The document discusses principles of user interface design including Constantine and Lockwood's principles of structure, simplicity, visibility, feedback, and tolerance. It also discusses Ben Schneiderman's eight golden rules of interface design such as consistency, enabling shortcuts, providing feedback, and reducing memory load. Additional topics covered include Gestalt laws of grouping, Fitts' law, layout approaches, usability heuristics, and 20 principles of user interface design.
What’s the difference between a UX and UI designer? (Part two)iFactory Digital
Welcome to the second instalment in our series on UX and UI design. We’re here to help you spot the difference between these two types of design so you can understand what kind of designer you need and when.
https://ifactory.com.au/news/whats-difference-between-ux-and-ui-designer-part-two
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says “I’m a designer,” it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
The document provides information on UI/UX design terms and concepts. It defines what UI, UX and UXD are, and describes common design types like skeuomorphic, flat, and material design. It also discusses the UX design process and popular UI design software. Finally, it defines and explains common UI/UX terms like wireframes, prototypes, mockups, responsive design, navigation, menus, calls-to-action buttons, loading bars, tabs, switches, pickers and checkboxes.
What’s the difference between a UX and UI designer? (Part two)iFactory Digital
Welcome to the second instalment in our series on UX and UI design. We’re here to help you spot the difference between these two types of design so you can understand what kind of designer you need and when.
https://ifactory.com.au/news/whats-difference-between-ux-and-ui-designer-part-two
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says “I’m a designer,” it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
The document provides information on UI/UX design terms and concepts. It defines what UI, UX and UXD are, and describes common design types like skeuomorphic, flat, and material design. It also discusses the UX design process and popular UI design software. Finally, it defines and explains common UI/UX terms like wireframes, prototypes, mockups, responsive design, navigation, menus, calls-to-action buttons, loading bars, tabs, switches, pickers and checkboxes.
This presentation taget basics of UX design fundamentals. It’s a quick overview, so you can go from zero-to-hero as quickly as possible. One more Advance course on UX practices is coming soon...
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
UI UX design and product design is a course that leads you to a good career. To be a good UI UX designer, a person needs to be creative and a good design thinker. UI UX design is a non code design career where you just need to do research and design a good perfect one.
You can even choose this as your career guide and project topic for computer science students.
The document provides an overview of user experience (UX) design. It begins with definitions of key terms like user experience, user interface, and discusses the difference between the two. It then covers UX design processes and methods like creating personas, user flows, user stories, information architecture, prototyping, usability testing and more. The document emphasizes that UX design should be integrated throughout the entire product development lifecycle from ideation to deployment. It also discusses best practices for integrating UX design into agile development processes.
Not quite sure what UX/UI design are? You're not alone! This presentation answers some commonly asked questions regarding user experience and user interface.
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
User interface and user experience ui ux design basicsRavi Bhadauria
In this video there is a complete description for what are the basics needed for UI as well as UX. To learn these from an institute, then join ADMEC Multimedia Institute.
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
This document provides an introduction to UI/UX design and how to get started in the field. It defines UI and UX, explaining that UI focuses on visual design elements like colors and layout, while UX design considers the user experience through principles like usability. The key steps of UX design are outlined as discovery, ideation, and validation through methods like design thinking. Popular roles in UI/UX like UX researcher and UI designer are also listed. Finally, the document provides resources for a UI/UX roadmap and advises starting with mock projects and competitions to gain experience before taking on real work.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
This document provides an introduction to UI/UX design. It defines UX as user experience design, which focuses on the user's emotions and feedback, and UI as user interface design, which defines the purpose and functionality of an app. The document outlines some basic principles of UI design like using clarity, consistency, established patterns, and visual hierarchy through typography, white space, and limited use of color. It emphasizes designing for legibility, readability, and creating a strong visual hierarchy through intentional use of white space.
The document provides an overview of UI/UX design principles and processes, including strategies for user needs analysis, information architecture, visual design, and best practices for design tools, resources, and workflows like prototyping, mood boarding, and developing brand guidelines. It also discusses techniques for UX mapping like user journeys, flows, and blueprinting to understand customer interactions. The document is intended as a reference for someone learning about or working in UI/UX design.
UX refers to the user experience with a product, which includes how users feel when interacting with it, rather than just the user interface which is what is used to interact. UX designers focus on the overall experience, not just the visual interface, and work together with UI developers who implement the interface designs. UX is a broader concept than UI alone.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
UI refers to the interface that allows humans to control software or hardware, such as through buttons, menus and other interactive elements. UX involves a person's experience using a product including their behaviors, emotions and attitudes. Interface design focuses on maximizing the user experience by making software and devices easy to use through visual elements like images, colors, typography and layout. Visual design uses graphical elements to enhance usability and the user experience.
