Slide deck from the talk given by Everett McKay at AmsterdamUX http://goo.gl/bm8gSC
A user interface is ultimately a conversation between users and technology, so well-designed interfaces use the language of UI to communicate to users efficiently, naturally, and intuitively. Focusing on effective human communication removes much of the mystique, subjectiveness, and complexity from user interface design, and helps you make better design decisions with confidence.
UI design focuses on the visual and interactive elements of a product like buttons, menus and graphics. The goal is to make the interface easy to use. UX design focuses more broadly on the overall user experience including how usable, useful and satisfying the product is for users. UX design considers interface design but also information architecture and usability testing. While UI design deals with how a product looks, UX design ensures the functionality and experience meet users' needs. Both are important but UX comes first to understand users before designing visual interfaces.
The application of User Centered Design in various fields, specially in Architecture and Design. Based on Don Norman's book- Design of Everyday Things.
This document provides an introduction to the course "Interaction Design Methods". It defines interaction design as the process of creating, shaping, and deciding on the structural, functional, ethical, and aesthetic qualities of a digital artifact within resource constraints. It presents several models of the interaction design process, including identifying needs, establishing requirements, (re)designing, building an interactive version, and evaluating. The course will involve contextual inquiry, creating personas and scenarios, design sessions, concept mapping, developing user stories, testing paper and interface prototypes, and giving a final presentation.
The document discusses the Least-Mean Square (LMS) algorithm. It begins by introducing LMS as the first linear adaptive filtering algorithm developed by Widrow and Hoff in 1960. It then describes the filtering structure of LMS, modeling an unknown dynamic system using a linear neuron model and adjusting weights based on an error signal. Finally, it summarizes the LMS algorithm, outlines its virtues like computational simplicity and robustness, and notes its primary limitation is slow convergence for high-dimensional problems.
This document provides tips and advice for navigating a career in user experience (UX) design. It discusses key aspects of UX like defining UX versus UI, conducting user research, creating wireframes and prototypes, and effective project planning and workflow. Specific tips include talking to clients to understand needs, using agile methods, conducting card sorting and user interviews, and the importance of sketching, wireframing and iteration. Recommended books and tools are also provided.
Ubiquitous computing, also known as pervasive computing, refers to the concept of integrating computers into everyday objects and environments. The goal is to create invisible technology that is integrated with both the virtual and physical world. Some key applications of ubiquitous computing include healthcare, home automation, intelligent transportation systems, and environmental monitoring using smart devices. While ubiquitous computing provides advantages like efficiency and adaptability, there are also challenges to address regarding power consumption, wireless connectivity, security, and cost. Overall, ubiquitous computing aims to simplify lives through digital environments that are sensitive and responsive to human needs.
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.
UI design focuses on the visual and interactive elements of a product like buttons, menus and graphics. The goal is to make the interface easy to use. UX design focuses more broadly on the overall user experience including how usable, useful and satisfying the product is for users. UX design considers interface design but also information architecture and usability testing. While UI design deals with how a product looks, UX design ensures the functionality and experience meet users' needs. Both are important but UX comes first to understand users before designing visual interfaces.
The application of User Centered Design in various fields, specially in Architecture and Design. Based on Don Norman's book- Design of Everyday Things.
This document provides an introduction to the course "Interaction Design Methods". It defines interaction design as the process of creating, shaping, and deciding on the structural, functional, ethical, and aesthetic qualities of a digital artifact within resource constraints. It presents several models of the interaction design process, including identifying needs, establishing requirements, (re)designing, building an interactive version, and evaluating. The course will involve contextual inquiry, creating personas and scenarios, design sessions, concept mapping, developing user stories, testing paper and interface prototypes, and giving a final presentation.
The document discusses the Least-Mean Square (LMS) algorithm. It begins by introducing LMS as the first linear adaptive filtering algorithm developed by Widrow and Hoff in 1960. It then describes the filtering structure of LMS, modeling an unknown dynamic system using a linear neuron model and adjusting weights based on an error signal. Finally, it summarizes the LMS algorithm, outlines its virtues like computational simplicity and robustness, and notes its primary limitation is slow convergence for high-dimensional problems.
