements
that users interact with, such
as images, icons, switches,
buttons etc.
Buttons
Dropdown
Button
https://www.usability.gov/how-to-and-
tools/methods/user-i nterface-elements.html
Toggles
A button indicates an action
upon touch and is typically
labeled using text, an icon,
or bolh,
The dropdown
bLitton consists of a button
Ihat when clicked displays a
drop-down list of mutually
exclusive items.
A toggle button allows the
user to change a setting
3D: Physical objects or/and space
A medium between user and an
interface, as smartphone,
laptop, control panel, as well as
what space is around users
while they are using it.
https://commons.wikimedia.org/wiki/File:Fukushima_1
Power_Plant_control_room.jpg#globalusage
4D: Time
About media that changes with
time and interactions that happen
during time. Also it is about how
long users spend.
https://www.youtube.com/watch?v=-
161NEOeqkw&ab_channel=Apple
5D: Behaviour
- The mechanism of using
- Interface reactions to user
actions and feedback
https://www.nngroup.com/articles/errors-forms-design-
guidelines/
Password Reset
Enter your new password for your Slack account,
New Password
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Confirm New Password
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Change my password
Further Reading
- Interaction Design topic on Interaction Design Foundation
- Interaction Design Basics by usability.gov
- Interaction Design topic on Nielsen Norman Group
- What is Interaction Design & How Does it Compare to UX?
Week 2
Design Thinking
Almas Tuyakbayev
5 stages of design thinking process
1. Empathise: What user
needs/wants?
2. Define: Analyse what you
have found
3. Ideate
4. Prototype
5. Test
Author/Copyright holder: Teo Yu Siang and
Interaction Design Foundation. Copyright terms
and licence: CC BY-NC-SA 3.0
Design Thinking: A 5 Stage Process
Empathise H Define H Ideate H Prototype
» о г т ш с г а и р ш ш
r FO ITN D A TIO N INTERACTION DESIGN ORG
I
Stage 1. Empathise: What user needs/wants?
Observe people
Interview people
Look at existing solutions
Ethnographic research
https://unsplash.com/photos/RDpE-tPg5MM
https://unsplash.com/photos/JaoVGh5aJ3E
Stage 2. Define: Analyse what you have found
Sorting, ordering, structuring
Information architecture, sitemaps
User flows and maps
https://productschool.com/blog/product-
management-2/user-flows-vs-user-journeys/
https://knowyourmeme.com/photos/1430367-
pepe-silvia
- Brainstorm all the ideas you have
- Think "outside the box"
- Look for alternatives
Stage 3. Ideate
https ://gi phy.com/gifc/26ufbjVtvdCai koP6/html5
С Г 5 ^ ~ » * - - И Г О
i ^ r i
- Rapidly build some inexpensive, scale
down version of your solution
- Different types of prototypes: paper,
sketch, interactive, programmed
Stage 4. Prototype
http://babich.biz/the-magic-of-paper-prototyping/
- Test it with target users
- Analyse it
- Go back to earlier stages to
refine your design
Stage 5. Test
https://medium.eom/@viv_kay/the-secret-weapo n-
every-ux-designer-needs-97c64cd6cb7b
Other frameworks
- Heart, Head and Hand - Frog Design - What x 4
- IDEO's Deep-Dive - Explore - What is? Exploring the
- Understand - Converge current reality
- Observe - Support - What if? Envisioning
- Visualise - HCD - Human Alternative Futures
- Evaluate Centred Design - What wows? Getting users
- Implement - Hear to help us make some
- Design Council of the UK: 4 D’s - Create tough choices
- Discover - Deliver - What works? Making it
- Define - The LUMA System work in-market, and as a
- Develop - Looking, business
- Deliver - Understanding
- Making
Further reading
- Design Thinking on Nielsen Norman Group
- Empathy Mapping: The First Step in Design Thinking
- UX Visualization Techniques
- Ideation for Everyday Design Challenges
Prototyping on Interaction Design Foundation
Week 3
Fundamental Principles
of Interaction
Almas Tuyakbayev
Fundamental Principles of Interaction
1. Affordances
2. Signifiers
3. Constraints
4. Mapping
5. Feedback
http://web.stanford.edu/~rldavs/educ236/readings/doet/text/ch01.html
Affordances
An affordance is a relationship between the
properties of an object and the capabilities of the
agent that determine just how the object could
possibly be used. A chair affords (“is for”) support
and, therefore, affords sitting.
— Don Norman, The Design of Everyday Things
On the photo is a result of AI design by
https://philippschmitt.com/work/chair
https://unsplash.com/
delete
enter
return
Signifiers
Signifiers define where the action might be done. Or as Don Norman says:
Affordances determine what actions are possible. Signifiers communicate
where and how the action should take place.
https://uxdesign.cc/what-is-an-affordance-6b60f2de79f2 https://dribbble.com/shots/7402280-Button-Animation
P U S H
B U TTO N
FOR
https://unsplash.com/
Constraints
A sense of limit that holds users from
doing certain actions:
- Physical: i.e. physical limits
- Semantic or Logical: limitations of
possible actions based on logic or
meaning
- Cultural: conventions shared by a
cultural group
t o s n u s & Cams N e w s p a p e r
https://www. pinterest.com/pi n/1386264947513113 32/
N
flm
fi G*nd(f
https://unsplash.com/ https://www.drupal.org/project/semantic_ui_form https://t.me/uxfromhell/725
Mapping
It explains how data relates to other data, in other
words, relationship between control and effect/result.
https://readwithsteve.wordpress.com/2016/02/09/bad-design-is-all-around-you/ https://t.me/uxfromhell/361
https ://t.me/uxfromhell/595 https://t.me/uxfromhell/871
-
https://dornob.com/custom-floor-plan-light-
switches-dispel-shadows-of-doubt/
Feedback
A reaction to an action, i.e. some
information that is sent back to a
user as an answer to their action. It
could be visual, tactile, audio,
verbal or a combination of them.
http://www.zoopable.com/css-code-to-force-browser-to-always-
show-vertical-scrollbar/
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M y S h u v n
Listening
< S >
О
о
O i*cov« r
https://medium.eom/@gisela.abrigo/se
crets-to-achieve-a-more-emotional-ui-
design-1 b04d4b83e04
Further reading
- The Design of Everyday Things by Don Norman. Chapter 1
- Bad design analysis
- Interaction design principles, conventions and standards
Strongly recommend to read
The Design of Everyday Things by Donald Norman
Even if you are not planning to become a designer. The book is very fundamental
and will help you to widen your worldview!
PDF version
Week 3
Usability
Almas Tuyakbayev
Usability
According to Interaction Design Foundation: Usability is a
measure of how well a specific user in a specific context can
use a product/design to achieve a defined goal effectively,
efficiently and satisfactorily
https://www.interaction-design.org/ U S S b i l i t y i f l V O l V G S
4 С? С A
Navigation Familiarity Consistency Error prevention
<S> ч /
Feedback Visual clarity Flexibility &
efficiency
|7 « Д К С . Л n n r n n t n DCSKIN
FOUNDATION INTERACTIO
N-O
ESIG
N.O
RG
5 Characteristics of Usable Products
- Effectiveness:
- Does it do the right thing?
- Does it get things done?
- Efficiency
- Does it do that with a minimum effort?
- Engagingness/Satisfaction
- Does it make you feel good?
- Do you feel happy?
- Error Tolerance
- Does it help you to avoid mistakes?
- Does it help you to recover from the errors?
- Ease of Learning
- Is it easy to learn?
https://usabilitygeek.com/
Effectiveness
It is all about getting things done in a most
accurate and effective way possible.
Google
Q,
G w g le -u e n 1здеу ftp c e ii тусер
Google ^оычры: English руснмй
Braun SK-2 Radio, 1960
https://commons.wikimedia.0rg/wiki/File:Braun_SK_2_Radio.jpg
Efficiency
It is all about getting things
done in a most accurate and
effective way possible.
https://ru.wikipedia.org/wiki/IPod_classic
When user finds the product pleasant
and gratifying to use.
Engagingness/Satisfaction
https://apple.com/
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https://mobbin.design/apps/ https://netflix.com/
duolingo#BL6wgvRpvahqR
cJNLsFS
Error Tolerance
According to Whitney Quesenbery
providing error tolerance requires:
- Restricting opportunities to do the
wrong thing.
- Offering the opportunity to “redo”.
- Assume everyone is going to do
things you don’t expect them to do.
https://dribbble.com/shots/3826932-Call-Request-Form
https://support.gitkraken.com/working-with-commits/undo-and-redo/
Call Request Information 1
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Ease of Learning
The product is intuitive and simple to use
and mostly match user's mental model.
Braun KM-3 Food mixer, 1957
https://www.core77.com/posts/24950/A-History-of-Braun-Design
Part-4-Kitchen-Appliances
Further reading
- What is Usability?
- An Introduction to Usability
- Usability 101: Introduction to Usability
- Usability Evaluation Basics
- Designing for the mental model
Week 3
Usability Heuristics
In accordance with Nielsen Norman Group
Almas Tuyakbayev
#1: Visibility of system status
The system should always keep
users informed about what is going
on, through appropriate feedback
within reasonable time.
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https://dribbble.com/shots/2605153-File-Upload-lnteraction
https://www.seerinteractive.com/blog/ux-checklist-series-
form-design/
https://unsplash.com/photos/xtaYAsMV1p8
#2: Match between system and the real world
Follow real-world conventions, making
information appear in a natural and
logical order, speak user's language.
After
"We'tl mail yo u a chet к for
the remaining balance.'
https://en.wikipedia.org/wiki/File:Pointing_hand_cursor_vector.svg
https://www.theloquitur.com/look-up-and-speak-up-against-scrolling-the-new-smoking/
https://www.secretstache.com/blog/ux-writing/
#3: User control and freedom
A sense of control by providing an
"emergency exit" for some accidents
or a ability to undo/redo their actions.
о
Undo
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Redo Fetch Push Branch
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Remove ssl and crypto dependency on non-elect
Check param eters before perform ing reset
О
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message X
Бухта -
Forgot your password?
Don't worry. Resetting your password is easy, just tell us the email
address you registered with Zoom.
https://support.gitkraken.com/working-with-commits/undo-and-redo/
https://support.zoom.us/hc/en-us/articles/115005171726-Forgot-My-Password
#4: Consistency and standards
Users should not have to wonder whether different
words, situations, or actions mean the same thing.
Follow platform conventions.
https://docs.microsoft.com/en-
us/wi ndows/uwp/design/style/icons
https://uxwritinghub.com/ux-writing-amsterdam/
https://gifer.com/en/M4su
#5: Error prevention
Either eliminate error-prone conditions or check for them
and present users with a confirmation option before they
commit to the action.
https://dropbox.com/
https://mailchimp.com/signup/
https://mobbin.design/apps/uber#X7r79yYD4BBCNN6qt
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#6: Recognition rather than recall
Minimize the user's memory load by making
objects, actions, and options visible.
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https://en.wikipedia.org/wiki/Yield sign
https://www.figma.com
#7: Flexibility and efficiency of use
Accelerators may often speed up the interaction
for the expert user such that the system can cater
to both inexperienced and experienced users.
Allow users to tailor frequent actions.
Select All XA
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#8: Aesthetic and minimalist design
Do not overwhelm a user with an irrelevant https://www.notion.so/
https://store.google.com/product/google home speaker
information and keep it simple and minimal. https://unsplash.com/photos/DU3bnkBY1N8
#9: Help users recognize, diagnose, and recover
from errors
Error messages should be expressed in plain language (no codes),
precisely indicate the problem, and constructively suggest a solution.
* CE
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© Ф ::: Ц
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1-50 Of 13,709 .
Ideally, your design should be intuitive and do not
require any help. But you should always consider
situations when something might go wrong and
provide decent information for your users.
#10: Help and documentation
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https://help.instagram.com/
https://support.google.com/
http://mail.google.com/
Further reading
- 10 Usability Heuristics for User Interface Design
- 10 Usability Heuristics That All UI Designers Should Know (with examples)
- KISS (Keep it Simple, Stupid)
- The UX of LEGO Interface Panels
- What’s More to Design in a Chair
- What is the ’hot’ on the left, ’cold’ on the right convention in plumbing based
on?
Week 4
The Human:
Perception
Ilyas Zholdasbay
The perception
The perception is organization,
identification, and interpretation of
sensory information. Then it goes to
cognition.
P erception
Cognition
t
World
https://medium.com/@ avmair/cognition-and-perception-in-hci-e134e3b4401f
The perception. Senses
Exteroception (sensing the outside)
- Sight-distant
- Sound - distant
- Smell - closer
- Touch - contact
- Taste - inside
Sight Sound
(<(
Smell
Q
Touch
https://medium.eom/@avimair/cognition-and-perception-in-hci-e134e3b4401f
Interoception (sensing the inside)
- Pain (e.g. headache)
- Feeling (e.g. hunger, thirst)
- Proprioception or kinesthesia
(sense of self-movement and
body position)
Taste
Vision and the eye
- Half of the brain dedicated for the vision
- Major sense
- Brain mostly fills in the images you see
Fovea
- Centre of vision
- Mainly cones
- Needs a focus
Peripheral vision
- Mainly rods
- Detects movements, catches attention
Foveal system: 100% acuity
Peripheral system:
poor acuity, receptors
grouped for high
compression
Peripheral system for general holistic impression of the situation.