What’s the difference between a UX and UI designer? (Part one)iFactory Digital
There’s a bit of confusion around what kind of designer you might need for any given project. Do you need a UX designer? Or a UI designer perhaps? If you’re not really sure what either of these designers do, don’t fret. This two-part series is dedicated to helping you understand the mysteries of UX and UI design and spotting the difference between the two.
https://ifactory.com.au/news/whats-difference-between-ux-and-ui-designer-part-one
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
Design in UI: Visuals and Aesthetics - Swapnil AcharyaMobileNepal
This document discusses principles of visual design and aesthetics for user interfaces. It covers Gestalt principles of proximity, similarity, common fate, and closure that help users perceive visual elements as groups. It also discusses elements of design like organization, color, typography, alignment and their roles in conveying look, feel, messages and moods. The document recommends using grids, whitespace, and following guidelines to create intuitive, easy-to-use interfaces.
This presentation taget basics of UX design fundamentals. It’s a quick overview, so you can go from zero-to-hero as quickly as possible. One more Advance course on UX practices is coming soon...
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
UI UX design and product design is a course that leads you to a good career. To be a good UI UX designer, a person needs to be creative and a good design thinker. UI UX design is a non code design career where you just need to do research and design a good perfect one.
You can even choose this as your career guide and project topic for computer science students.
The document provides an overview of user experience (UX) design. It begins with definitions of key terms like user experience, user interface, and discusses the difference between the two. It then covers UX design processes and methods like creating personas, user flows, user stories, information architecture, prototyping, usability testing and more. The document emphasizes that UX design should be integrated throughout the entire product development lifecycle from ideation to deployment. It also discusses best practices for integrating UX design into agile development processes.
Not quite sure what UX/UI design are? You're not alone! This presentation answers some commonly asked questions regarding user experience and user interface.
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
User interface and user experience ui ux design basicsRavi Bhadauria
In this video there is a complete description for what are the basics needed for UI as well as UX. To learn these from an institute, then join ADMEC Multimedia Institute.
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
This document provides an introduction to UI/UX design and how to get started in the field. It defines UI and UX, explaining that UI focuses on visual design elements like colors and layout, while UX design considers the user experience through principles like usability. The key steps of UX design are outlined as discovery, ideation, and validation through methods like design thinking. Popular roles in UI/UX like UX researcher and UI designer are also listed. Finally, the document provides resources for a UI/UX roadmap and advises starting with mock projects and competitions to gain experience before taking on real work.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
This document provides an introduction to UI/UX design. It defines UX as user experience design, which focuses on the user's emotions and feedback, and UI as user interface design, which defines the purpose and functionality of an app. The document outlines some basic principles of UI design like using clarity, consistency, established patterns, and visual hierarchy through typography, white space, and limited use of color. It emphasizes designing for legibility, readability, and creating a strong visual hierarchy through intentional use of white space.
The document provides an overview of UI/UX design principles and processes, including strategies for user needs analysis, information architecture, visual design, and best practices for design tools, resources, and workflows like prototyping, mood boarding, and developing brand guidelines. It also discusses techniques for UX mapping like user journeys, flows, and blueprinting to understand customer interactions. The document is intended as a reference for someone learning about or working in UI/UX design.
UX refers to the user experience with a product, which includes how users feel when interacting with it, rather than just the user interface which is what is used to interact. UX designers focus on the overall experience, not just the visual interface, and work together with UI developers who implement the interface designs. UX is a broader concept than UI alone.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
UI refers to the interface that allows humans to control software or hardware, such as through buttons, menus and other interactive elements. UX involves a person's experience using a product including their behaviors, emotions and attitudes. Interface design focuses on maximizing the user experience by making software and devices easy to use through visual elements like images, colors, typography and layout. Visual design uses graphical elements to enhance usability and the user experience.