This document provides tips and advice for navigating a career in user experience (UX) design. It discusses key aspects of UX like defining UX versus UI, conducting user research, creating wireframes and prototypes, and effective project planning and workflow. Specific tips include talking to clients to understand needs, using agile methods, conducting card sorting and user interviews, and the importance of sketching, wireframing and iteration. Recommended books and tools are also provided.
Ubiquitous computing, also known as pervasive computing, refers to the concept of integrating computers into everyday objects and environments. The goal is to create invisible technology that is integrated with both the virtual and physical world. Some key applications of ubiquitous computing include healthcare, home automation, intelligent transportation systems, and environmental monitoring using smart devices. While ubiquitous computing provides advantages like efficiency and adaptability, there are also challenges to address regarding power consumption, wireless connectivity, security, and cost. Overall, ubiquitous computing aims to simplify lives through digital environments that are sensitive and responsive to human needs.
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.
User experience design involves taking a user-centered approach to product design by researching user behaviors and needs and testing designs directly with users. This helps reduce risks, speeds development time, potentially reduces costs and timelines, and increases customer satisfaction by creating products that meet user expectations.
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.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
The document discusses interaction design and human-computer interaction (HCI) in the software development process. It covers several key topics:
1. Interaction design principles like understanding users and reducing errors. The design process involves requirements gathering, analysis, design, and iterative prototyping.
2. HCI aspects are relevant at all stages of the software life cycle from requirements to maintenance. User research and iterative design are important given that requirements cannot be fully determined upfront.
3. Usability engineering specifies usability metrics early on but these are difficult to set without user testing prototypes. Iterative design overcomes this through incremental prototyping and testing with users.
This document defines and compares interaction design (IxD), user experience (UX) design, visual (UI) design, and the roles involved in the design process. IxD focuses on satisfying user needs and desires. Personas with backstories are used to represent users. UX design incorporates disciplines like IxD to positively impact the overall user experience. UI design finalizes visual details. Clients are classified A, B, C based on budget, with A having the largest budget and most deliverables. The roles involved include clients, sales teams, stakeholders, project managers, developers, lead designers, and UI designers.
This document discusses J.J. Gibson's concept of affordances. Some key points:
1. Gibson defined affordances as all that environments offer animals for good or ill. This refers both to the environment and animal.
2. He founded the school of ecological psychology, arguing that perception is direct and animals stand in relation to their environment.
3. Affordances include things like nutrition, dying, drive-on surfaces, stove controls, and cognitive affordances provided by culture. Later authors expanded on affordances based on body size.
The document discusses principles of usability in human-computer interaction. It describes three main principles that support usability - learnability, flexibility, and robustness. For each principle, it provides definitions and examples using a Jazz World mobile app. Learnability focuses on how easy it is for users to begin effective interaction. Flexibility refers to the different ways users and systems can exchange information. Robustness assesses how well users can determine goal achievement and evaluate system state.
Slides from the Introduction and Theoretical Foundations of New Media course of the Interactive Media and Knowledge Environments master program (Tallinn University).
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
This document outlines the basic principles of user-centered design (UCD). It discusses how UCD prioritizes users by putting them at the center of design decisions through iterative testing and research. The goal is to optimize the user experience. Key aspects of UCD include discovering user needs through research, defining concepts based on personas, designing prototypes, and evaluating designs through usability testing to identify problems and continually improve the design.