Foveal system for hiqh quality details.
https://commons.wikimedia.org/wiki/File:Double_system_e.jpg
Vision and the eye. Sensation and perception
- Sensation: direct light impact on retina
- Perception: what we feel we see (optical illusions)
Ebbinghaus illusion
https://en.wikipedia.org/wiki/EbbinghausJllusion#/
media/File:Mond-vergleich.svg
Cafe wall illusion
https://en.wikipedia.org/wiki/File:Caf%C3
%A9_wall.svg
Ponzo illusion
https://en.wikipedia.org/wiki/Optica
l_illusion#/media/File:Ponzo_illusio
n.gif
Hearing and the ear
- Kind of the second the most important sense
- Hearing helps to construct or fill missing
parts jointly with vision
- Though, less used in User Interface
- Might be annoying
- Less directional than vision and more diffuse
The ear
- Widest hearing freq: ~20Hz to ~20KHz
- Changes with ageing
https://thum bs.gfycat.com/TatteredAlarmingAm phiu
ma-size restricted.gif
Touch
- Mostly companion for other senses
- The skin is a sensor
- Most of our devices are touchable
- Learn ergonomics
https://alistapart.com/article/how-we-hold-our-gadgets/
49% + 26% 75%
Further reading
- Cognition and Perception in HCI
- Visual perception in user experience design
- Sound Advice: A Quick Guide to Designing UX Sounds
- How touch impacts UX
- The Human Body as Touchscreen Replacement
- Design and Disaster Onboard Air France Flight 447
- User-Centric Design - The Lessons of 3 Mile Island
- Designing the Sound of Electric Cars: BMW Vision M Next | BMW USA
- Wireframe (podcast by AdobeXD) episode on sound UX
- Sound and Health: Hospitals (podcast)
Week 4
Gestalt
Almas Tuyakbayev
What is Gestalt?
The Gestalt (form, shape in German) principles
attempt to describe how people perceive visual
elements when certain conditions apply.
https://www.mirror.co.uk/news/uk-news/clouds-that-look-like-things-brilliant-847008
https://www.quora.com/What-are-the-weirdest-moving-optical-illusion-GIFs
Principle of Emergence
People tend to identify elements first in
their general outlined form. Our brain
recognises a simple, well-defined object
quicker than a detailed one.
https://www.format.com/magazine/resources/photography/silhouette-photography
Principle of Reification
People can recognize objects even if some parts are
missing, our brain has an ability to fill the gaps.
W W F
httpsy/workJvector[ogo.com/down(oade<J/rtwf httpsy/www.broadwayworld.com/bwwtv/tvnetworfcs/USA/lwjQ
https://www.shivangpatwa.com/logo-design
Principle of Multi-Stability
It is an ability to interpret some
ambiguous visuals in more
than one way in order to make
sense of it.
https://www.creativevisualart.com/2013/09/13/ukr
anian-painter-masters-the-art-of-optical-illusion-
two-paintings-in-one
https://curiokids.net/understanding-optical-
illusions-with-rene-magritte/?lang=en
People can identify objects
independently of their scale,
transformations (rotation, size)
Principle of Invariance
https://www.freepik.com/premium-vector/bitcoin-
gold-coin-different-angles-animation-vector-
bitcoin-set-finance-money-currency-bitcoin-
illustration-digital-currency_5771474.htm
Law of Proximity
Elements arranged close to each
other are perceived as more related
than those placed further apart.
https://www.nngroup.com/articles/gestalt-proximity/
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Law of Common Region
Similarly to the Proximity principle,
elements placed within the same
region are perceived as grouped.
https://www.nngroup.com/articles/common-region/
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Law of Figure-Ground
Figure-ground organization structures the
perceptual field into a figure (standing out at
the front of the perceptual field) and a
background (receding behind the figure).
Figure - Ground
• • •
https://uxmisfit.com/2019/04/23/ui-design-in-practice-gestalt-principles/
https://dribbble.com/shots/2364488-Card-Swipe-Concept
Law of Similarity
Design elements that appear
similar in some way — sharing
the same shape, color or size
— are perceived as related.
O Rooms Video chai with friends О
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https://www.nngroup.com/articles/gestalt-similarity/
https://www.tacebook.com/
Law of Symmetry (Order)
Symmetrical elements perceived as
belonging together regardless of
their distance.
https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965
UX Collective
Curated stories on
user experience,
visual, and product
design.
'
Follow
1*
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Q 1
П
https://uxdesign.cc/a-list-of-design-concepts-
every-ux-ui-designer-should-learn-7e2d8412b391
Law of Continuation
Our perception tends to see object
arranged in lines or curves as more
related.
Continuation
• •
https://uxmisfit.com/2019/04/23/ui-design-in-practice-gestalt-principles/
https://dribbble.com/shots/3722055-WeChat-Moments-Carousel-
Animation-Design
Law of Common Fate
Elements moving towards the same direction are perceived as more
related than those moving in different directions, or not moving at all.
https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965
Further reading
- Gestalt principles in UI design
- Proximity Principle in Visual Design
- Similarity Principle in Visual Design
- The Principle of Common Region: Containers Create Groupings
- UI Design in Practice: Gestalt Principles
- Gestalt Psychology and Why It’s Essential for Good Design (video)
Week 4
The Human:
Memory
Almas Tuyakbayev
The memory
The memory is a data storage inside
of human brain (hi, Captain).
- Sensory memory: the momentic
memory that attached to senses
- Short-term memory: the RAM of
human brain
- Long-term memory: a storage
for lifelong memories
https://uxplanet.org/how-human-memory-works-tips-for-ux-designers-
12Ь14071 bdf9
Sensory memory
Continuously overwritten memory that attached to our senses.
Has a very short lifetime:
- Iconic memory: visual stimuli
- Echoic memory: aural stimuli
- Haptic memory: tactile stimuli
https ://www. pocketprep. com/how-sensory-memo ry-
and-your-5-senses-can-improve-study-effectiveness/
Created by Basti Steinhauer
from Noun Project
Short-term memory
- aka "Working memory"
- Capacity: 7 (+/- 2) chunks (Miller's The Magical
Number Seven, Plus or Minus Two)
e.g.
Long-term memory
- All the knowledge we know
- Slowly created (rehearsal) and decayed
- Capacity rather huge (unlimited probably)
Long-term memory
Further reading
- How Human Memory Works: Tips for UX Designers
- Designing with memory in mind
- Memory Recognition and Recall in User Interfaces
- Working Memory and External Memory
- Short-Term Memory and Web Usability
- Priming and User Interfaces
- The Magical Number Seven, Plus or Minus Two
- How Memory Functions
Week 4
The Human:
Cognition and action
Ilyas Zholdasbay
Cognition
According to Don Norman,
1. Experiential
a. Perception
b. Attention
c. Memory
d. Learning
2. Reflective
a. Problem-solving
b. Decisionmaking
c. Reasoning
there are two modes of cognition
Gather and store information
To act upon that info
Human thinking
Logical thinking? Rather reasoning
- We think using the world
- We fit our thoughts, plans into some context
Conscious
- Linear
- No multitasking (rather switching) priming
- Could be easily interrupted / https://afycat.com/distinctpertinentferret
Unconscious
- Non-linear, fuzzy
- Intuitive, associative
I
f t
Action
- Low level:
- Automatic reactions: innate and learnt
- Hand-eye coordination (Fitt's law)
- Higher level
- Longer term conscious planning and activity
- Moment-to-moment (Norman's execution evaluation cycle)
Norman's execution evaluation cycle
http://petekinser.com/norman-action-cycle/
Norman's execution evaluation cycle
E.g. reading a book by Don Norman
1. Forming a Goal
I can’t read my book because the room is dimly
lit. I need more light in order to read my book.
2. Intention to Act
There is a light next to my chair. Turning on the
light would allow me to read my book.
3. Planning the Action
I need to reach over and turn on the light.
4. Executing the Action
I reach over to turn on the light.
5. Feedback from the Action
The light turns on.
6. Interpret the Feedback
I am now able to see the text and can read my book.
7. Evaluate the Outcome
Positive - I’m able to read my book. No further
action is needed.
Negative - The light doesn’t work. The Action Cycle
is either repeated or a new goal is formed.
Human error
Slips
- When user accidently does wrong action
Mistakes
- When user does not understand the system
(or has a wrong goal) and therefore does the
wrong action
2018 Hawaii false missile alert
https://www.theverae.com /2018/1/16/16896368/hawaii-
false-missile-alert-system-confusing-interface-poor-design
https://www.fi nedininalovers.com/article/need-cuttina-board-use-ipad
Further reading
- What Is a Mental Model? (video)
- Match Between the System and the Real World: The 2nd Usability Heuristic
Explained
- Minimize Cognitive Load to Maximize Usability
- What the Erroneous Hawaiian Missile Alert Can Teach Us About Error
Prevention
- The Two UX Gulfs: Evaluation and Execution
Usability Heuristic 5: Error Prevention
Week 5
Emotional Design
Almas Tuyakbayev
Emotional design
“Everything has a personality: everything sends an emotional signal. Even where
this was not the intention of the designer, the people who view the website infer
personalities and experience emotions.”
— Don Norman, Grand Old Man of User Experience
Watch the video
https://www.uxsharelab.com/emotionally-intelligent-design-your-mobile-app-needs-a-soul/
Emotional design
Emotional Design is Design that Anticipates
and Accommodates Users’ Needs and
Responses. According to Don Norman there
are 3 levels:
1. Visceral
Users’ gut reactions to or their first impressions
of your design
2. Behavioral
Users subconsciously evaluate how your design
helps them achieve goals, and how easily.
3. Reflective
Afterthey encounter your design, users will
consciously judge its performance and benefits,
including value for money
https://www.interaction-desian.ora/literature/topics/emotional-desian
Don Norman's 3 Levels of Design
Motor
output
Emotions in interfaces
Emotions as a primary goal
- Art, games, entertainment (the purpose is to give emotions)
- Might need some functional support (good TV remote, game
controller, player)
Emotions are not primary goal
- Still can help to make experience much better; to enjoy it
- Duolingo (gamification); Facebook likes etc.
5 in a row! Welt done!
*
https://www.invsionapp.com/inside-design/duolingo-redesign/
https://unsplash.com/photos/MxVkWPiJALs
Emotions in interfaces: Input-Output
- Eliciting emotions: creating an emotion
(excitement for travelling; feeling of trust to
insurance company)
- Detecting an emotion: language; mood;
facial expression; action (e.g. fast scrolling
up and down or circling the cursor often
says that user is frustrated);
- Responding: e.g. making game level
easier if you detect some frustration; offer
help if users showed that they lost etc.
https://giphv.com/explore/computer-crash
https://svnthesis-it.co.uk/resolving-it-problems/
Designing for peak experience
- "Good enough" (average) products:
- Things that going to be shared
- Corporate, gov office systems
- Things people choose for us (when it is essential to fit everybody)
- Peak products:
- Things we choose for ourselves
- Tailored products
Good enough things never wins
It is essential to design
for particular audience
https://medium.com/@avimair/why-is-emotion
so-important-in-ux-1db4945cfdb5 _____________________________________________________
Spectrum oFdifferent users
Onepeak produce
Experience and enchantment
This concept brought by McCarthy and Wright
tries to describe how people experience things
There are 4 threads:
1. Sensual (visual, aural, tactile)
a. E.g. Drinking a tea. What is cup's material?
How it looks? How it smells? Temperature?
2. Emotional (feelings, relationships)
a. Associations with people, memories, mood
3. Compositional (integrity, coherence)
a. Part of identity: its role in his/her life;
4. Spatio-temporal (time, location)
a. Associations with time, some place
https://www.tula-samovar.com/stati-o-samovarah/kak-rastopit-samovar-na-(
https://peakd.eom/tea/@lemniscate/trying-out-a-new-place-for-delicious-tea
Experience and enchantment: Sense-making
1. Anticipation -> waiting for something
2. Connecting -> emotions, feelings when smth
happens
3. Interpreting -> interpreting your emotions
(expectation/reality)
4. Reflecting -> reflecting on your experience
either afterwards or at the moment
5. Appropriating -> associations, influence on you
or your life
6. Recounting -> having memories; telling others
https://www.globaltimes.cn/content/742236.shtml
https ://gfycat .com/teemi ngeasygoi ngflatfish
Further reading
- Don Norman: Emotional Design (video)
- Emotional Design
- The Psychological Basis for UI Design Rules (video)
- Why is emotion so important in UX?
- The design of emotions and emotional intelligence
- The Peak-End Rule: How Impressions Become Memories
- User Empowerment and the Fun Factor
- Good Design is Human (Wireframe podcast by Adobe Xd)
Week 5
Behavioural Design
Almas Tuyakbayev
Behavioural Design
[wiki]: It is a subfield within design which is concerned with how design can
shape, or be used to influence human behaviour.
https://www.uralskweek.kz/2019/11/14/vsyo-chto-vy-
xoteli-znat-o-nalogooblozhenii-na-kaspi-kz/ Japan fans clean stadium after devastating loss
The Fogg Behavior Model
It shows that three elements must converge
at the same moment for a behavior to occur:
Motivation, Ability, and a Prompt. When a
behavior does not occur, at least one of
those three elements is missing.