What’s the difference between a UX and UI designer? (Part one)iFactory Digital
There’s a bit of confusion around what kind of designer you might need for any given project. Do you need a UX designer? Or a UI designer perhaps? If you’re not really sure what either of these designers do, don’t fret. This two-part series is dedicated to helping you understand the mysteries of UX and UI design and spotting the difference between the two.
https://ifactory.com.au/news/whats-difference-between-ux-and-ui-designer-part-one
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
Design in UI: Visuals and Aesthetics - Swapnil AcharyaMobileNepal
This document discusses principles of visual design and aesthetics for user interfaces. It covers Gestalt principles of proximity, similarity, common fate, and closure that help users perceive visual elements as groups. It also discusses elements of design like organization, color, typography, alignment and their roles in conveying look, feel, messages and moods. The document recommends using grids, whitespace, and following guidelines to create intuitive, easy-to-use interfaces.
The document discusses user interface design principles including user familiarity, consistency, minimal surprise, recoverability, and user guidance. It covers different interaction styles like direct manipulation, menu selection, form fill-in, and command languages. Information presentation factors are discussed relating to static vs dynamic and numeric vs textual data. The importance of user support through help systems and user-friendly error messages is also covered.
Kaushik Pal is seeking a career in the software field, particularly with SAP and ABAP. He has experience with SAP ABAP, HR-ABAP, scripting, LSMW, ALV reports, and the ABAP dictionary. His other experiences include working as a front desk officer at Axis Bank and freelance software coding and AutoCAD drawing. He has completed industrial projects involving PLC and SCADA programming and an academic project on speed control of a DC motor. Kaushik holds a B.Tech in Electrical and Electronics Engineering and has additional training in PHP, MySQL, and other technical areas.
En muchas ocasiones,hace falta llegar al límite para darnos cuenta de lo que es el poder interior y cuales son sus posibilidades; este limite enseña que podemos llegar a realizar cosas que pensábamos imposibles y que los temores y limitaciones son lo que uno se impone.
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/2dTAQ5N.
John Billings talks about winning over those skeptical about the benefits of microservices along with tips on caching, failure, interface changes, etc. for building a distributed system architecture. Filmed at qconnewyork.com.
John Billings is Technical Lead for Infrastructure at Yelp, where he's been working for the past five years. He loves building scalable backend systems.
The document provides an analysis of various resources related to school bus safety, including:
- Articles that discuss funding issues for school bus transportation and maintaining school buses.
- Studies and data that show school buses are a very safe way to transport children and that other modes of transportation to school can be much riskier.
- Information on policies and initiatives in different states/countries regarding school bus safety, such as safety measures, route planning, and enforcement of laws around stopped school buses.
- Analysis of factors like driver hiring/retention, illegal passing of stopped buses, and student behavior that can impact school bus safety.
The compilation of these resources helps to understand the topic of school bus transportation thoroughly and provides background
Neil Hills is a highly experienced Leading Hand and Storeman seeking a position in warehousing. He has over 15 years of experience managing teams, projects, budgets and safety. He is skilled in forklift operation, Microsoft Office, website design, and business administration. His career includes roles as a Director managing a concrete business and as a Leading Hand overseeing warehouse operations and quality control. He aims to apply his qualifications, attention to detail, and commitment to process improvement and safety.
This document provides information about Aprile Projects, an international logistics company founded in Italy in 1974. It details Aprile's worldwide network of project offices and branches, including locations in the US, UK, UAE, Singapore, and more. The document also summarizes Aprile's services like project management, specialized cargo handling, consulting, and multimodal transportation. Examples are given of large-scale engineering and industrial projects Aprile has supported globally for clients such as Danieli, Tecnimont, and United Nations.
The document summarizes several key causes of tensions between the British colonies in America and the British government that led to the American Revolution. It describes British policies like mercantilism, taxation without representation through acts like the Stamp Act, and attempts to control trade that angered colonists. It also discusses the French and Indian War, the Proclamation of 1763 that angered colonists, and increasing protests by groups like the Sons of Liberty in response to British policies.
Housing of wild animals is as essential as that of livestock species. The matter is so deepening in terms of its conservation especially in the context of India
The document discusses principles of design, beginning with understanding the purpose or "why" that inspires the work. It emphasizes focusing on fewer things but doing them better through simplicity, consistency in design, language and experience across platforms, and understanding users as human beings. Iterative testing with users and using real data is important to refine designs and address problems or pain points. The goal is to craft delightful experiences for users through clear, intuitive design.
On October 8, 2014, Tania Schlatter gave a talk entitled "Visual Usability."
Visual Usability
Bringing graphic and UI design together
Following UI design guidelines can help you have a usable app. Working with a graphic designer can help you have an attractive app. The reality is that it’s hard to create something that’s both usable and appealing. The more complex or functional the app, the greater the challenge.