The Future Of Human Computer Interaction And Its Implications For Library Ser...Matthew Hamilton
This was my first presentation for my first MLS class, LI802. Essentially it was an introduction for non-techie, brand new MLS students about the need to understand technology and the changes it will bring not only in user expectations, but in information use as well.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
This document provides an overview of Chapter 14 on probabilistic reasoning and Bayesian networks from an artificial intelligence textbook. It introduces Bayesian networks as a way to represent knowledge over uncertain domains using directed graphs. Each node corresponds to a variable and arrows represent conditional dependencies between variables. The document explains how Bayesian networks can encode a joint probability distribution and represent conditional independence relationships. It also discusses techniques for efficiently representing conditional distributions in Bayesian networks, including noisy logical relationships and continuous variables. The chapter covers exact and approximate inference methods for Bayesian networks.
Presentación de la primera jornada del Workshop Digital donde se abaracaron las temáticas del diseño centrado en el usuario y sus metodologías, experiencia de usuario, y diseño responsive.
UI and UX engineering involve designing user interfaces and experiences. UX design focuses on enhancing user satisfaction and involves processes like user research, prototyping, and testing. Key aspects of UX include user-centered design, visual design, information architecture, interaction design, usability, and human-computer interaction. UI design is responsible for implementing visual elements and guiding users through interfaces. Both processes involve iterative testing and focus on understanding users, but UI design focuses more on visuals while UX design takes a more analytical approach. Their goal is improving the user experience.
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.
The document discusses key concepts in web design including usability, user experience, and user-centered design. It defines usability as how easy a product is to use, user experience as encompassing all aspects of a user's interaction with a company or product, and user-centered design as optimizing a product around how users need or want to use it rather than forcing users to change their behavior. The document also provides examples of techniques for understanding users like personas, use cases, and usability testing to help ensure designs are focused on the user.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
The document provides a history of the field of human-computer interaction (HCI). It discusses how HCI has evolved in three waves, starting from a focus on usability and human factors in the early computers, to situated and contextual designs in the 1990s influenced by fields like activity theory, to the current focus on user experience, emotions, and cultural differences. Key developments discussed include early computers by Zuse and ENIAC, Sketchpad and the mouse, ubiquitous computing, the iPhone, and the potential role of technology working seamlessly as an integrated ecosystem in the future.
Ui is Communication: How to design intuitive, user-centered interfaces by foc...Everett McKay
This document discusses designing intuitive user interfaces by focusing on effective communication. It introduces the concept that the UI is a form of communication between users and technology. The speaker advocates designing UIs similar to how one would explain tasks to another person, focusing on clear, goal-oriented communication without unnecessary complexity or technical jargon. Examples are provided to illustrate intuitive versus less intuitive UI designs based on communication principles.
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.
User experience design involves taking a user-centered approach to product design by researching user behaviors and needs and testing designs directly with users. This helps reduce risks, speeds development time, potentially reduces costs and timelines, and increases customer satisfaction by creating products that meet user expectations.
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.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
The document discusses interaction design and human-computer interaction (HCI) in the software development process. It covers several key topics:
1. Interaction design principles like understanding users and reducing errors. The design process involves requirements gathering, analysis, design, and iterative prototyping.
2. HCI aspects are relevant at all stages of the software life cycle from requirements to maintenance. User research and iterative design are important given that requirements cannot be fully determined upfront.
3. Usability engineering specifies usability metrics early on but these are difficult to set without user testing prototypes. Iterative design overcomes this through incremental prototyping and testing with users.
This document defines and compares interaction design (IxD), user experience (UX) design, visual (UI) design, and the roles involved in the design process. IxD focuses on satisfying user needs and desires. Personas with backstories are used to represent users. UX design incorporates disciplines like IxD to positively impact the overall user experience. UI design finalizes visual details. Clients are classified A, B, C based on budget, with A having the largest budget and most deliverables. The roles involved include clients, sales teams, stakeholders, project managers, developers, lead designers, and UI designers.
This document discusses J.J. Gibson's concept of affordances. Some key points:
1. Gibson defined affordances as all that environments offer animals for good or ill. This refers both to the environment and animal.
2. He founded the school of ecological psychology, arguing that perception is direct and animals stand in relation to their environment.