Example 1
Example 2
https://behaviormodel.org/
Motivation
High
Low
Fogg Behavior Model
BehaviorM
o&Lorg
B=MAP
n lh«umc moment
Prompts
succeed here
Prompts
fail here
©2007 B
JFogg
Contact 8
1Foggfat pcm-iwois
Hard to Do Ability Easy to Do
The Hook Model
1. Trigger
a. Internal
b. External
2. Action
3. Variable reward
4. Investment
Trigger
2. External trigger - What gets the
user to the product?
1 . Internal trigger * What does
the user really want?
Investment
5. What is the 'bit of work' done
to increase the likelihood of
returning?
https:// nirandfar.com
Action
3. What is the simplest behavior
in anticipation of reward?
Variable Reward
4. Is th e re w a rd fu lfillin g , y e t
leaves th e u ser w a n tin g m ore?
N IR EYAL
NirAndFar.com
@nireyal
Further reading
- What is Behavioural Design?
- Behaviour Change By Design (video)
- Changing behaviour by design (TED Talk)
- Fogg Behavior Model
- [UX Read] Hooked — How to Build Habit-Forming Products
10 Behavior Patterns for UX Design
Week 5
Dark Patterns
and Design Ethics
Almas Tuyakbayev
Dark Patterns
Dark Patterns are tricks used in websites and apps that make you do things that
you didn't mean to, like buying or signing up for something.
Examples are:
- Disguised ads
- Trick questions
- Roach motel
- Misdirections
- and more (see here)
https://signalinc.com/ethical-ux-and-dark-patterns/
Disguised ads
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as other content to
make you click on it.
https://google.com
https://instagram.com
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интернета и цифровых интерактивных сервисов а современные
Определение История идеи Технология Российский рынок
Roach Motel
The design makes it very easy
for you to get into a certain
situation, but then makes it hard
for you to get out of it (e.g. a
subscription).
https://darkpatterns.org/types-of-dark-pattern/roach-motel.html
https://spottheunsubscribe.tumblr.com/post/143591230031/note
the-unsubscribe-link-is-even-grayed-out
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This offer Is a benefit Included with today's purchase and Is limited to new
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the subscription benefit at anytime by contacting Rolling Stone Customer
Service or by visiting rollingstone.com and clicking on the Customer Service
link on the home page. Additionally, if you would like a rebate of the $12.95
subscription value, mail a copy of today's confirmation page with this
completed form within 30 days to Rolling Stone Refund, P.O. Box 62230,
Tampa, FL 33662-2230. Enjoy the concert!!
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Trick questions
Using confusing language to steer
users into making certain choices.
https://darkpatterns.org/types-of-dark-pattern/trick-questions.html
https://www.zdnet.com/article/user-intertace-dark-patterns
becomi ng-common-on-onli ne-sto res/
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CONГINUС TO D LLIN-G
Ethical Design
A design that respects Human
Rights, Human Efforts and Human
Experience.
Ethical Design Manifesto (video)
https://2017.ind.ie/ethical-design/
Respect
H u m an E x p e rie n ce
Delightful
Functional, H u m an E ffort
c o n ve n ie n t & reliab le
D ecen tralised , private, o p e n ,
in te ro p e ra b le , accessible, secure &
sustainable
H u m an Rights
What ethical design should be like?
DESIGN IS [ IMMERSIVE ]
It should be
- Empowering
- Finite
- Inclusive
- Resilient
- Respectful
- Thoughtful
- Transparent
https://medium.com/google-design/design-is-63274a236ef2
Empowering
Value for people > revenue it generates
Give control and freedom
Give people the control they need to manage
the algorithms that shape their experiences.
Provide privacy and anonymity
Give people the control they need to manage
privacy and anonymity.
Hide elements until needed
Technology should augment human ability
without disrupting our lives.
Promote awareness
Promote usage awareness to encourage
healthier digital habits.
https://telearam.ora/
https://instaaram.com/
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Finite
It maximizes the overall quality of time spent by bounding the
experience and prioritizing meaningful and relevant content.
https://instagram.com/
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14 582 views
Just swipe and shoot! Easy to play, easier to
enjoy'$
Best practices:
- All caught up
to help curb zombie scrolling
- Load More
Again to prevent infinite scrolling
- Give control
e.g. disable video autoplay (if it is not essential in the context)
You're All Caught Up
You've seen all new posts from the past
Suggested Posts
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Inclusive
Design with accessibility in mind
- Make your team as diverse as possible
Different backgrounds will help to build inclusive
designs
- Design for disabilities first
A design solution for the disabled often results in a
feature that everyone can benefit from.
- Give more advanced control over
accessibility
To help people experience the product in the most
convenient way appropriate forthem
Mac OS Accessibility settings
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Display
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Differentiate Vfllhoui cotor
D
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I-(O fK fip tle n s
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m Cflfl*iOi>S
Calar fillers
Млк*т>нтг
S haw A ccessibility sla lu s in nlfrnu bar
Resilient
The design that anticipates the potential
for abuse and cares about the well-being
of the most vulnerable ones.
- Provide content control
Enable people to control who has access to
their information and the content they share.
- Enable community moderation
Community moderation enables people to
protect themselves against malicious intent.
- Focus on edge-cases
https://twitter.com/
https://facebook.com/
* Report an issue
Help us understand the problem What issue with ®habc_com
are you reporting?
I'm oof in ftrtilad m M s account
Ift tuapaciooi or ipam
It appear* tfxHr account Is hacked
They'ra protending to bo mo or aomoorto also
Thao TWoota aro abuaho or hateful
Their profile Info and/or Imagao Include abuslva or hatafui content
Covered by Netzwerkdurchmetzunpageoetz
They're oKpreealng Intention# of ее*-harm or euidde
Колданыстагы cia ке рееткем телефон нем1р!н юмдер каре
глады?
This applies to people who can't see your phone number on your
profile.
И ] л.и-.ф • К
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1vr .1; floerap
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15 30 a ^ J 58% •
<r Push notifications #
Photo tegs В
Moments
Broadcasts В
Followers and contacts
New followers
Contact joins Twitter
Direct M essages
Direct Messages
Message reactions
Recommendations from Twitter
Topics В
Respectful
It respects people, their time, attention, well­
being.
- Make notifications customisable
Allow users to customize from whom, when and how
they can receive notifications to minimize unwanted
interruptions.
- Respect and Adapt to Context
Technology should respect and adapt to user
context.
https://twitter.com/
https://gmail.com/
Thoughtful
The design uses friction to prevent abuse,
protect privacy, and steer people towards
healthier digital habits.
- Manual/Algorithmic Speed Bumps
Use confirmation dialogs to help prevent error, avoid
unintentional actions, and promote critical thought.
- Encourage moderation
https://uxdesign.cc/are-you-sure-you-want-to-do-this-microcopy-for-confirmation-
dialogues-1d94a0f73ac6
Delete for all eternity?
You'll lose all responses collected by this typeform. We can't
recover them once you delete.
Are you sure you want to perm anently delete this typeform?
Cancel Yes, delete it
Transparent
Transparent design is clear about intentions,
honest in actions and free of dark patterns.
Right to Know
Right to know exactly what they are signing up
for
Data Transparency and Access to Data
What data is being collected, why, and an
access to it
- The Right to be Forgotten
Provide the ability to permanently delete the
data
- Avoid Misdirection
Easy Exit
«- Access Your Information
 # Уоиг campu* actmty end data
•
Other Activrty
Actmfy IIHXIMM M
»!hyour «00004.
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Information About You
©
Ads and Businesses
Yota r t m t t iraeracoons and
em bng Mt*uon«fe0« you Ы м «nth
adrertiMr* and you «Чегаенот Mil
О About YOU
•У о гт й о о assooafted **dh your
Facebook account
О Search History
А Многу оГ ihe мою» phrases and
names youve searched #0#
О Location
Worrrodon ryiaaad to you» »ocat*on
©
Security and Login information
votx login M tocy aeeucn length, and
other securtr related information For
aN of yot^ sacurey dacaiia you can d .
О Voice Recording and
Tronscnption
A history of you m*oa recordng and
tianacnpoon on Facctook
Download, delete or make a plan for your data
A Download your data M*“' . copy o. yoo- da*. to u « « w«h .< * » « «■
count or service
. . . . . . Use Inactive Account Manager to plan what happens
Make a plan for your account „ >
to your data if you stop usmg your account
•
_ , . _ . You can do thts »fyou no longer use a service or your
Delete • service or your account _ >
9 account
Further reading
- Dark Patterns
- Ethical UX and Dark Patterns
- Study of over 11,000 online stores finds ’dark patterns’ on 1,254 sites
- Ethical Design Manifesto
- A Designer’s Code of Ethics
- Humane by Design
- Design Ethically
- The world needs a tech diet; here is how designers can help
- It’s Time for Digital Products to Start Empowering Us
Week 6
Laws of UX (part 1)
Almas Tuyakbayev
Psychology and behavioural patterns
that impact user experience.
Laws of UX
https ://mvpublication.com/iss ues/60
• • • •
• • • •
• • • •
ОФ
ОФ
Aesthetic Usability Effect
Attractive things work better
— Don Norman.
People often perceive aesthetically
pleasing design as design that’s more
usable.
https://www.mtpplc.com/blog/can-apple-sustain-their-competitive-advantage/
In order to keep users' attention and to
increase productivity system should
provide feedback within 400ms.
Doherty Threshold
https://www.behance.net/gallery/103091631/Revolut-UIUX-App-Enhancement
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Fitt's Law
The time to acquire a target is a
function of the distance to and size
of the target. In other words, the
longer the distance and the smaller
the target’s size, the longer it takes.
http://uxbert.com/ux-psychology-principles-design-ux/
https://www.interaction-design.org/literature/article/fitts
importance-of-size-and-distance-in-ui -design
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MT - The movement time
з - The intercept
b ■The slope
D ■The distance between the
origin and the target
W - The width of t he target
™ № ]]V n O ? tlJTER*CIBN-BE3ICH.DHG
The time it takes to make a
decision increases with the
number and complexity of
choices (aka Choice overload).
Hick's Law
https://blog.crobox.com/article/choice-overload
https://www.designorate.com/hicks-law-building-
usable-navigations/
6KAND by To^
S « r O f c K 4 f T o o N i
Hick’s Law
RT = a + b log2 (n)
R
Tis the Reaction Time
(n) is the number of stimuli
“a” and "b” are constants
Jakob's Law
Users prefer your site to work
the same way as all the other
sites they already know.
Follow standards and well-
known patterns.
https://userinyertace.com/
User Inyerface
a b a g a a r frustration
Hi and welcom e to User Inyerface,
a challenging exploration of
user interactions and design patterns.
To play the game, sim ply fill in the form
as fast and accurate as possible.
The average person can only
keep 7 (plus or minus 2) items
in their working memory.
Miller’s Law
https://designundisciplined.wordpress.com/2017/07/03/ux-laws/
Difficult to Comprehend Easy to Comprehend
SIGN UP SIGN UP
SUBMIT
Occam’s Razor
When faced with two equally good
hypotheses, always choose the simpler.
https://giphy.com/giis/season-6-the-simpsons-6x10-l2JdSxKfQhreOGdag
https://automaticaddison.com/occams-razor-and-machine-learning/
Further reading
- Laws of UX
- UX Laws with practical examples
- A summary & commentary of Don Norman’s article “Emotion & Design:
Attractive things work better ”
- Fitts’s Law: The Importance of Size and Distance in UI Design
- Choice Overload Impedes User Decision-Making
- Jakob’s Law of Internet User Experience
Week 6
Laws of UX (part 2)
Almas Tuyakbayev
It states that, for many events, roughly
80% of the effects come from 20% of
the causes. So, focus the majority of
effort on the areas that will bring the
largest benefits to the most users.
Pareto Principle
https://www.teodesk.com/blog/the-pareto-principal-are-you-
wasti ng-80-of-your-ti m el
20%
C
A
U
S
E
S
80%
EFFECTS
Parkinson’s Law
Any task will inflate until all of the available time is
spent. It is a good idea to have some time constraints.
Effort
Time Allowed
https://medium.com/@ke.sawyerr/parkinsons-law-the-secret-reason-your-competition-
making-more-money-than-you-in-less-time-75e2c378160c
https://www.joshmorony.com/how-to-create-an-accurate-timer-for-phaser-games/
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T P E M В
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S U S К E
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Peak-End Rule
People judge an experience largely
based on how they felt at its peak
and at its end, rather than the total
sum or average of every moment of
the experience. And remember that
people recall negative experiences
more vividly than positive ones.
https://advanced-hindsight.com/blog/b-e-for-dogs-peak-end-rule/
BE. FOR DOGS-
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Postel’s Law
Be liberal in what you accept, and
conservative in what you send. Be
empathetic, flexible, and tolerant to
any number of actions the user
could possibly take. This means
accepting variable input from users,
translating input to meet the
requirements, defining boundaries
for input, and providing clear
feedback to the user.
https://advanced-hindsight.com/blog/b-e-for-dogs-peak-end-rule/
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Kazakh-British Technical U n ive rsity-
Relent
on
Serial Position Effect
Users have a propensity to best remember the first and last items in a series.
primacy recency
T*ne
Serial
- —.oo- _ primacy
https://blog.prototypr.io/psychology-in-design-part-1-cdc63229cbe4
Tesler's Law
aka The Law of Conservation of
Complexity, states that for any
system there is a certain amount of
complexity which cannot be reduced.