“Visual usability” is an approach to designing interfaces that bridge the gap between “works well” and “looks great.” In this talk, Tania will explain three design principles critical to successful UI design, and show how they can be used to help or hinder the design of digital applications.
Tania Schlatter is a designer, author, and lecturer. She combines user-centered and visual design expertise to design application interfaces that help people understand and use technology. She co-founded of Nimble Partners, a Boston experience design firm; co-authored Visual Usability, Principles and Practices for Designing Digital Applications; and teaches interactive design to students at Northeastern University in Boston.
Tania has worked with over 14 MIT offices, Tufts University, Endeca Technologies, catapult.org, cafepress.com, and real-time labor data software company Burning Glass Technologies. Formal study includes an M.Des. in human-centered communication design from the Institute of Design in Chicago; a summer with Paul Rand and Armin Hofmann in Brissago, Switzerland; and a BFA in graphic design from Boston University.
Public annual report for the MOLTO project for year 2011. MOLTO is funded by the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement FP7-ICT-247914.
The principles of user interface design are intended to improve the quality of user interface design.
• The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture.
• The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures.
• The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information.
• The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.
• The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions.
• The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
The document provides an overview of the user interface development process, including analysis, design, prototyping, and usability principles. It discusses tasks such as defining user profiles and scenarios, wireframing, information architecture, visual design, and standards compliance. Web 1.0 is contrasted with newer collaborative and interactive aspects of Web 2.0.
This document provides an overview of disaster management and safety awareness. It defines disaster management as dealing with both natural and man-made disasters through preparedness, response, recovery, and mitigation. The document outlines the phases of disaster management and lists various hazards to safety like biological, chemical, fire, and radiation risks. It emphasizes the importance of reporting accidents and having policies to manage safety and control risks through tools like risk assessments.
The document compares the Hick-Hyman Law and Fitts' Law, two information theoretic models of human-computer interaction. It discusses how Fitts' Law, which models the time to acquire a target based on its distance and size, has been widely used in HCI research to study pointing, dragging, text entry and navigation. In contrast, the Hick-Hyman Law, which models reaction time based on stimulus uncertainty, has seen little application in HCI due to the difficulty of applying its information theoretic measures to complex interface stimuli and performance.
This document discusses heuristic evaluation as a usability testing technique. It defines heuristic evaluation as a practical approach to problem solving and discovery that may not be optimal but is sufficient for immediate goals. The document lists Nielsen's 10 usability heuristics for interface design, such as visibility of system status and user control and freedom. It provides examples for each heuristic and advises that heuristic evaluation should not replace talking to users, but can help identify usability issues before user testing.
The document discusses various design principles for improving usability. It covers principles of learnability, flexibility, and robustness. It also discusses guidelines for interaction design, information display, and data entry. Additionally, it outlines eight "golden principles" of consistency, universal usability, informative feedback, dialog closure, error prevention, reversal of actions, internal locus of control, and reducing memory load. Finally, it lists ten heuristic principles for visibility, matching real world concepts, user control, consistency, error prevention, recognition over recall, efficiency, minimalism, error handling and documentation.
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document provides an overview of design process and factors that affect user experience in interface design. It discusses various principles and heuristics to support usability, including learnability, flexibility, and robustness. The document outlines principles that affect these factors, such as predictability, consistency and dialog initiative. It also discusses guidelines for improving usability through user testing and iterative design. The document emphasizes the importance of usability and provides several heuristics and guidelines to measure and improve usability in interface design.
The document discusses interface design concepts and their relationship to business analysis and usability. It outlines eight golden rules of interface design including consistency, reducing memory load, and enabling shortcuts. It defines usability as the extent a product can be used effectively and efficiently to achieve goals. Business analysis should consider users, tasks, and context of use to incorporate elements of usability analysis.
In the absence of a dedicated designer on a project, teams are left with no option but to take a leap of faith where it comes to the quality of usability of a product or feature. As a result although you may deliver great quality code and a feature set net value to the end user and thereby your customer is in question.
The focus of this workshop is to equip non design roles with tools designers use for testing quality of designs.
A workshop to equip non design roles with tools designers use for testing quality of designs.
In the absence of a dedicated designer on a project, teams are left with no option but to take a leap of faith where it comes to the quality of usability of a product or feature. As a result although you may deliver great quality code and a feature set net value to the end user and thereby your customer is in question.