3. Affordances include things like nutrition, dying, drive-on surfaces, stove controls, and cognitive affordances provided by culture. Later authors expanded on affordances based on body size.
The document discusses principles of usability in human-computer interaction. It describes three main principles that support usability - learnability, flexibility, and robustness. For each principle, it provides definitions and examples using a Jazz World mobile app. Learnability focuses on how easy it is for users to begin effective interaction. Flexibility refers to the different ways users and systems can exchange information. Robustness assesses how well users can determine goal achievement and evaluate system state.
Slides from the Introduction and Theoretical Foundations of New Media course of the Interactive Media and Knowledge Environments master program (Tallinn University).
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
This document outlines the basic principles of user-centered design (UCD). It discusses how UCD prioritizes users by putting them at the center of design decisions through iterative testing and research. The goal is to optimize the user experience. Key aspects of UCD include discovering user needs through research, defining concepts based on personas, designing prototypes, and evaluating designs through usability testing to identify problems and continually improve the design.
The Future Of Human Computer Interaction And Its Implications For Library Ser...Matthew Hamilton
This was my first presentation for my first MLS class, LI802. Essentially it was an introduction for non-techie, brand new MLS students about the need to understand technology and the changes it will bring not only in user expectations, but in information use as well.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
This document provides an overview of Chapter 14 on probabilistic reasoning and Bayesian networks from an artificial intelligence textbook. It introduces Bayesian networks as a way to represent knowledge over uncertain domains using directed graphs. Each node corresponds to a variable and arrows represent conditional dependencies between variables. The document explains how Bayesian networks can encode a joint probability distribution and represent conditional independence relationships. It also discusses techniques for efficiently representing conditional distributions in Bayesian networks, including noisy logical relationships and continuous variables. The chapter covers exact and approximate inference methods for Bayesian networks.
Presentación de la primera jornada del Workshop Digital donde se abaracaron las temáticas del diseño centrado en el usuario y sus metodologías, experiencia de usuario, y diseño responsive.
UI and UX engineering involve designing user interfaces and experiences. UX design focuses on enhancing user satisfaction and involves processes like user research, prototyping, and testing. Key aspects of UX include user-centered design, visual design, information architecture, interaction design, usability, and human-computer interaction. UI design is responsible for implementing visual elements and guiding users through interfaces. Both processes involve iterative testing and focus on understanding users, but UI design focuses more on visuals while UX design takes a more analytical approach. Their goal is improving the user experience.
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.
The document discusses key concepts in web design including usability, user experience, and user-centered design. It defines usability as how easy a product is to use, user experience as encompassing all aspects of a user's interaction with a company or product, and user-centered design as optimizing a product around how users need or want to use it rather than forcing users to change their behavior. The document also provides examples of techniques for understanding users like personas, use cases, and usability testing to help ensure designs are focused on the user.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
The document provides a history of the field of human-computer interaction (HCI). It discusses how HCI has evolved in three waves, starting from a focus on usability and human factors in the early computers, to situated and contextual designs in the 1990s influenced by fields like activity theory, to the current focus on user experience, emotions, and cultural differences. Key developments discussed include early computers by Zuse and ENIAC, Sketchpad and the mouse, ubiquitous computing, the iPhone, and the potential role of technology working seamlessly as an integrated ecosystem in the future.
Ui is Communication: How to design intuitive, user-centered interfaces by foc...Everett McKay
This document discusses designing intuitive user interfaces by focusing on effective communication. It introduces the concept that the UI is a form of communication between users and technology. The speaker advocates designing UIs similar to how one would explain tasks to another person, focusing on clear, goal-oriented communication without unnecessary complexity or technical jargon. Examples are provided to illustrate intuitive versus less intuitive UI designs based on communication principles.
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.
UI design focuses on creating intuitive visual interfaces for users to interact with software. The document outlines the tasks of a UI designer such as designing each screen, creating visual elements, establishing style guides, and prototyping designs. It also explains that UI designers must understand human psychology and behavior to create intuitive experiences for users.