So, someone has to deal with it, if
not the designers/manufacturers, it
will be the users.
https://blog.prototypr.io/apple-in-violation-of-teslers-law-b405c89c11c6
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aka The Isolation Effect, predicts that
when multiple similar objects are
present, the one that differs from the
rest is most likely to be remembered.
Von Restorff effect
https://www.convertize.com/glossary/von-restorff-effect/
Available pricing plans
Silver plan
/
X ■
X
X
Sign Up
Gold plan
✓
✓
X
X
Signup
Platinum plan
✓
✓
✓
✓
Sign Up
Zeigarnik Effect
People remember uncompleted or interrupted tasks better than completed tasks.
Use progress bars for complex tasks to visually indicate when a task is
incomplete, and thus increase the likelihood it will be completed.
:=
—
1 To-do Hide completed items. Delete...
33%
Make budget
Find discount code
Vdd an item
https://help.trello.com/article/737-adding-checklists-to-cards
Further reading
- The Pareto Principle and Your User Experience Work
- A designer’s guide to Parkinson’s Law of Triviality
- The Peak-End Rule: How Impressions Become Memories
- Why We Hate Not Finishing What We Start
Week 7
UX Research
Almas Tuyakbayev
UX research
User experience research methods are
great at producing data and insights.
https://unsplash.com/photos/m2TU2g1qSeE
i M 'l
Field Study & Contextual Enquiry
Field study is about going out and observing
users “in the wild”. It might include
ethnographic research, interviews,
observations and contextual enquiry.
https://unsplash.com/photos/ABGaVhJxwDQ
Interviews and surveys
Interviewing and surveying target users and stakeholders as
well as sales, support team members to gather more
information about pains, requirements and constraints
- User interview
- Stakeholder interview
https ://giphy.com/ex plore/jobinterview
Looking through data from analytics
(Google Analytics, Yandex Metrics) and
gather information about the usage, user
behaviour, demographics etc.
Analytics Review
https://dribbble.com/shots/4012238-Data-Analytics-Animation
Heuristic Evaluation
Analysing existing product in accordance
with 10 Heuristics to indicate and the
most obvious and critical design issues
https ://www. pinterest. com/pin/4919479592742 83325/
10 Usability Heuristics
О Visibility
Show system status, tell
what's happening
u r „
IP Freedom
Provide good defaults & undo
A Error Prevention
Help users avoid making
mistakes
^ Mapping
Use familiar metaphors &
language
Consistency
Use same interface and
language throughout
Recognition
Make information easy to
discover
X Flexibility
Make advanced tasks fluid
and efficient
Minimalism
Provide only necessary
information in an elegant way
Error Recovery ф Help
Help users recognize, diago Use proactive and in-place
nize and recover from errors hints to guide users
Competitive Analysis & Literature Review
Performing an audit/review of
competing websites and apps
Reviewing related research papers,
scientific articles, literature etc.
https://weeklywall.com/global-automotive-green-
tires-industry-market-competitive-analysis-2020-
2026/
Testing
- Usability testing
- Think-aloud testing
- A/В testing
- Benchmark testing
- Accessibility evaluation
https://www.insightfiilux.co.uk/blog/the-
roi-of-user-testing-for-startups-part-1/
Further reading
- The 9 Rules of Design Research
- The 7 Deadly Sins of UX Research
- UX Research Cheat Sheet
- UX Methods Bank
- Universal Methods of Design (book)
- Most Common UX Design Methods and Techniques
- When to Use Which UX Research Method (video)
- UX Investigation: what we can learn from Poirot’s murder mysteries
Week 7
UX Deliverables
Almas Tuyakbayev
UX deliverables
Deliverables are
tangible artifacts that
designers produce to
communicate ideas
and structure the work
https://www.nngroup.com/articles/
common-ux-delivera bles/
Static wireframe and mockup
Wireframe — also known as a
page schematic or screen
blueprint, and it is a visual
guide that represents the
skeletal framework of a
website or an application.
https://medium.muz.li/how-to-succeed-in-
wireframe-design-2ab3cd5c4bc9
Interactive prototype
A prototype is an experimental model of an idea.
Or as Tom Wujec says:
“Prototyping is the conversation you have with
your ideas.”
http://uxmelisa.com/which-prototyping-tool-to-use-for-each-scenario/
Flowchart and user flow
In UX design a flowchart is a
visual representation of user
flows. It is a process diagram
that creates by using a set of
standard symbols and
connecting lines.
https://www.casestudy.club/joumal/ux-flowchart
Sitemap and information architecture
Sitemaps are a hierarchical
diagram showing the structure
of a website or application.
https://uxmentor.me/sitemaps-the-beginners-guide/
Journey map
A journey map is a visualization of
the process that a person goes
through in order to accomplish a goal.
https://www.nngroup.com/articles/journey-mapping-101/
CUSTOMER JOURNEY MAP Example
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Personas
Personas are fictional
representations and generalizations
of a cluster of your target users who
exhibit similar attitudes, goals, and
behaviors in relation to your product.
https://xtensio.com/user-persona/
User Persona Type
Goals
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Further reading
- Which UX Deliverables Are Most Commonly Created and Shared?
- A Complete List Of UX Deliverables
- How To Succeed In Wireframe Design
- Sitemaps - The Beginner’s Guide
- Journey Mapping 101
Why Personas Fail

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Human computer and their interaction presentation

  • 3. What is Human-Computer Interaction Interaction design, navigation design, information architecture Human factors and senses The role of cognition, memory and emotions Design and prototyping The processes of evaluation (testing) and analysis
  • 5. Fully online. Only in English 14 weeks of lectures and practices 2 assignments. Though, you will have some smaller tasks on Practices that will not be graded. Grading: • Assignment 1: 30% • Assignment 2: 30% • Final exam: 40% • + Extra points Office hours: • TBA, Calendly link will be sent later
  • 7. Microsoft Teams as a main platform Figma as your working environment Discord for group communication and announcements Behance. Dribbble or Uplabs for your portfolio Additionally: Youtube, TikTok and Telegram for some fun stuff and for challenges that might potentially help you gain extra points.
  • 8. Week 2 Design, HCI and UX Almas Tuyakbayev
  • 9. What is design? - Achieving goals within constraints - Goals - purposes Who is it for, Why do they want it - Constraints: Materials, platforms, finance, expertise - Trade-offs - We design interactions not just interfaces - We design interventions not just artefacts Think about whole flow not just a moment.
  • 11. Universal rules for HCI Understand your material Understand technology Limitations, capacities, tools, platforms Understand people Psychological/social aspects Human error Context https://makeagif.com/gif/-y25hcl
  • 12.
  • 13. What is User experience? According to Nielsen Norman Group "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. Don Norman (the term inventor) explains what is UX: https://voutu.be/9BdtGiolN4E?t=1Q
  • 14. USER EXPERIENCE DESIGN INFORMATION ARCHITECTURE ARCHITECTURE Content CTert. Video. Sound) INDUSTRIAL DESIGN HUMAN FACTORS VISUAL DESIGN INTERACTION DESIGN SOUND DESIGN HUMAN-COMPUTER INTERACTION . https://uxdesign.cc/10-steps-to-interaction-design-ixd-6abe778cb8b8
  • 15. - Why? - Motivations - Values and views - What? - Functionality - Features - How? - Accessibility - Aesthetics The subjects of UX The Why, What and How of UX Design r ^ r ^ r WHY —^ WHAT — > HOW Motivations Functionality Accessibility Values and views Features Aesthetics jA1 L S L л it ппилглпмtaara ' FOUNDATION INTERACTION-DESJGN.ORG https://www.interaction-design.org/literature/topics/ux-design
  • 16. 7 factors that affect UX According to Peter Morville a product must be: 1. Useful: has a purpose for its target customer 2. Usable: users can effectively and efficiently achieve their end objectives 3. Findable: a product and its content are easy to find 4. Credible: users can trust to the product 5. Desirable: by branding, image, identity, aesthetics and emotional design. 6. Accessible: users of a full range of abilities can use it 7. Valuable: a product must have a value for a user https://www.interaction-design.org/literature/article/the-7-factors-that-influence-user-experience
  • 19. What is Human-Computer Interaction Interaction design, navigation design, information architecture Human factors and senses The role of cognition, memory and emotions Design and prototyping The processes of evaluation (testing) and analysis
  • 21. Fully online. Only in English 14 weeks of lectures and practices 2 assignments. Though, you will have some smaller tasks on Practices that will not be graded. Grading: • Assignment 1: 30% • Assignment 2: 30% • Final exam: 40% • + Extra points Office hours: • TBA, Calendly link will be sent later
  • 23. Microsoft Teams as a main platform Figma as your working environment Discord for group communication and announcements Behance. Dribbble or Uplabs for your portfolio Additionally: Youtube, TikTok and Telegram for some fun stuff and for challenges that might potentially help you gain extra points.
  • 24. Week 2 Design, HCI and UX Almas Tuyakbayev
  • 25. What is design? - Achieving goals within constraints - Goals - purposes Who is it for, Why do they want it - Constraints: Materials, platforms, finance, expertise - Trade-offs - We design interactions not just interfaces - We design interventions not just artefacts Think about whole flow not just a moment.
  • 27. Universal rules for HCI Understand your material Understand technology Limitations, capacities, tools, platforms Understand people Psychological/social aspects Human error Context https://makeagif.com/gif/-y25hcl
  • 28.
  • 29. What is User experience? According to Nielsen Norman Group "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. Don Norman (the term inventor) explains what is UX: https://voutu.be/9BdtGiolN4E?t=1Q
  • 30. USER EXPERIENCE DESIGN INFORMATION ARCHITECTURE ARCHITECTURE Content CTert.Video. Sound) INDUSTRIAL DESIGN HUMAN FACTORS VISUAL DESIGN INTERACTION DESIGN SOUND DESIGN HUMAN-COMPUTER INTERACTION . https://uxdesign.cc/10-steps-to-interaction-design-ixd-6abe778cb8b8
  • 31. - Why? - Motivations - Values and views - What? - Functionality - Features - How? - Accessibility - Aesthetics The subjects of UX The Why, What and How of UX Design r ^ r ^ r WHY — ^ WHAT — > HOW Motivations Functionality Accessibility Values and views Features Aesthetics jA1 L S L л it ппилглпм taara ' FOUNDATION INTERACTION-DESJGN.ORG https://www.interaction-design.org/literature/topics/ux-design
  • 32. 7 factors that affect UX According to Peter Morville a product must be: 1. Useful: has a purpose for its target customer 2. Usable: users can effectively and efficiently achieve their end objectives 3. Findable: a product and its content are easy to find 4. Credible: users can trust to the product 5. Desirable: by branding, image, identity, aesthetics and emotional design. 6. Accessible: users of a full range of abilities can use it 7. Valuable: a product must have a value for a user https://www.interaction-design.org/literature/article/the-7-factors-that-influence-user-experience
  • 33. UX process 1. Understand your users and the brand 2. Do research through observations, interviews, surveys, focus groups. 3. Analyze it using personas, journey maps, user stories. 4. Create a design with help of wireframes, visual elements etc. 5. Launch a product using different approaches as soft-launch, internal. 6. Analyze again by testing it to create even better experience.
  • 34. The UX process Understand I Research I Щ Analyze Щ Щ Design I Щ Launch Щ Analyze again https://www.invisionapp.com/inside-design/6-stages-ux-process/
  • 35. UX vs and Ul UX is a general term, while Ul is more specific, i.e. Ul is a subfield within UX. - UX defines the whole experience - Ul defines look, feel and usability But in terms of speciality, they require different sets of skills.
  • 36. User research Usability testing Personas jrmation architecture Interaction design Workflows Copywriting Low-fidelity Wireframing Prototyping Usability Accessibility UI Visual design Interface design Colors Layout Branding Typography Graphics High-fidelity https://www.ventera.com/news/insight/what-makes-ux-different-ui
  • 37. Further reading - The Definition of User Experience (UX) by Nielsen Norman Group - User Experience Design by Peter Morville - What is User Experience (UX) Design? (InteractionDesign Foundation) - What is User Interface (UI) Design? (Interaction DesignFoundation) - The UX design process in 6 stages by Invision App - Crash Course: UI Design - Principles of Interaction Design: What It Takes to Create Positive Human- Computer Interactions - Design should be for people, not for designers
  • 39. What is Interaction Design? According to interaction- design.org: It is the design of the interaction between users and products. https://uxdesign.cc/10-steps-to-interaction-design 6abe778cb8b8
  • 40. 5 dimensions of Interaction Design Visual 1 Text Representations 2. Visual representations 3. Physical objects or space 4. Time (animation) 5. Behaviour (reaction) Behavior Physical Objects or Space Time
  • 41. 5 DIMENSIONS OF INTERACTION DESIGN О О О Application Form Г Ъ в в * | h M t o W f ■■! r m . i f W ЧМц Ч***Н1Л *Л-*а-1П i-Л -Ч Ч*-+ К1 il Iii'Hb *■! Ш Ш
  • 42. 1D: Text All the text users see on an interface from button labels to description of your product or service. Text should be meaningful and easy to understand Your interface should "speak". Where teams design together Ш https://www.figma.com/ Figma helps teams create, test, and ship better designs from start to finish. О See how it works
  • 43. 2D: Visual representations All the graphical elements that users interact with, such as images, icons, switches, buttons etc. Buttons Dropdown Button https://www.usability.gov/how-to-and- tools/methods/user-i nterface-elements.html Toggles
  • 44. A button indicates an action upon touch and is typically labeled using text, an icon, or bolh, The dropdown bLitton consists of a button Ihat when clicked displays a drop-down list of mutually exclusive items. A toggle button allows the user to change a setting
  • 45. 3D: Physical objects or/and space A medium between user and an interface, as smartphone, laptop, control panel, as well as what space is around users while they are using it. https://commons.wikimedia.org/wiki/File:Fukushima_1 Power_Plant_control_room.jpg#globalusage
  • 46. 4D: Time About media that changes with time and interactions that happen during time. Also it is about how long users spend. https://www.youtube.com/watch?v=- 161NEOeqkw&ab_channel=Apple
  • 47.