Topics include:
Principles of user interface
UI design process
Design principles
Wireframe
Graphic icon, image and colour physiology
User experience and research
The document discusses principles, standards, and guidelines for interaction design. Principles are abstract design rules with low authority but high generality. Standards are specific design rules set by organizations with high authority but limited application. Guidelines have lower authority but more general application. The document lists principles of usability like learnability and flexibility. It also discusses Norman's 7 principles and Nielsen's 10 heuristics for usability. Design rules can increase usability if used to direct the design process.
This document provides information about website usability. It discusses key usability concepts like affordances, signifiers, mental models, and the ten usability heuristics. It also covers best practices for designing websites with users in mind, such as using clear navigation, limiting distractions, and making important information easily visible without requiring excessive scrolling. The document emphasizes that usability testing is important to evaluate designs from the user's perspective.
The document provides an overview of a web design intensive course. It includes objectives for the course, which focuses on usability assessment, building a portfolio, and the business aspects of web design. It outlines several workshops and topics that will be covered, including usability principles and testing, user-centered design, and Nielsen's 10 usability heuristics. Students are asked to complete tasks like analyzing websites and providing usability reviews for a blog.
1. The document discusses different types of design rules for interaction design including principles, standards, and guidelines. Principles are abstract rules with low authority, while standards have high authority but limited application and guidelines have lower authority but more general application.
2. Key principles that support usability include learnability, flexibility, and robustness. Specific principles under each of these categories are described to provide guidance for usable design.
3. Standards, guidelines, heuristics and patterns are discussed as tools to capture design knowledge and provide direction for creating usable systems according to best practices.
The document discusses the importance of usability in technology products and services. It defines usability as improving the user experience. It notes that if a system is difficult to use, people will leave. The document outlines key factors of usability like copy, information architecture, interaction design, and visual design. It discusses Jakob Nielsen's 10 usability heuristics which include visibility of system status, match between system and real world, user control and freedom, consistency and standards, error prevention, recognition over recall, flexibility and efficiency of use, aesthetic and minimalist design, help users recognize errors, and help and documentation. It emphasizes the importance of user-centered design and making sure products are usable.
Top 10 jakob nielsen’s phenomenal rules of uiux design for 2022Cogniter Technologies
Do you want to build a stunning graphic design portfolio? Cogniter Technologies can meet your needs by creating an eye-catchy graphic design portfolio for you. We have skilled designers who are well-versed in presenting your experiences, best work, and case studies in a creative manner.
User Experience & Design…Designing for others…UEDPreeti Chopra
The document discusses user-centered design (UCD) and its multistage process of analyzing how users will interact with a product. It outlines the key phases of UCD - analysis, design, implementation, and deployment. It then provides descriptions and definitions of many important concepts in user experience design, human-computer interaction, and usability testing.
A design system unites product teams around a common visual language to reduce design debt and accelerate the design process. The document provides a step-by-step guide for creating a design system, beginning with assembling a cross-functional team from design, development, accessibility, content, research, and leadership. It also discusses different team models for managing the design system, such as a solitary overseer, centralized team, or federated model with members from various teams. The goal is to establish the right people and processes to develop design standards and reusable components that can be combined to build interfaces quickly.
The document provides a quick overview of human-computer interaction (HCI). It discusses who users are, what constitutes a user interface, the importance of usability, and why good usability and designing user interfaces is difficult. Key challenges include understanding users and their tasks, creating prototypes and iterating designs based on user testing, and analyzing systems to evaluate usability. HCI methods like contextual inquiry, prototyping, iterative design, and usability testing are recommended to develop systems with high usability.
"Everybody is a Designer. Deal with it." by Wolfgang BremerWolfgang Bremer
Wolfgang Bremer is delivering his talk "Everybody is a Designer. Deal with it." during the UXSEA Summit 2019 on November 20, 2019 in Singapore.
Wolfgang likes building products and simplifying people’s lives.
He is an award-winning design veteran with 20+ years of experience and a rare combination of design & product knowledge. He speaks about design, leadership, team development and more. You can invite Wolfgang to speak; more info at: bremer.co/speaking
As a design leader in multiple Fortune 500 companies and billion dollar startups Wolfgang has managed global design teams and worked in hands-on manner on countless B2C & B2B projects for mobile & desktop, including mapping services, music apps, social networks, marketing & enterprise software and more on client & agency side.
Equipped with an entrepreneurial mindset, creative problem solving skills, and an excellent eye for detail, he drives product design & development and creates outstanding consumer & business products. He feels comfortable working in both international corporate and startup environments.
He is also co-founder of Founder2be.com, the largest truly global online service for finding co-founders.