1) The document discusses the distinction between user interface (UI) and user experience (UX), with UI referring to how a product is arranged and organized visually, while UX encompasses the overall interaction and experience with a product.
2) It provides examples of how the same task of buying gum can have different UIs but also different UXs based on aspects like the interaction with employees.
3) The document argues that developers need to consider UX because they are responsible for designing the overall user flow, features, and personality of a product, not just the visual interface, and that UX is important for user retention and satisfaction.
Presentation on distinction between UI and UX, why developers should be aware of UX designing and participate, what are the simple tips to incorporate and what are the upcoming trends on UX design. Presented at the Developer Meet Nepal on May 12th at islington college, Kathmandu, Nepal.
This document discusses various user interface design patterns used in popular mobile apps. It begins by defining UI design patterns as reusable solutions to common user problems. It then highlights some key interactive patterns like gestures and animations that power many new mobile UI designs. The document also summarizes input patterns such as smart keyboards, default values and autocomplete, immediate immersion to bypass signups, action bars for quick access to actions, and social login. Additional patterns covered include huge buttons, swiping for actions, and notifications.
The document discusses user interface (UI) design. It defines UI design as the process of building interfaces, with a focus on aesthetics and creating interfaces that users find easy and enjoyable to use. UI design refers to graphical, voice-controlled, and gesture-based interfaces. The document provides examples of different types of interfaces and best practices for UI design, such as understanding users, keeping interfaces simple and intuitive, and maintaining consistency. It emphasizes the importance of designing interfaces that are invisible to users and allow them to complete tasks with minimal effort.
The document discusses user interface (UI) design. It defines UI design as the process of building interfaces, with a focus on aesthetics and creating interfaces that users find easy and enjoyable to use. UI design refers to graphical, voice-controlled, and gesture-based interfaces. The document provides examples of different types of interfaces and best practices for UI design, such as understanding users, keeping interfaces simple and intuitive, and maintaining consistency. It emphasizes the importance of designing interfaces that are invisible to users and allow them to complete tasks with minimal effort or frustration.
UI/UX Designer in the year 2020 | Developers Day Nov.19Lena Lekkou
What it's like to be a designer in the current year, what difficulties we all face and what soft skills everyone should invest in the following years so that they become future-proof in their discipline.
Smart keyboards automatically display the most relevant keyboard for the data being entered. For example, in contacts the keyboard will show buttons for entering phone numbers. This saves users from switching between keyboards and makes data entry faster and easier. Animations and gestures are important parts of many new UI patterns as they make interactions intuitive and engaging for users. Gestures like swipes and taps replace buttons and menus in many apps, freeing up screen space.
The document discusses various user interface design patterns used in popular mobile apps. It begins by defining what UI design patterns are and how they should be used. It then covers some key patterns including gestures, animations, smart keyboards, default values and autocomplete, immediate immersion, action bars, social login, and huge buttons. The document provides examples of popular apps that utilize each pattern and short descriptions of how the pattern solves common user problems.
The document discusses various user interface design patterns used in popular mobile apps. It begins by defining what UI design patterns are and how they should be used. It then covers some key patterns including gestures, animations, smart keyboards, default values and autocomplete, immediate immersion, action bars, social login, and huge buttons. The document provides examples of popular apps that utilize each pattern and short descriptions of how the pattern solves common user problems.
This document provides an overview of UI patterns for user input, controls, and navigation. It discusses common UI patterns like forms, menus, searches and discusses best practices for using patterns. It emphasizes the importance of consistency both within a design system and with external expectations. It also discusses testing new patterns with users to innovate while still meeting expectations. The document provides many examples of patterns and guidance on selecting, applying and improving patterns for user experience.
A high level broad stroke intro to User eXperience, starting with a survey, a dash of my own thoughts, some thoughts from Mike Rapp, and some samples and resources. Also some slides from a presentation I did for Great American Teach in in 2014 to 3rd and 5th graders.