  • 48. 5D: Behaviour - The mechanism of using - Interface reactions to user actions and feedback https://www.nngroup.com/articles/errors-forms-design- guidelines/
  • 49. Password Reset Enter your new password for your Slack account, New Password Ф Very wtik Confirm New Password Ф Change my password
  • 50. Further Reading - Interaction Design topic on Interaction Design Foundation - Interaction Design Basics by usability.gov - Interaction Design topic on Nielsen Norman Group - What is Interaction Design & How Does it Compare to UX?
  • 52. 5 stages of design thinking process 1. Empathise: What user needs/wants? 2. Define: Analyse what you have found 3. Ideate 4. Prototype 5. Test Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC BY-NC-SA 3.0 Design Thinking: A 5 Stage Process Empathise H Define H Ideate H Prototype » о г т ш с г а и р ш ш r FO ITN D A TIO N INTERACTION DESIGN ORG I
  • 53. Stage 1. Empathise: What user needs/wants? Observe people Interview people Look at existing solutions Ethnographic research https://unsplash.com/photos/RDpE-tPg5MM https://unsplash.com/photos/JaoVGh5aJ3E
  • 54. Stage 2. Define: Analyse what you have found Sorting, ordering, structuring Information architecture, sitemaps User flows and maps https://productschool.com/blog/product- management-2/user-flows-vs-user-journeys/ https://knowyourmeme.com/photos/1430367- pepe-silvia
  • 55. - Brainstorm all the ideas you have - Think "outside the box" - Look for alternatives Stage 3. Ideate https ://gi phy.com/gifc/26ufbjVtvdCai koP6/html5
  • 56. С Г 5 ^ ~ » * - - И Г О i ^ r i
  • 57. - Rapidly build some inexpensive, scale down version of your solution - Different types of prototypes: paper, sketch, interactive, programmed Stage 4. Prototype http://babich.biz/the-magic-of-paper-prototyping/
  • 58.
  • 59. - Test it with target users - Analyse it - Go back to earlier stages to refine your design Stage 5. Test https://medium.eom/@viv_kay/the-secret-weapo n- every-ux-designer-needs-97c64cd6cb7b
  • 60.
  • 61. Other frameworks - Heart, Head and Hand - Frog Design - What x 4 - IDEO's Deep-Dive - Explore - What is? Exploring the - Understand - Converge current reality - Observe - Support - What if? Envisioning - Visualise - HCD - Human Alternative Futures - Evaluate Centred Design - What wows? Getting users - Implement - Hear to help us make some - Design Council of the UK: 4 D’s - Create tough choices - Discover - Deliver - What works? Making it - Define - The LUMA System work in-market, and as a - Develop - Looking, business - Deliver - Understanding - Making
  • 62. Further reading - Design Thinking on Nielsen Norman Group - Empathy Mapping: The First Step in Design Thinking - UX Visualization Techniques - Ideation for Everyday Design Challenges Prototyping on Interaction Design Foundation
  • 63. Week 3 Fundamental Principles of Interaction Almas Tuyakbayev
  • 64. Fundamental Principles of Interaction 1. Affordances 2. Signifiers 3. Constraints 4. Mapping 5. Feedback http://web.stanford.edu/~rldavs/educ236/readings/doet/text/ch01.html
  • 65. Affordances An affordance is a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used. A chair affords (“is for”) support and, therefore, affords sitting. — Don Norman, The Design of Everyday Things On the photo is a result of AI design by https://philippschmitt.com/work/chair
  • 68. Signifiers Signifiers define where the action might be done. Or as Don Norman says: Affordances determine what actions are possible. Signifiers communicate where and how the action should take place. https://uxdesign.cc/what-is-an-affordance-6b60f2de79f2 https://dribbble.com/shots/7402280-Button-Animation
  • 69. P U S H B U TTO N FOR
  • 71. Constraints A sense of limit that holds users from doing certain actions: - Physical: i.e. physical limits - Semantic or Logical: limitations of possible actions based on logic or meaning - Cultural: conventions shared by a cultural group
  • 72. t o s n u s & Cams N e w s p a p e r https://www. pinterest.com/pi n/1386264947513113 32/
  • 74. Mapping It explains how data relates to other data, in other words, relationship between control and effect/result. https://readwithsteve.wordpress.com/2016/02/09/bad-design-is-all-around-you/ https://t.me/uxfromhell/361
  • 77. Feedback A reaction to an action, i.e. some information that is sent back to a user as an answer to their action. It could be visual, tactile, audio, verbal or a combination of them.
  • 79. *« 1 / 1 - + и =3 n ib c D efault Q. 1: ashu(ffiashutosh: - ▼ ashu@ ashutosh:-$ | - 5 https://www.geeksforgeeks.org/basic-system-controls-with-terminal-in-linux/
  • 80. M y S h u v n Listening < S > О о O i*cov« r https://medium.eom/@gisela.abrigo/se crets-to-achieve-a-more-emotional-ui- design-1 b04d4b83e04
  • 81. Further reading - The Design of Everyday Things by Don Norman. Chapter 1 - Bad design analysis - Interaction design principles, conventions and standards Strongly recommend to read The Design of Everyday Things by Donald Norman Even if you are not planning to become a designer. The book is very fundamental and will help you to widen your worldview! PDF version
  • 83. Usability According to Interaction Design Foundation: Usability is a measure of how well a specific user in a specific context can use a product/design to achieve a defined goal effectively, efficiently and satisfactorily https://www.interaction-design.org/ U S S b i l i t y i f l V O l V G S 4 С? С A Navigation Familiarity Consistency Error prevention <S> ч / Feedback Visual clarity Flexibility & efficiency |7 « Д К С . Л n n r n n t n DCSKIN FOUNDATION INTERACTIO N-O ESIG N.O RG
  • 84. 5 Characteristics of Usable Products - Effectiveness: - Does it do the right thing? - Does it get things done? - Efficiency - Does it do that with a minimum effort? - Engagingness/Satisfaction - Does it make you feel good? - Do you feel happy? - Error Tolerance - Does it help you to avoid mistakes? - Does it help you to recover from the errors? - Ease of Learning - Is it easy to learn? https://usabilitygeek.com/
  • 85. Effectiveness It is all about getting things done in a most accurate and effective way possible. Google Q, G w g le -u e n 1здеу ftp c e ii тусер Google ^оычры: English руснмй
  • 86. Braun SK-2 Radio, 1960 https://commons.wikimedia.0rg/wiki/File:Braun_SK_2_Radio.jpg
  • 87. Efficiency It is all about getting things done in a most accurate and effective way possible. https://ru.wikipedia.org/wiki/IPod_classic
  • 88. When user finds the product pleasant and gratifying to use. Engagingness/Satisfaction https://apple.com/
  • 89. Л TV Shows MoWes My Ust / » / . щ I* 1 ** the social dilemma Preview s ft OB- .il v ■ ■ а да О https://mobbin.design/apps/ https://netflix.com/ duolingo#BL6wgvRpvahqR cJNLsFS
  • 90. Error Tolerance According to Whitney Quesenbery providing error tolerance requires: - Restricting opportunities to do the wrong thing. - Offering the opportunity to “redo”. - Assume everyone is going to do things you don’t expect them to do. https://dribbble.com/shots/3826932-Call-Request-Form https://support.gitkraken.com/working-with-commits/undo-and-redo/
  • 91. Call Request Information 1 О«0» «см* M«C rtomurtton « D O W fth* CM М а м »* 2 3 /0 9 0 0 1 7 9 2 0 AM Cancel 1 ----------------------- f#i I'lifk'raL'on 0 С „ ± V Undo Redo Fetch Push Branch / / WIP 0 1 | M erge pull request # 16 00 from im plausible/bug; | M erge pull request #1603 from rcjsuen/reset-ch< b) Remove ssl and crypto dependency on non-elect Check param eters before perform ing reset
  • 92. Ease of Learning The product is intuitive and simple to use and mostly match user's mental model. Braun KM-3 Food mixer, 1957 https://www.core77.com/posts/24950/A-History-of-Braun-Design Part-4-Kitchen-Appliances
  • 93. Further reading - What is Usability? - An Introduction to Usability - Usability 101: Introduction to Usability - Usability Evaluation Basics - Designing for the mental model
  • 94.
  • 95. Week 3 Usability Heuristics In accordance with Nielsen Norman Group Almas Tuyakbayev
  • 96. #1: Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. F ir b i M ain e * Jane Labi Name ' Doe Email Addrt-fr* ' janedoe РШ*» mw * address, fw в о сатр !*,
  • 98. #2: Match between system and the real world Follow real-world conventions, making information appear in a natural and logical order, speak user's language. After "We'tl mail yo u a chet к for the remaining balance.' https://en.wikipedia.org/wiki/File:Pointing_hand_cursor_vector.svg https://www.theloquitur.com/look-up-and-speak-up-against-scrolling-the-new-smoking/ https://www.secretstache.com/blog/ux-writing/
  • 99. #3: User control and freedom A sense of control by providing an "emergency exit" for some accidents or a ability to undo/redo their actions. о Undo GitKraken С ± . ± V> Redo Fetch Push Branch * / / WIP 0 1 M erge pull request # 1 6 0 0 from im plausible/bugi M erge pull request # 16 03 from rcjsuen/reset-ch< Remove ssl and crypto dependency on non-elect Check param eters before perform ing reset О Л Ш А .. Щ message X Бухта - Forgot your password? Don't worry. Resetting your password is easy, just tell us the email address you registered with Zoom. https://support.gitkraken.com/working-with-commits/undo-and-redo/ https://support.zoom.us/hc/en-us/articles/115005171726-Forgot-My-Password
  • 100. #4: Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. https://docs.microsoft.com/en- us/wi ndows/uwp/design/style/icons https://uxwritinghub.com/ux-writing-amsterdam/ https://gifer.com/en/M4su
  • 101. #5: Error prevention Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. https://dropbox.com/ https://mailchimp.com/signup/ https://mobbin.design/apps/uber#X7r79yYD4BBCNN6qt nCh t- Add card Cardnum ber CW MM/YY © 123 Qmntry Singapore © Save 1 2 3 O I F 4 O N I 5 J K I 6 U N O 7 P O P S S T U Y 9 W x v r 0
  • 102. #6: Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. > v П- П - ^ - T « [ | Rectangle R / Line L iS Arrow Cover О EJiips-e 0 Sozde A Polygon III Kit ^ Star У ЯГ чЦ Gr aпи Place Image 0 3£K https://en.wikipedia.org/wiki/Yield sign https://www.figma.com
  • 103. #7: Flexibility and efficiency of use Accelerators may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Select All XA Select None Select All with Same Properties Select All with Same Fill Select All with Same Stroke Select All with Same Effect Select All with Same Text Select All with Same Font Е£5№ пЕш1 Too*» VJow Zoom Text Shape Sc1 eel.on Guitar (told □ a t a il Ai.gr: (.nit □ □ □ □ a T lK tA U fn C H IH ODD □ a ГеИ Akgn ftgM 0 0 0 □ □ a Tejfl Afcflh JuStifiM 0 0 0 Craaftv Llnft н и https://www.figma.com http://kaspi.kz/
  • 104. #8: Aesthetic and minimalist design Do not overwhelm a user with an irrelevant https://www.notion.so/ https://store.google.com/product/google home speaker information and keep it simple and minimal. https://unsplash.com/photos/DU3bnkBY1N8
  • 105. #9: Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. * CE Create your account Name asdasd1231 10/50 Phone 21fsad Please enter a valid phone number. Login N eed a M ailch im p account? Create an account ^ Sorry, that password isn't right. We can help you recover vour password. https://twitter.com/signup https://login.mailchimp.com/login/post/
  • 106. © Ф ::: Ц > • Pv 'r . 1-50 Of 13,709 . Ideally, your design should be intuitive and do not require any help. But you should always consider situations when something might go wrong and provide decent information for your users. #10: Help and documentation ® lurfacjiam О HowC A fl wft hi'ljp Д н ц ц и ч а о р т л д ы гь ! Usir»g Irrttngram i W h a l'i Mew Managing Vclit Accounl * Adding a Cf4! Slicker №Tour Story i IG1V https://help.instagram.com/ https://support.google.com/ http://mail.google.com/
  • 107. Further reading - 10 Usability Heuristics for User Interface Design - 10 Usability Heuristics That All UI Designers Should Know (with examples) - KISS (Keep it Simple, Stupid) - The UX of LEGO Interface Panels - What’s More to Design in a Chair - What is the ’hot’ on the left, ’cold’ on the right convention in plumbing based on?