Follow Wolfgang at twitter.com/WolfgangBremer
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
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Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
2. “To design is much more than simply to assemble,
to order, or even to edit: it is to add value and
meaning, to illuminate, to simplify, to clarify, to
modify, to dignify, to dramatize, to persuade, and
perhaps even to amuse.”
Paul Rand
3. TOPICS
UI DESIGN PRINCIPLES - Constantine & Lockwood
The “EIGHT GOLDEN RULES” of Interface Design –
Ben Schneiderman
Gestalt Laws Of Grouping
10 Usability Heuristics For UI Design
Layout
7. The “EIGHT GOLDEN RULES” of
Interface Design – Ben Schneiderman
Strive for CONSISTENCY.
Enable frequent users to use SHORTCUTS.
Offer informative FEEDBACK.
Design dialogue to yield CLOSURE.
Offer simple ERROR HANDLING.
Permit easy REVERSAL OF ACTIONS.
Support INTERNAL LOCUS OF CONTROL.
Reduce short-term MEMORY LOAD.
8.
9. #1 Consistency
According to the principle of consistency, systems are
more usable and learnable when similar parts are
expressed in similar ways.
Aesthetic Functional Internal External
10. #2 Shortcuts
As the frequency of use increases, so the user’s
desires to reduce the number of interactions and to
increase the pace of interaction.
Abbreviations
Function keys
Hidden Commands
Macros
14. #5 Error Handling
Design the system so that the user cannot make a serious error.
Error
prevention
over error
correction.
Automatic
detection of
errors
Clear error
notifications.
Hints for
solving the
problem.
17. #6 Reversal Of Actions
Relieves anxiety.
Errors can be undone.
18. #7 Internal Locus Of Control
The user needs to know that they are in charge
of the system and that the system responds to
their actions.
19. #8 Reduce Short Term Memory Load
First impressions are remembered.
Be consistent in displaying information.
Use standard terminology.
Offer a good online help or reference documentation.
Design icons and names that can be recognizable for easy recall.
Design wizard interface rather than series of commands.
20. GESTALT LAWS OF GROUPING
Law of Proximity
Law of Similarity
Law of Closure
Law of Symmetry
Law of Common Fate
Law of Continuity
Law of Good Gestalt
Law of Past Experience
21. 10 Usability Heuristics For UI Design
1. Visibility of system status.
2. Match between system and the real world.
3. User control and freedom.
4. Consistency and standards.
5. Error Prevention.
6. Recognition rather than recall.
7. Flexibility and efficiency of use.
8. Aesthetic and minimalist design.
9. Help users recognize, diagnose and recover from errors.
10. Help and documentation.
22. FITTS LAW
The time required to move to a target is a function
of the target size and distance to the target.
Designers can decrease errors and improve usability by understanding the
implications of Fitts’ Law.
29. 20 UI Principles To Remember …
1. Clarity is job #1.
2. Interface exist to enable interaction.
3. Conserve attention at all costs.
4. Keep users in control.
5. Direct manipulation is best.
6. One primary action per screen.
7. Keep secondary actions secondary.
8. Provide a natural second step.
9. Appearance follows behavior.
10. Consistency matters.
30. 20 UI Principles To Remember ...
11. Strong visual hierarchies work best.
12. Smart organization reduces cognitive load.
13. Highlight, don’t determine with color.
14. Progressive disclosure.
15. Help people inline.
16. A crucial moment: the zero state.
17. Existing problems are most valuable.
18. Great design is invisible.
19. Build on other design principles.
20. Interfaces exist to be used.
For every action, there should be some system feedback. For frequent and minor actions, the response can be modest.
For infrequent and major actions, the response should be more substantial.
Ex: System is waking up, press a button, copying files
Grouping of actions
Explicit completion of an action
Well-defined options for the next step
This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions.
Always let the user be able to cancel and quit from the task/system to give him the feeling of control.
A famous study suggests that humans can store only 7 (plus or minus 2) pieces of information in their short term memory. You can reduce short term memory load by designing screens where options are clearly visible, or using pull-down menus and icons
Short-term memory or working memory is a temporary store that can hold a small amount of information, such as a handful of words, numbers, or symbols, related to your current train of thought. Working memory decays very rapidly; the information can be lost when your attention is drawn to something else, and so you often have to repeat the information to yourself to avoid having it disappear. The capacity of working memory is said to be about “seven, plus or minus two” items (Miller, 1956), and it’s for this reason that North American phone numbers were chosen to be seven digits long — it’s difficult to hold more than about seven digits in your mind if you’ve heard a phone number and you’re trying to write it down.