The document discusses various principles of UI/UX design such as layout, visual hierarchy, typography, color, spacing, composition, and consistency. It emphasizes the importance of consistency in UI design and provides guidance on effective use of elements like fonts, colors, and spacing. The goal is to help designers create intuitive and easy-to-use interfaces that provide a positive user experience.
Topics include:
Introduction to user interface
Types of user interface
Graphic user interface definition
History of user interface
Difference between UI and UX
Characteristics of GUI
Advantages and disadvantages
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
ABM College’s online diploma program in UI/UX design can teach you these must-have skills to become a successful UI/UX designer. UI/UX design is an emerging vertical which is gaining popularity by the day.
Similar to Ui is communication by Everett McKay (20)
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.
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.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
1. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 1
UI IS COMMUNICATION
How to design intuitive, user-centered
interfaces by focusing on effective
communication
Everett McKay
UX Design Edge
uxdesignedge.com, freeuxwebinars.com
@uxdesignedge
Amsterdam UX, July 2016
I have a new book!
Copyright 2016 UX Design Edge. All rights reserved.
2. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 2
Today’s agenda
Copyright 2016 UX Design Edge. All rights reserved.
The UI is Communication concept
Five specific techniques
1. Beyond sketching features
2. Intuitive UI
3. Strategically unintuitive
4. Intuitive task flows
5. Communication reviews
About the book
Communication gives design clarity
Copyright 2016 UX Design Edge. All rights reserved.
3. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 3
My promise
Copyright 2016 UX Design Edge. All rights reserved.
From now on, you will think about UI design
differently!
As if you had night vision goggles!
What’s it all about
The UI is Communication Concept
Copyright 2016 UX Design Edge. All rights reserved.
4. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 4
A bold claim
Copyright 2016 UX Design Edge. All rights reserved.
A user interface is an objective, principled form
of human communication, not a subjective art!
Four core concepts
Copyright 2016 UX Design Edge. All rights reserved.
1. A user interface is essentially a conversation between
users and the technology to perform tasks
2. A UI can and should be evaluated by how well it
communicates
3. Scenarios and effective human communication should
drive the design process (not features, requirements,
schedules)
4. Focusing on effective communication removes much
of the mystique and subjectivity from UI design
5. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 5
Copyright 2016 UX Design Edge. All rights reserved.
My expectations
Copyright 2016 UX Design Edge. All rights reserved.
Their initial UI design won’t be very good
Bob and Alice will make the classic process mistakes
They will design for themselves
They will consider only one solution (with mechanical usability)
They’ll focus on technology and features instead of user goals
and tasks
The screens will be confusing, complicated, and often non-
standard
Their explanation of the design will be excellent
Bob and Alice are very intelligent, and that will show through in
their explanation
The design makes total sense when they explain it in person
6. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 6
What’s not surprising
Copyright 2016 UX Design Edge. All rights reserved.
It’s not surprising that the design isn’t very good
Bob and Alice don’t have any UI design training or
experience
It’s not surprising that their explanation makes total
sense
Bob and Alice are smart and articulate
As humans, we communicate to other humans all our lives
so we have lots of practice in a way that others understand
What is surprising
Copyright 2016 UX Design Edge. All rights reserved.
That the two are so different!
If Bob and Alice can communicate to us effectively
using English, why can’t they communicate equally
well using the language of UI?
During the design review, you might have thought
If they just put what they said in the meeting on the screen, it
would all make sense!
7. 7/6/2016
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reserved. 7
Why does this happen?
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Communication between people tends to
Be natural, friendly, using plain language (vs.
unnatural, technical tone)
Be goal, results oriented, purposeful (vs. technology or
mechanically oriented, not explaining why)
Follow mental models and natural workflows (vs. the
way the code works)
Be simple, getting right to the point (vs. overly
complicated, laboring over unimportant details)
Can’t we use the same approach?
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Q: If the way we communicate in person is so much
better, can’t we just design UI to be like that?