  • 109. The perception The perception is organization, identification, and interpretation of sensory information. Then it goes to cognition. P erception Cognition t World https://medium.com/@ avmair/cognition-and-perception-in-hci-e134e3b4401f
  • 110. The perception. Senses Exteroception (sensing the outside) - Sight-distant - Sound - distant - Smell - closer - Touch - contact - Taste - inside Sight Sound (<( Smell Q Touch https://medium.eom/@avimair/cognition-and-perception-in-hci-e134e3b4401f
  • 111. Interoception (sensing the inside) - Pain (e.g. headache) - Feeling (e.g. hunger, thirst) - Proprioception or kinesthesia (sense of self-movement and body position) Taste
  • 112. Vision and the eye - Half of the brain dedicated for the vision - Major sense - Brain mostly fills in the images you see Fovea - Centre of vision - Mainly cones - Needs a focus Peripheral vision - Mainly rods - Detects movements, catches attention
  • 113. Foveal system: 100% acuity Peripheral system: poor acuity, receptors grouped for high compression Peripheral system for general holistic impression of the situation. Foveal system for hiqh quality details. https://commons.wikimedia.org/wiki/File:Double_system_e.jpg
  • 114. Vision and the eye. Sensation and perception - Sensation: direct light impact on retina - Perception: what we feel we see (optical illusions) Ebbinghaus illusion https://en.wikipedia.org/wiki/EbbinghausJllusion#/ media/File:Mond-vergleich.svg Cafe wall illusion https://en.wikipedia.org/wiki/File:Caf%C3 %A9_wall.svg Ponzo illusion https://en.wikipedia.org/wiki/Optica l_illusion#/media/File:Ponzo_illusio n.gif
  • 115. Hearing and the ear - Kind of the second the most important sense - Hearing helps to construct or fill missing parts jointly with vision - Though, less used in User Interface - Might be annoying - Less directional than vision and more diffuse The ear - Widest hearing freq: ~20Hz to ~20KHz - Changes with ageing https://thum bs.gfycat.com/TatteredAlarmingAm phiu ma-size restricted.gif
  • 116. Touch - Mostly companion for other senses - The skin is a sensor - Most of our devices are touchable - Learn ergonomics https://alistapart.com/article/how-we-hold-our-gadgets/
  • 117. 49% + 26% 75%
  • 118. Further reading - Cognition and Perception in HCI - Visual perception in user experience design - Sound Advice: A Quick Guide to Designing UX Sounds - How touch impacts UX - The Human Body as Touchscreen Replacement - Design and Disaster Onboard Air France Flight 447 - User-Centric Design - The Lessons of 3 Mile Island - Designing the Sound of Electric Cars: BMW Vision M Next | BMW USA - Wireframe (podcast by AdobeXD) episode on sound UX - Sound and Health: Hospitals (podcast)
  • 120. What is Gestalt? The Gestalt (form, shape in German) principles attempt to describe how people perceive visual elements when certain conditions apply. https://www.mirror.co.uk/news/uk-news/clouds-that-look-like-things-brilliant-847008 https://www.quora.com/What-are-the-weirdest-moving-optical-illusion-GIFs
  • 121.
  • 122. Principle of Emergence People tend to identify elements first in their general outlined form. Our brain recognises a simple, well-defined object quicker than a detailed one. https://www.format.com/magazine/resources/photography/silhouette-photography
  • 123. Principle of Reification People can recognize objects even if some parts are missing, our brain has an ability to fill the gaps. W W F httpsy/workJvector[ogo.com/down(oade<J/rtwf httpsy/www.broadwayworld.com/bwwtv/tvnetworfcs/USA/lwjQ https://www.shivangpatwa.com/logo-design
  • 124. Principle of Multi-Stability It is an ability to interpret some ambiguous visuals in more than one way in order to make sense of it. https://www.creativevisualart.com/2013/09/13/ukr anian-painter-masters-the-art-of-optical-illusion- two-paintings-in-one https://curiokids.net/understanding-optical- illusions-with-rene-magritte/?lang=en
  • 125.
  • 126. People can identify objects independently of their scale, transformations (rotation, size) Principle of Invariance https://www.freepik.com/premium-vector/bitcoin- gold-coin-different-angles-animation-vector- bitcoin-set-finance-money-currency-bitcoin- illustration-digital-currency_5771474.htm
  • 127.
  • 128. Law of Proximity Elements arranged close to each other are perceived as more related than those placed further apart. https://www.nngroup.com/articles/gestalt-proximity/
  • 129. £ p в General DeUtop & Screen Sever Dock © t f @ lnt*rn*t ActounM Ueer» 4 Group» Accew.txMty 0 Software Update Network Bluetooth a I S V Oitplar» S<d*car En«9» Sm i Ш О Muuon Control Ski Spotlight Q a t A Screen Time % Extension» L - J Security & Privacy « Sound Printer» & Scanner» Keyboard CS n © Dot» & Tim» Sharing Time Uachme
  • 130. Law of Common Region Similarly to the Proximity principle, elements placed within the same region are perceived as grouped. https://www.nngroup.com/articles/common-region/
  • 131. A Archltizer© SArchihzf 30m UNICII MAD UNIC Photos by Jared Chulski end NKCHU. 'UNIC,' MAD Architects' first buitt project in Europe, is nearing completion. Led by Ma Vansong, MAD was ... ijparchitizer.com Q U2 < 0S il. https ://www.twitter, com
  • 132. Law of Figure-Ground Figure-ground organization structures the perceptual field into a figure (standing out at the front of the perceptual field) and a background (receding behind the figure). Figure - Ground • • • https://uxmisfit.com/2019/04/23/ui-design-in-practice-gestalt-principles/ https://dribbble.com/shots/2364488-Card-Swipe-Concept
  • 133. Law of Similarity Design elements that appear similar in some way — sharing the same shape, color or size — are perceived as related. O Rooms Video chai with friends О <J 4 . & # k * & & https://www.nngroup.com/articles/gestalt-similarity/ https://www.tacebook.com/
  • 134.
  • 135. Law of Symmetry (Order) Symmetrical elements perceived as belonging together regardless of their distance. https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965
  • 136. UX Collective Curated stories on user experience, visual, and product design. ' Follow 1* 11? Q 1 П https://uxdesign.cc/a-list-of-design-concepts- every-ux-ui-designer-should-learn-7e2d8412b391
  • 137. Law of Continuation Our perception tends to see object arranged in lines or curves as more related. Continuation • • https://uxmisfit.com/2019/04/23/ui-design-in-practice-gestalt-principles/
  • 139. Law of Common Fate Elements moving towards the same direction are perceived as more related than those moving in different directions, or not moving at all. https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965
  • 140. Further reading - Gestalt principles in UI design - Proximity Principle in Visual Design - Similarity Principle in Visual Design - The Principle of Common Region: Containers Create Groupings - UI Design in Practice: Gestalt Principles - Gestalt Psychology and Why It’s Essential for Good Design (video)
  • 142. The memory The memory is a data storage inside of human brain (hi, Captain). - Sensory memory: the momentic memory that attached to senses - Short-term memory: the RAM of human brain - Long-term memory: a storage for lifelong memories
  • 144. Sensory memory Continuously overwritten memory that attached to our senses. Has a very short lifetime: - Iconic memory: visual stimuli - Echoic memory: aural stimuli - Haptic memory: tactile stimuli https ://www. pocketprep. com/how-sensory-memo ry- and-your-5-senses-can-improve-study-effectiveness/ Created by Basti Steinhauer from Noun Project
  • 145. Short-term memory - aka "Working memory" - Capacity: 7 (+/- 2) chunks (Miller's The Magical Number Seven, Plus or Minus Two) e.g.
  • 146. Long-term memory - All the knowledge we know - Slowly created (rehearsal) and decayed - Capacity rather huge (unlimited probably)
  • 148. Further reading - How Human Memory Works: Tips for UX Designers - Designing with memory in mind - Memory Recognition and Recall in User Interfaces - Working Memory and External Memory - Short-Term Memory and Web Usability - Priming and User Interfaces - The Magical Number Seven, Plus or Minus Two - How Memory Functions
  • 149. Week 4 The Human: Cognition and action Ilyas Zholdasbay
  • 150. Cognition According to Don Norman, 1. Experiential a. Perception b. Attention c. Memory d. Learning 2. Reflective a. Problem-solving b. Decisionmaking c. Reasoning
  • 151. there are two modes of cognition Gather and store information To act upon that info
  • 152. Human thinking Logical thinking? Rather reasoning - We think using the world - We fit our thoughts, plans into some context Conscious - Linear - No multitasking (rather switching) priming - Could be easily interrupted / https://afycat.com/distinctpertinentferret Unconscious - Non-linear, fuzzy - Intuitive, associative I f t
  • 153. Action - Low level: - Automatic reactions: innate and learnt - Hand-eye coordination (Fitt's law) - Higher level - Longer term conscious planning and activity - Moment-to-moment (Norman's execution evaluation cycle)
  • 154. Norman's execution evaluation cycle http://petekinser.com/norman-action-cycle/
  • 155. Norman's execution evaluation cycle E.g. reading a book by Don Norman 1. Forming a Goal I can’t read my book because the room is dimly lit. I need more light in order to read my book. 2. Intention to Act There is a light next to my chair. Turning on the light would allow me to read my book. 3. Planning the Action I need to reach over and turn on the light. 4. Executing the Action I reach over to turn on the light. 5. Feedback from the Action The light turns on. 6. Interpret the Feedback I am now able to see the text and can read my book. 7. Evaluate the Outcome Positive - I’m able to read my book. No further action is needed. Negative - The light doesn’t work. The Action Cycle is either repeated or a new goal is formed.
  • 156. Human error Slips - When user accidently does wrong action Mistakes - When user does not understand the system (or has a wrong goal) and therefore does the wrong action 2018 Hawaii false missile alert https://www.theverae.com /2018/1/16/16896368/hawaii- false-missile-alert-system-confusing-interface-poor-design https://www.fi nedininalovers.com/article/need-cuttina-board-use-ipad
  • 157. Further reading - What Is a Mental Model? (video) - Match Between the System and the Real World: The 2nd Usability Heuristic Explained - Minimize Cognitive Load to Maximize Usability - What the Erroneous Hawaiian Missile Alert Can Teach Us About Error Prevention - The Two UX Gulfs: Evaluation and Execution Usability Heuristic 5: Error Prevention
  • 159. Emotional design “Everything has a personality: everything sends an emotional signal. Even where this was not the intention of the designer, the people who view the website infer personalities and experience emotions.” — Don Norman, Grand Old Man of User Experience Watch the video https://www.uxsharelab.com/emotionally-intelligent-design-your-mobile-app-needs-a-soul/
  • 160. Emotional design Emotional Design is Design that Anticipates and Accommodates Users’ Needs and Responses. According to Don Norman there are 3 levels: 1. Visceral Users’ gut reactions to or their first impressions of your design 2. Behavioral Users subconsciously evaluate how your design helps them achieve goals, and how easily. 3. Reflective Afterthey encounter your design, users will consciously judge its performance and benefits, including value for money
  • 162. Emotions in interfaces Emotions as a primary goal - Art, games, entertainment (the purpose is to give emotions) - Might need some functional support (good TV remote, game controller, player) Emotions are not primary goal - Still can help to make experience much better; to enjoy it - Duolingo (gamification); Facebook likes etc. 5 in a row! Welt done! * https://www.invsionapp.com/inside-design/duolingo-redesign/ https://unsplash.com/photos/MxVkWPiJALs
  • 163. Emotions in interfaces: Input-Output - Eliciting emotions: creating an emotion (excitement for travelling; feeling of trust to insurance company) - Detecting an emotion: language; mood; facial expression; action (e.g. fast scrolling up and down or circling the cursor often says that user is frustrated); - Responding: e.g. making game level easier if you detect some frustration; offer help if users showed that they lost etc. https://giphv.com/explore/computer-crash https://svnthesis-it.co.uk/resolving-it-problems/
  • 164. Designing for peak experience - "Good enough" (average) products: - Things that going to be shared - Corporate, gov office systems - Things people choose for us (when it is essential to fit everybody) - Peak products: - Things we choose for ourselves - Tailored products Good enough things never wins It is essential to design for particular audience https://medium.com/@avimair/why-is-emotion so-important-in-ux-1db4945cfdb5 _____________________________________________________ Spectrum oFdifferent users Onepeak produce
  • 165. Experience and enchantment This concept brought by McCarthy and Wright tries to describe how people experience things There are 4 threads: 1. Sensual (visual, aural, tactile) a. E.g. Drinking a tea. What is cup's material? How it looks? How it smells? Temperature? 2. Emotional (feelings, relationships) a. Associations with people, memories, mood 3. Compositional (integrity, coherence) a. Part of identity: its role in his/her life; 4. Spatio-temporal (time, location) a. Associations with time, some place https://www.tula-samovar.com/stati-o-samovarah/kak-rastopit-samovar-na-( https://peakd.eom/tea/@lemniscate/trying-out-a-new-place-for-delicious-tea
  • 166.