System updates user of time at the bottom right corner.
The use of magnifiers icon for search boxes are easily interpreted to the user because it is mapped to the real world for looking up or searching something.
The user should always be able to reach to the home page from any screen.
Icons, labels, form items should be consistently used across the UI.
Make sure to make required fields more prominent so that user does not have to click to know the field is required.
Breadcrumb navigation
Enable biometrics to make the user more efficient for task completion.
Design for visual appeal and keep user engaged In the UI.
Help users to complete the task they are doing even if they encounter errors by providing meaningful error messages.
Help and documentation needs to be available to the user always.
Designers can decrease errors and improve usability by understanding the implications of Fitts’ Law.
The basic idea in Fitts's Law is that any time a person uses a mouse to move the mouse pointer, certain characteristics of objects on the screen make them easy or hard to click on. The farther the person has to move the mouse to get to an object, the more effort it will take to get to. The smaller the object is, the harder it will be to click on
Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
Efficiency: Once users have learned the design, how quickly can they perform tasks?
Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
Satisfaction: How pleasant is it to use the design?
Clarity is job Clarity is the first and most important job of any interface. To be effective using an interface you've designed, people must be able to recognize what it is, care about why they would use it, understand what the interface is helping them interact with, predict what will happen when they use it, and then successfully interact with it. While there is room for mystery and delayed gratification in interfaces, there is no room for confusion. Clarity inspires confidence and leads to further use. One hundred clear screens is preferable to a single cluttered one.
Interfaces exist to enable interaction Interfaces exist to enable interaction between humans and our world. They can help clarify, illuminate, enable, show relationships, bring us together, pull us apart, manage our expectations, and give us access to services. The act of designing interfaces is not Art. Interfaces are not monuments unto themselves. Interfaces do a job and their effectiveness can be measured. They are not just utilitarian, however. The best interfaces can inspire, evoke, mystify, and intensify our relationship with the world.
Conserve attention at all costs We live in a world of interruption. It's hard to read in peace anymore without something trying to distract us and direct our attention elsewhere. Attention is precious. Don't litter the side of your applications with distractible material…remember why the screen exists in the first place. If someone is reading let them finish reading before showing that advertisement (if you must). Honor attention and not only will your readers be happier, your results will be better. When use is the primary goal, attention becomes the prerequisite. Conserve it at all costs.
Keep users in control Humans are most comfortable when they feel in control of themselves and their environment. Thoughtless software takes away that comfort by forcing people into unplanned interactions, confusing pathways, and surprising outcomes. Keep users in control by regularly surfacing system status, by describing causation (if you do this that will happen) and by giving insight into what to expect at every turn. Don't worry about stating the obvious…the obvious almost never is.
Direct manipulation is best The best interface is none at all, when we are able to directly manipulate the physical objects in our world. Since this is not always possible, and objects are increasingly informational, we create interfaces to help us interact with them. It is easy to add more layers than necessary to an interface, creating overly-wrought buttons, chrome, graphics, options, preferences, windows, attachments, and other cruft so that we end up manipulating UI elements instead of what's important. Instead, strive for that original goal of direct manipulation…design an interface with as little a footprint as possible, recognizing as much as possible natural human gestures. Ideally, the interface is so slight that the user has a feeling of direct manipulation with the object of their focus.
One primary action per screen Every screen we design should support a single action of real value to the person using it. This makes it easier to learn, easier to use, and easier to add to or build on when necessary. Screens that support two or more primary actions become confusing quickly. Like a written article should have a single, strong thesis, every screen we design should support a single, strong action that is its raison d'etre.
Keep secondary actions secondary Screens with a single primary action can have multiple secondary actions but they need to be kept secondary! The reason why your article exists isn't so that people can share it on Twitter…it exists for people to read and understand it. Keep secondary actions secondary by making them lighter weight visually or shown after the primary action has been achieved.
Provide a natural next step Very few interactions are meant to be the last, so thoughtfully design a next step for each interaction a person has with your interface. Anticipate what the next interaction should be and design to support it. Just as we like in human conversation, provide an opening for further interaction. Don't leave a person hanging because they've done what you want them to do…give them a natural next step that helps them further achieve their goals.