A: Yes! We can and we should!
The differences are artificial and historical
There’s (usually) no technical requirement to do this
Great UI design boils down to eliminating these
differences, making the experience simple and natural
8. 7/6/2016
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The UI is Communication concept
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1. UI design is ultimately about communicating to users
2. If you can explain how to perform a task to the target
user in person in a way that’s clear and concise, you
can apply those same communication techniques in a
UI
3. We should have the same standards for software
interaction as we do for social interaction
4. If a UI feels like a natural, professional, friendly
conversation, it’s probably a good design
Imagine a personal conversation
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Suppose you are looking over a user’s shoulder and he
or she asks, “What do I do here?” Think about the
explanation you would give—the steps, their order, the
language you’d use, and the way you explain things.
Also think about what you wouldn’t say
This is a high-level guide to design and evaluate task
flows
9. 7/6/2016
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reserved. 9
Communications applies to all UI
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All UI elements communicate something:
UI text
Controls
Icons, graphics, colors
Animations, transitions
Page layout
Feedback
Everything in a UI is there to communicate something
to someone for some reason
Key takeaways
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We know how to communicate to our users in person
(even our most technical devs can), but we don’t take
advantage of this in the design process because we are
focused on other stuff
If users fail to perform a task, the root cause is always
the same—they didn’t understand it
10. 7/6/2016
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reserved. 10
Technique #1: Beyond sketching features
UI as conversations
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Apple’s App Design Strategy
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From the iOS Human Interface Guidelines
1. List all the features you think users might like
2. Determine who your users are
3. Filter the list through the audience definition
4. Don’t stop there…
5. Prototype and iterate
11. 7/6/2016
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Sketching a pile of features
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Sketching a pile of features
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While this process can work, the focus is on features,
their physical layout, and performing tasks
mechanically
Instead, let’s use users and their goals (scenarios), plus
effective communication drive the process
12. 7/6/2016
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Features and requirements aren’t enough
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A typical design process needs a miracle
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13. 7/6/2016
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reserved. 13
A typical story
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Victor asked for help with mobile app for a national
park
A good home screen: a home page, menu, or map?
We could have brainstormed and sketched
But instead we had a personal conversation…
Found three themes: explore, plan, do
The best home screen: that conversation to support
those scenarios
Now we can brainstorm and sketch!
What should the home screen be?
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14. 7/6/2016
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reserved. 14
What should the home screen be?
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We could have brainstormed and sketched
But instead we had a personal conversation…
There were three clear themes
1. Explore the park
2. Plan a trip
3. Take a trip
What should the home screen be?
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The best home screen: that conversation to support
those scenarios, elevate content people care about
Now we can sketch!
15. 7/6/2016
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reserved. 15
What just happened?
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We deliberately focused on the target users and their
goals, and the human experience
We elevated the content that people care about (an
iOS guideline)
We didn’t think about the technology, features,
patterns, task flows, requirements
We still need to brainstorm, sketch, etc. but now we
have a clear direction
And we saved a lot of time! (spent minutes vs. days)
Doesn’t this result in chatty UI?
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No!
If your human conversation would be concise, this
technique should result in concise UI
Example: Sunglass Shack shopping tool—if you were to
walk into a sunglass store, what would be the human
conversation
Salesperson: May I help you?
You: No thanks, just browsing
Conclusion: The UX should start with browsing!
16. 7/6/2016
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Key takeaways
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There is tremendous insight in the human
conversation, yet we rarely take advantage of it
A great user experience should feel like a great human
experience—that’s fully enhanced through technology
Technique #2: What the heck is it? It’s effective
communication!
Intuitive UI
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17. 7/6/2016
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reserved. 17
Everybody wants an intuitive UI
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Having an intuitive UI is a top goal for any UX project
To users, describing a UI as intuitive is the highest
praise they can bestow
Funny thing: nobody really knows what an “intuitive
UI” is
Some popular definitions
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Are these useful definitions?