  • 167. Experience and enchantment: Sense-making 1. Anticipation -> waiting for something 2. Connecting -> emotions, feelings when smth happens 3. Interpreting -> interpreting your emotions (expectation/reality) 4. Reflecting -> reflecting on your experience either afterwards or at the moment 5. Appropriating -> associations, influence on you or your life 6. Recounting -> having memories; telling others https://www.globaltimes.cn/content/742236.shtml https ://gfycat .com/teemi ngeasygoi ngflatfish
  • 168. Further reading - Don Norman: Emotional Design (video) - Emotional Design - The Psychological Basis for UI Design Rules (video) - Why is emotion so important in UX? - The design of emotions and emotional intelligence - The Peak-End Rule: How Impressions Become Memories - User Empowerment and the Fun Factor - Good Design is Human (Wireframe podcast by Adobe Xd)
  • 170. Behavioural Design [wiki]: It is a subfield within design which is concerned with how design can shape, or be used to influence human behaviour. https://www.uralskweek.kz/2019/11/14/vsyo-chto-vy- xoteli-znat-o-nalogooblozhenii-na-kaspi-kz/ Japan fans clean stadium after devastating loss
  • 171. The Fogg Behavior Model It shows that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and a Prompt. When a behavior does not occur, at least one of those three elements is missing. Example 1 Example 2 https://behaviormodel.org/
  • 172. Motivation High Low Fogg Behavior Model BehaviorM o&Lorg B=MAP n lh«umc moment Prompts succeed here Prompts fail here ©2007 B JFogg Contact 8 1Foggfat pcm-iwois Hard to Do Ability Easy to Do
  • 173. The Hook Model 1. Trigger a. Internal b. External 2. Action 3. Variable reward 4. Investment Trigger 2. External trigger - What gets the user to the product? 1 . Internal trigger * What does the user really want? Investment 5. What is the 'bit of work' done to increase the likelihood of returning? https:// nirandfar.com Action 3. What is the simplest behavior in anticipation of reward? Variable Reward 4. Is th e re w a rd fu lfillin g , y e t leaves th e u ser w a n tin g m ore? N IR EYAL NirAndFar.com @nireyal
  • 174. Further reading - What is Behavioural Design? - Behaviour Change By Design (video) - Changing behaviour by design (TED Talk) - Fogg Behavior Model - [UX Read] Hooked — How to Build Habit-Forming Products 10 Behavior Patterns for UX Design
  • 175. Week 5 Dark Patterns and Design Ethics Almas Tuyakbayev
  • 176. Dark Patterns Dark Patterns are tricks used in websites and apps that make you do things that you didn't mean to, like buying or signing up for something. Examples are: - Disguised ads - Trick questions - Roach motel - Misdirections - and more (see here) https://signalinc.com/ethical-ux-and-dark-patterns/
  • 177. Disguised ads (Ol IrutoguuK ЗЭ-разм етки появились на двух пеш еходны х переходах в Алматы O Q V •• Я О Liked by beeeo.continued and 7 4S7 other* •tmeTytoday Необычная разметка с 30-зффе«тем появилась на двух перекр nvy* Ф ^^**b ,e i Ads that look exactly as other content to make you click on it. https://google.com https://instagram.com smart tv X ■ Q. Q. Барлыгы 0 Суреттер В Бвйие Q Maps : Баска Каплуплрынм* Кураллар Шамамеи 3 570 ОООООО нотиже <0.56 оекунд) Жарнама • www sulpak.kz/ * 8 (7272) 33 30 00 SmartТУ;Даиатить вАлматы- интернет магазин"SuiR als! Покупайте онлайн с бесплатной доставкой на выходя из дона Большой ассортимент товаров от самых топовых брендов Все новинки моделей у нас! Официальная гарантия Бонусы при покупке Болев 122 тысячи товаров Возврат/Обмен 14 дней 9 Алматы Манайда 13 орын бар Ноутбуки Мониторы Покупайте Надежные Ноутбуки Большой выбор Гарантия качества В Рассрочку по Выгодным Ценам Быстрая доставка, Заказывайте1 Планшеты Смартфоны Покупайте Планшеты по Выгодной Цене Большой выбор Топовых Брендов Обходитесь Без Лишних Трат По Приятным Ценам ш,wAlpedia.org >wAI >Smart TV * Осы беттт аудар Smart TV — Википедия Smart TV (рус Умное телевидение), или Connected TV — технология интеграции интернета и цифровых интерактивных сервисов а современные Определение История идеи Технология Российский рынок
  • 178. Roach Motel The design makes it very easy for you to get into a certain situation, but then makes it hard for you to get out of it (e.g. a subscription). https://darkpatterns.org/types-of-dark-pattern/roach-motel.html https://spottheunsubscribe.tumblr.com/post/143591230031/note the-unsubscribe-link-is-even-grayed-out
  • 179. • • • Q n t a r t J i n M i x w w к И <>0<ЧЛ1М С О © COHCWtSJyWWiOMenVrd Гф-оггргогтс * ф | Ticket Special Bonus: This offer Is a benefit Included with today's purchase and Is limited to new subscribers, one per household and U.S. residents only. You can opt out of the subscription benefit at anytime by contacting Rolling Stone Customer Service or by visiting rollingstone.com and clicking on the Customer Service link on the home page. Additionally, if you would like a rebate of the $12.95 subscription value, mail a copy of today's confirmation page with this completed form within 30 days to Rolling Stone Refund, P.O. Box 62230, Tampa, FL 33662-2230. Enjoy the concert!! Сtv*mwt J0;«|A — .**- I]0ЦItrwtsfw»IГГ У К »|0 K 2 С ЮТ4 UM «мпо* т тят.inc. UM ММИЮ *• Ч 9 « И ( traotmam «гUM Mato* ПК- amazon.com в □ © W » Nee# teirfvl Г м рм и щ *c t o i M l d I t o a i f Л » W d r * t * мы n o » n M u r* » m a h U t o t «art toan AfflflflK LS flin lN M * • note t t o petM utt pntaa t o an i t o t ) ап» tu fty o k i t o n y Pncaa a i A l n g h a rataevto Amazon Д н ш ш д а ф г » А вЖ Я Р >У В *°0e T-Cbck are a • t o n to M p n c o m 410 taanr А м ч и а N.. f i f ttla. < W W O W I O
  • 180. Trick questions Using confusing language to steer users into making certain choices. https://darkpatterns.org/types-of-dark-pattern/trick-questions.html https://www.zdnet.com/article/user-intertace-dark-patterns becomi ng-common-on-onli ne-sto res/
  • 181. Please enter your details to reserve your item(s) ™ * : M,. i First name ‘ : Last name *: Em ail' : Phone number * : First name Last name Email Phone number Please do not send me details ot products and otters from Currys co.uk Please send me details ol products and otters trom third party organisations recommended by Currys.co uk Reserve items © We'd fOYt to 14nd you erne!i wilfi oireis -andw t product Iichti Hew balance Athleltts. Inc. fau^l ■you(to not *rtsh 1o*ecems} ih c -it gpd-artes, p le a s e lick 1h n C he. V t w P?lv«y Policy CONГINUС TO D LLIN-G
  • 182. Ethical Design A design that respects Human Rights, Human Efforts and Human Experience. Ethical Design Manifesto (video) https://2017.ind.ie/ethical-design/
  • 183. Respect H u m an E x p e rie n ce Delightful Functional, H u m an E ffort c o n ve n ie n t & reliab le D ecen tralised , private, o p e n , in te ro p e ra b le , accessible, secure & sustainable H u m an Rights
  • 184. What ethical design should be like? DESIGN IS [ IMMERSIVE ] It should be - Empowering - Finite - Inclusive - Resilient - Respectful - Thoughtful - Transparent https://medium.com/google-design/design-is-63274a236ef2
  • 185. Empowering Value for people > revenue it generates Give control and freedom Give people the control they need to manage the algorithms that shape their experiences. Provide privacy and anonymity Give people the control they need to manage privacy and anonymity. Hide elements until needed Technology should augment human ability without disrupting our lives. Promote awareness Promote usage awareness to encourage healthier digital habits.
  • 186. https://telearam.ora/ https://instaaram.com/ 12:10 В в * J 82« 1209 <г Чатты баптау 5 X Your Activity E idм о й У шЖ О П time on instafltanri Баптау 17, Тумпре*!ын|ццосылуы « э DailyAverage A v P tfЛ П Р1(P V i с гкэ r.| noriffc lW |ic;nn ктрмягмрешил*МрМКонм р fY h c-С 1 Ц СL * 1 ■ “ p til > LК *-* H 'JfU 3 liK J «.олданбадагыбраузер Direct Share О *9 5 4w eek « О м кврсету ■ 'fem ey'июрма*еачгы■xrtapa _ Анимация к,осу О tpi змоджи 0 * Дауысхатжазуушшжакындату в О С» Daily Reminder Is On Enterбэсып. ж|6еру Y cm rdailyrem inder laset lor 10mi:.лез Галеренгасактау о Edil Rem inder Кашыцтык.влшем! Шакырым Стикер мен маска
  • 187. Finite It maximizes the overall quality of time spent by bounding the experience and prioritizing meaningful and relevant content. https://instagram.com/ 3 82%• liutogmm ЧУ U V 14 582 views Just swipe and shoot! Easy to play, easier to enjoy'$ Best practices: - All caught up to help curb zombie scrolling - Load More Again to prevent infinite scrolling - Give control e.g. disable video autoplay (if it is not essential in the context) You're All Caught Up You've seen all new posts from the past Suggested Posts ^ kuda almaty ■ Л Q © О J d
  • 188. Inclusive Design with accessibility in mind - Make your team as diverse as possible Different backgrounds will help to build inclusive designs - Design for disabilities first A design solution for the disabled often results in a feature that everyone can benefit from. - Give more advanced control over accessibility To help people experience the product in the most convenient way appropriate forthem
  • 189. Mac OS Accessibility settings < U A ccessibility Ф Cvervtow ОVaiceOvcT Inwcr? ctrtgr* R edurt moiMon Zoom Incr&isfr conlraat Display ^(Khjw transparency Differentiate Vfllhoui cotor D j S£*KT> Display contrast I-(O fK fip tle n s MormaJ Л Audio m Cflfl*iOi>S Calar fillers Млк*т>нтг S haw A ccessibility sla lu s in nlfrnu bar
  • 190. Resilient The design that anticipates the potential for abuse and cares about the well-being of the most vulnerable ones. - Provide content control Enable people to control who has access to their information and the content they share. - Enable community moderation Community moderation enables people to protect themselves against malicious intent. - Focus on edge-cases https://twitter.com/ https://facebook.com/
  • 191. * Report an issue Help us understand the problem What issue with ®habc_com are you reporting? I'm oof in ftrtilad m M s account Ift tuapaciooi or ipam It appear* tfxHr account Is hacked They'ra protending to bo mo or aomoorto also Thao TWoota aro abuaho or hateful Their profile Info and/or Imagao Include abuslva or hatafui content Covered by Netzwerkdurchmetzunpageoetz They're oKpreealng Intention# of ее*-harm or euidde Колданыстагы cia ке рееткем телефон нем1р!н юмдер каре глады? This applies to people who can't see your phone number on your profile. И ] л.и-.ф • К Ф ЭркiM 1 : iL . д-оста&цыч aotviiitJ outside of Facehopk to link to your 1vr .1; floerap Д ток. эна мйн
  • 192. 15 30 a ^ J 58% • <r Push notifications # Photo tegs В Moments Broadcasts В Followers and contacts New followers Contact joins Twitter Direct M essages Direct Messages Message reactions Recommendations from Twitter Topics В Respectful It respects people, their time, attention, well­ being. - Make notifications customisable Allow users to customize from whom, when and how they can receive notifications to minimize unwanted interruptions. - Respect and Adapt to Context Technology should respect and adapt to user context. https://twitter.com/ https://gmail.com/
  • 193. Thoughtful The design uses friction to prevent abuse, protect privacy, and steer people towards healthier digital habits. - Manual/Algorithmic Speed Bumps Use confirmation dialogs to help prevent error, avoid unintentional actions, and promote critical thought. - Encourage moderation https://uxdesign.cc/are-you-sure-you-want-to-do-this-microcopy-for-confirmation- dialogues-1d94a0f73ac6
  • 194. Delete for all eternity? You'll lose all responses collected by this typeform. We can't recover them once you delete. Are you sure you want to perm anently delete this typeform? Cancel Yes, delete it
  • 195. Transparent Transparent design is clear about intentions, honest in actions and free of dark patterns. Right to Know Right to know exactly what they are signing up for Data Transparency and Access to Data What data is being collected, why, and an access to it - The Right to be Forgotten Provide the ability to permanently delete the data - Avoid Misdirection Easy Exit
  • 196. «- Access Your Information # Уоиг campu* actmty end data • Other Activrty Actmfy IIHXIMM M »!hyour «00004. tucft м Pokes pven and recer»ed Information About You © Ads and Businesses Yota r t m t t iraeracoons and em bng Mt*uon«fe0« you Ы м «nth adrertiMr* and you «Чегаенот Mil О About YOU •У о гт й о о assooafted **dh your Facebook account О Search History А Многу оГ ihe мою» phrases and names youve searched #0# О Location Worrrodon ryiaaad to you» »ocat*on © Security and Login information votx login M tocy aeeucn length, and other securtr related information For aN of yot^ sacurey dacaiia you can d . О Voice Recording and Tronscnption A history of you m*oa recordng and tianacnpoon on Facctook Download, delete or make a plan for your data A Download your data M*“' . copy o. yoo- da*. to u « « w«h .< * » « «■ count or service . . . . . . Use Inactive Account Manager to plan what happens Make a plan for your account „ > to your data if you stop usmg your account • _ , . _ . You can do thts »fyou no longer use a service or your Delete • service or your account _ > 9 account
  • 197. Further reading - Dark Patterns - Ethical UX and Dark Patterns - Study of over 11,000 online stores finds ’dark patterns’ on 1,254 sites - Ethical Design Manifesto - A Designer’s Code of Ethics - Humane by Design - Design Ethically - The world needs a tech diet; here is how designers can help - It’s Time for Digital Products to Start Empowering Us
  • 198. Week 6 Laws of UX (part 1) Almas Tuyakbayev
  • 199. Psychology and behavioural patterns that impact user experience. Laws of UX https ://mvpublication.com/iss ues/60
  • 200. • • • • • • • • • • • • ОФ ОФ
  • 201. Aesthetic Usability Effect Attractive things work better — Don Norman. People often perceive aesthetically pleasing design as design that’s more usable. https://www.mtpplc.com/blog/can-apple-sustain-their-competitive-advantage/
  • 202.