Appearance follows behavior Humans are most comfortable with things that behave the way we expect. Other people, animals, objects, software. When someone or something behaves consistently with our expectations we feel like we have a good relationship with it. To that end designed elements should look like how they behave. In practice this means that someone should be able to predict how an interface element will behave merely by looking at it. If it looks like a button it should act like a button. Don't get cute with the basics of interaction…keep your creativity for higher order concerns.
Consistency matters Following on the previous principle, screen elements should not appear consistent with each other unless they behave consistently with each other. Elements that behave the same should look the same. But it is just as important for unlike elements to appear unlike (be inconsistent) as it is for like elements to appear consistent. In an effort to be consistent novice designers often obscure important differences by using the same visual treatment (often to re-use code) when different visual treatment is appropriate.
Strong visual hierarchies work bestA strong visual hierarchy is achieved when there is a clear viewing order to the visual elements on a screen. That is, when users view the same items in the same order every time. Weak visual hierarchies give little clue about where to rest one's gaze and end up feeling cluttered and confusing. In environments of great change it is hard to maintain a strong visual hierarchy because visual weight is relative: when everything is bold, nothing is bold. Should a single visually heavy element be added to a screen, the designer may need to reset the visual weight of all elements to once again achieve a strong hierarchy. Most people don't notice visual hierarchy but it is one of the easiest ways to strengthen (or weaken) a design.
Smart organization reduces cognitive load As John Maeda says in his book Simplicity, smart organization of screen elements can make the many appear as the few. This helps people understand your interface easier and more quickly, as you've illustrated the inherent relationships of content in your design. Group together like elements, show natural relationships by placement and orientation. By smartly organizing your content you make it less of a cognitive load on the user…who doesn't have to think about how elements are related because you've done it for them. Don't force the user to figure things out…show them by designing those relationships into your screens.
Highlight, don't determine, with color The color of physical things changes as light changes. In the full light of day we see a very different tree than one outlined against a sunset. As in the physical world, where color is a many-shaded thing, color should not determine much in an interface. It can help, be used for highlighting, be used to guide attention, but should not be the only differentiator of things. For long-reading or extended screen hours, use light or muted background colors, saving brighter hues for your accent colors. Of course there is a time for vibrant background colors as well, just be sure that it is appropriate for your audience.
Progressive disclosure Show only what is necessary on each screen. If people are making a choice, show enough information to allow them the choice, then dive into details on a subsequent screen. Avoid the tendency to over-explain or show everything all at once. When possible, defer decisions to subsequent screens by progressively disclosing information as necessary. This will keep your interactions more clear.
Help people inline In ideal interfaces, help is not necessary because the interface is learnable and usable. The step below this, reality, is one in which help is inline and contextual, available only when and where it is needed, hidden from view at all other times. Asking people to go to help and find an answer to their question puts the onus on them to know what they need. Instead build in help where it is needed…just make sure that it is out of the way of people who already know how to use your interface.
A crucial moment: the zero state The first time experience with an interface is crucial, yet often overlooked by designers. In order to best help our users get up to speed with our designs, it is best to design for the zero state, the state in which nothing has yet occurred. This state shouldn't be a blank canvas…it should provide direction and guidance for getting up to speed. Much of the friction of interaction is in that initial context…once people understand the rules they have a much higher likelihood of success.
Existing problems are most valuable People seek out solutions to problems they already have, not potential problems or problems of the future. Therefore, resist creating interfaces for hypothetical problems, observe existing behavior and design to solve existing problems. This isn't as exciting as blue sky wondering but can be much more rewarding as people will actually use your interface.
Great design is invisible A curious property of great design is that it usually goes unnoticed by the people who use it. One reason for this is that if the design is successful the user can focus on their own goals and not the interface…when they complete their goal they are satisfied and do not need to reflect on the situation. As a designer this can be tough…as we receive less adulation when our designs are good. But great designers are content with a well-used design…and know that happy users are often silent.
Build on other design disciplines Visual and graphic design, typography, copywriting, information architecture and visualization…all of these disciplines are part of interface design. They can be touched upon or specialized in. Do not get into turf wars or look down on other disciplines: grab from them the aspects that help you do your work and push on. Pull in insights from seemingly unrelated disciplines as well…what can we learn from publishing, writing code, bookbinding, skateboarding, firefighting, karate?
Interfaces exist to be used As in most design disciplines, interface design is successful when people are using what you've designed. Like a beautiful chair that is uncomfortable to sit in, design has failed when people choose not to use it. Therefore, interface design can be as much about creating an environment for use as it is creating an artifact worth using. It is not enough for an interface to satisfy the ego of its designer: it must be used!