  • 203. In order to keep users' attention and to increase productivity system should provide feedback within 400ms. Doherty Threshold https://www.behance.net/gallery/103091631/Revolut-UIUX-App-Enhancement
  • 204. № 4t ■id♦ £5,100 Spent Ihis (nonEh m GBP Budget Set your bueoet goat Category Shopping £3,200 32 IfonSMtiOrtS 344 Groceries £1,307 Otransae tiotfs 144 Restaurant; £900 IS (rarisictitms UK ^ Health £100 2 Transactions 1QX ts .It e? A A *tyb<* p -jgw » * r
  • 205. Fitt's Law The time to acquire a target is a function of the distance to and size of the target. In other words, the longer the distance and the smaller the target’s size, the longer it takes. http://uxbert.com/ux-psychology-principles-design-ux/ https://www.interaction-design.org/literature/article/fitts importance-of-size-and-distance-in-ui -design
  • 206. Апиг user can cflrct I X jC fBackup my files (recommended) ' П ' Save my settings ч / Area user can cteJc I 11 | Backup my files (recommended)I Save my settings FITTS1LAW MT * a + b> iogj ( 2 £ ) MT - The movement time з - The intercept b ■The slope D ■The distance between the origin and the target W - The width of t he target ™ № ]]V n O ? tlJTER*CIBN-BE3ICH.DHG
  • 207. The time it takes to make a decision increases with the number and complexity of choices (aka Choice overload). Hick's Law https://blog.crobox.com/article/choice-overload https://www.designorate.com/hicks-law-building- usable-navigations/ 6KAND by To^ S « r O f c K 4 f T o o N i Hick’s Law RT = a + b log2 (n) R Tis the Reaction Time (n) is the number of stimuli “a” and "b” are constants
  • 208. Jakob's Law Users prefer your site to work the same way as all the other sites they already know. Follow standards and well- known patterns. https://userinyertace.com/
  • 209. User Inyerface a b a g a a r frustration Hi and welcom e to User Inyerface, a challenging exploration of user interactions and design patterns. To play the game, sim ply fill in the form as fast and accurate as possible.
  • 210. The average person can only keep 7 (plus or minus 2) items in their working memory. Miller’s Law https://designundisciplined.wordpress.com/2017/07/03/ux-laws/
  • 211. Difficult to Comprehend Easy to Comprehend SIGN UP SIGN UP SUBMIT
  • 212. Occam’s Razor When faced with two equally good hypotheses, always choose the simpler. https://giphy.com/giis/season-6-the-simpsons-6x10-l2JdSxKfQhreOGdag https://automaticaddison.com/occams-razor-and-machine-learning/
  • 213. Further reading - Laws of UX - UX Laws with practical examples - A summary & commentary of Don Norman’s article “Emotion & Design: Attractive things work better ” - Fitts’s Law: The Importance of Size and Distance in UI Design - Choice Overload Impedes User Decision-Making - Jakob’s Law of Internet User Experience
  • 214. Week 6 Laws of UX (part 2) Almas Tuyakbayev
  • 215. It states that, for many events, roughly 80% of the effects come from 20% of the causes. So, focus the majority of effort on the areas that will bring the largest benefits to the most users. Pareto Principle https://www.teodesk.com/blog/the-pareto-principal-are-you- wasti ng-80-of-your-ti m el
  • 217. Parkinson’s Law Any task will inflate until all of the available time is spent. It is a good idea to have some time constraints. Effort Time Allowed https://medium.com/@ke.sawyerr/parkinsons-law-the-secret-reason-your-competition- making-more-money-than-you-in-less-time-75e2c378160c https://www.joshmorony.com/how-to-create-an-accurate-timer-for-phaser-games/ llDEKJ T P E M В E I °S E L S U S К E H A R О О о о I L Н A R
  • 218. Peak-End Rule People judge an experience largely based on how they felt at its peak and at its end, rather than the total sum or average of every moment of the experience. And remember that people recall negative experiences more vividly than positive ones. https://advanced-hindsight.com/blog/b-e-for-dogs-peak-end-rule/
  • 219. BE. FOR DOGS- PEAK-END RULE Duke 0 S I? [ A TALE Of TWO WAUOES rRR ] STEP in t e n s it y STEP 1: lo w INTENSITY STEP 3: LOW INTENSITY Gr R «l с STEP3: HIGH INTENSITY •V 4 STEP 2: MODERATE INTENSITY * STEP 2: MODERATE INTENSITY e e R M A N , FO EH L, T U o w tft 2 © l*
  • 220. Postel’s Law Be liberal in what you accept, and conservative in what you send. Be empathetic, flexible, and tolerant to any number of actions the user could possibly take. This means accepting variable input from users, translating input to meet the requirements, defining boundaries for input, and providing clear feedback to the user. https://advanced-hindsight.com/blog/b-e-for-dogs-peak-end-rule/
  • 221. О Э © О build,sh 1.9KB О updates,xm l 332 В aesthetic-usa,„ect_poster. pdf 21,8KB mm © Sam m y Davis Jr, - So.,, 0 2 :0 5 Ком м ентарий цосу © G лиег Q, лиег - Google Search KBTU Kazakh-British Technical U n ive rsity-
  • 222. Relent on Serial Position Effect Users have a propensity to best remember the first and last items in a series. primacy recency T*ne Serial - —.oo- _ primacy https://blog.prototypr.io/psychology-in-design-part-1-cdc63229cbe4
  • 223. Tesler's Law aka The Law of Conservation of Complexity, states that for any system there is a certain amount of complexity which cannot be reduced. So, someone has to deal with it, if not the designers/manufacturers, it will be the users. https://blog.prototypr.io/apple-in-violation-of-teslers-law-b405c89c11c6
  • 224. С Э ' С Э S*e3 9 й l i С ф 1 1 1■ ■ ■ b aaJ «лс«idim HDMI ^ а = - ----------------------ь
  • 225. aka The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered. Von Restorff effect https://www.convertize.com/glossary/von-restorff-effect/
  • 226. Available pricing plans Silver plan / X ■ X X Sign Up Gold plan ✓ ✓ X X Signup Platinum plan ✓ ✓ ✓ ✓ Sign Up
  • 227. Zeigarnik Effect People remember uncompleted or interrupted tasks better than completed tasks. Use progress bars for complex tasks to visually indicate when a task is incomplete, and thus increase the likelihood it will be completed. := — 1 To-do Hide completed items. Delete... 33% Make budget Find discount code Vdd an item https://help.trello.com/article/737-adding-checklists-to-cards
  • 228. Further reading - The Pareto Principle and Your User Experience Work - A designer’s guide to Parkinson’s Law of Triviality - The Peak-End Rule: How Impressions Become Memories - Why We Hate Not Finishing What We Start
  • 230. UX research User experience research methods are great at producing data and insights. https://unsplash.com/photos/m2TU2g1qSeE
  • 231. i M 'l
  • 232. Field Study & Contextual Enquiry Field study is about going out and observing users “in the wild”. It might include ethnographic research, interviews, observations and contextual enquiry. https://unsplash.com/photos/ABGaVhJxwDQ
  • 233. Interviews and surveys Interviewing and surveying target users and stakeholders as well as sales, support team members to gather more information about pains, requirements and constraints - User interview - Stakeholder interview https ://giphy.com/ex plore/jobinterview
  • 234. Looking through data from analytics (Google Analytics, Yandex Metrics) and gather information about the usage, user behaviour, demographics etc. Analytics Review https://dribbble.com/shots/4012238-Data-Analytics-Animation
  • 235.
  • 236. Heuristic Evaluation Analysing existing product in accordance with 10 Heuristics to indicate and the most obvious and critical design issues https ://www. pinterest. com/pin/4919479592742 83325/
  • 237. 10 Usability Heuristics О Visibility Show system status, tell what's happening u r „ IP Freedom Provide good defaults & undo A Error Prevention Help users avoid making mistakes ^ Mapping Use familiar metaphors & language Consistency Use same interface and language throughout Recognition Make information easy to discover X Flexibility Make advanced tasks fluid and efficient Minimalism Provide only necessary information in an elegant way Error Recovery ф Help Help users recognize, diago Use proactive and in-place nize and recover from errors hints to guide users
  • 238. Competitive Analysis & Literature Review Performing an audit/review of competing websites and apps Reviewing related research papers, scientific articles, literature etc. https://weeklywall.com/global-automotive-green- tires-industry-market-competitive-analysis-2020- 2026/
  • 239. Testing - Usability testing - Think-aloud testing - A/В testing - Benchmark testing - Accessibility evaluation https://www.insightfiilux.co.uk/blog/the- roi-of-user-testing-for-startups-part-1/
  • 240.
  • 241. Further reading - The 9 Rules of Design Research - The 7 Deadly Sins of UX Research - UX Research Cheat Sheet - UX Methods Bank - Universal Methods of Design (book) - Most Common UX Design Methods and Techniques - When to Use Which UX Research Method (video) - UX Investigation: what we can learn from Poirot’s murder mysteries
  • 243. UX deliverables Deliverables are tangible artifacts that designers produce to communicate ideas and structure the work https://www.nngroup.com/articles/ common-ux-delivera bles/
  • 244. Static wireframe and mockup Wireframe — also known as a page schematic or screen blueprint, and it is a visual guide that represents the skeletal framework of a website or an application. https://medium.muz.li/how-to-succeed-in- wireframe-design-2ab3cd5c4bc9
  • 245.
  • 246. Interactive prototype A prototype is an experimental model of an idea. Or as Tom Wujec says: “Prototyping is the conversation you have with your ideas.” http://uxmelisa.com/which-prototyping-tool-to-use-for-each-scenario/
  • 247. Flowchart and user flow In UX design a flowchart is a visual representation of user flows. It is a process diagram that creates by using a set of standard symbols and connecting lines. https://www.casestudy.club/joumal/ux-flowchart
  • 248. Sitemap and information architecture Sitemaps are a hierarchical diagram showing the structure of a website or application. https://uxmentor.me/sitemaps-the-beginners-guide/
  • 249. Journey map A journey map is a visualization of the process that a person goes through in order to accomplish a goal. https://www.nngroup.com/articles/journey-mapping-101/
  • 250. CUSTOMER JOURNEY MAP Example E X P EC TA T IO N S S*«nail*: Мпнр n w f t f c -.m li* Пи jAi j i l^cajrkj p L mШ ш ш » larпоАруиМнЛК ш л ш с и пД гр ъфця tawts, LR tH tw cm w rifrfw i ».№ йпгpflnnrtcis k* nsw p4w Ji ЙЛГ.^Ф'Ь (М И Л if {Ш ■MTV 4 . R t t t f l£ h n CWnjUIYifi jnd< г Е -р г>й п .^iunrl 5 .И ч#гC irfiM ULJriiii tr+bvkpHQ lIB tem pw t0 Р ?Ч П % L Liih C u f t t K CUiiti 10 irilth #P i-iih t<i ■J-O jpngA ip_niJ f.fjiJ M d n * » V . m la tpumtul !hn <«iirf1n •ffvtrtfpnimhi IBe-eSrfhr ##*Г IN TE RN AL O W NE R S H I P + METRICS ■IL-nttoA T.-: -Lirrrt-з^ *Сд д аишвддо1< ik!| « 1П№ Ц Л& 4№ 1 NN/g
  • 251. Personas Personas are fictional representations and generalizations of a cluster of your target users who exhibit similar attitudes, goals, and behaviors in relation to your product. https://xtensio.com/user-persona/
  • 252. User Persona Type Goals A«to «>& »*«*«« ■ О м co*-< *x*lot> eW « Motivation A^ r MOO v**Ljcbrm W U trto dtodvetc U xao o n C<y Stme ChereOtr A rcttotype Personality ■ E4to*<t Т *ягм п о ■ Mag Kton ■ AUW ■ P to te A to Q Frustrations » T * » < r w ^ n m u w w M S W t o K M Bio T*» too «hgud be • lAprt (uragiac* to 0**&Ъ е to* %лт puw yiMuMKMi«emolvwrMtV|fiMdagt«ie« or**r«uM <«to»w«yN tomcofvotmrtvme /ем •tod acQw endadd tw tow * dvtato to* •to* ЬММ MA em eau% of «to u**rs p e n t* * e tc of MuitofmMrrdidcuMwdycu Stor^uoonpi Brands & Influencers Preferred Channels O na* * Sotto Мим
  • 253. Further reading - Which UX Deliverables Are Most Commonly Created and Shared? - A Complete List Of UX Deliverables - How To Succeed In Wireframe Design - Sitemaps - The Beginner’s Guide - Journey Mapping 101 Why Personas Fail