Simple, easy to use, better
Confused with other concepts
Really “dumbed down” so any idiot can get it
An “unrealistically high bar” that most UIs can’t achieve
If so, why bother?
A gap between the design model and the user model
Based on Norman’s The Design of Everyday Things, but difficult in
practice
Familiar/learnable
Whatever Apple does
Not sure, but I know it when I see it—it just feels right
18. 7/6/2016
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reserved. 18
The dictionary definition is useless
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A typical dictionary definition:
Instinctive (based on behavior or knowledge we are
born with)
My definition
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A UI is intuitive when target users understand its
behavior and effect without use of reason,
memorization, experimentation, assistance, or training
More simply, an intuitive UI is immediately self-
explanatory
Intuitive UIs communicate their purpose well!
19. 7/6/2016
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reserved. 19
Ever heard this one?
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It’s intuitive once you learn it!
A clear sign your UI isn’t intuitive
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An intuitive UI shouldn’t need a manual or training
20. 7/6/2016
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reserved. 20
Are you going to read the manual?
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The definition is a good start
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We can determine if a UI isn’t intuitive just by applying
the definition
But to make a UI intuitive, we need more
21. 7/6/2016
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reserved. 21
So, what’s an intuitive UI really?
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A UI is intuitive when it has an appropriate combination of:
1. Discoverability Users can easily find the feature—when they need it.
2. Affordance Visually, the UI has clues that indicate what the user needs to do.
Users don’t have to experiment or deduce the interaction
3. Comprehensible Target users understand the UI elements and can make
informed decisions, with the knowledge they already have
4. Responsiveness The UI gives clear, immediate feedback to indicate that the
action is happening, and was either successful or unsuccessful
5. Predictability Functionally, the UI delivers the expected results, with no surprises.
Users don’t have to experiment or deduce the effect
6. Efficiency The UI enables users to perform an action with a minimum amount of
effort
7. Forgiveness If users make a mistake, either the right thing happens anyway or
they can fix or undo the action with ease
8. Explorability Users can explore without fear of making mistakes or getting lost
Let’s consider the interaction lifecycle
Steps required for interaction—the user
Sets a goal
Finds an interactive UI that might achieve the goal
Performs the interaction
Observes the results to determine if goal is achieved
An intuitive UI helps users achieve their goal at each of
these steps
Without the use of reason, memorization, experimentation,
assistance, or training
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22. 7/6/2016
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reserved. 22
Is this UI intuitive?
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Is this UI intuitive?
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23. 7/6/2016
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reserved. 23
Is this UI intuitive?
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From a health care professional job posting tool
Intuitive UI is consistent
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Consistency is crucial to being intuitive
Jakob Nielsen’s Law of UX (rephrased):
Users spend most of their time using software other than
yours
24. 7/6/2016
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reserved. 24
Is this UI intuitive?
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The Design of Everyday Things
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Donald Norman’s concept of affordance
“If a door handle needs a sign, then its design is probably
faulty.”
My translation:
If a UI needs a label to explain its interaction, the design has
failed
Users shouldn’t have to experiment to understand the
interaction
25. 7/6/2016
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reserved. 25
Is this intuitive?
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Key takeaways
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Intuitive interactions are self-explanatory—they
communicate well
Users fail tasks because they don’t understand the
interactions
We expect users to understand interactions that we
explain poorly—yet they rarely do
26. 7/6/2016
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reserved. 26
Technique #3: Being strategically unintuitive
Does everything need to be intuitive?
Surprisingly…no!
Strategically unintuitive
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Now that we know what it means…
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Most interactions should be intuitive
But some interactions just aren’t worth it
Let’s explore…starting with common excuses
27. 7/6/2016
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reserved. 27
Our users are trained professionals!
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Our users are experienced, trained professionals. You
can't just walk up and use this product! This product
isn’t for your mom!
So those experienced professionals must have training
to understand your confusing, unintuitive UI?
28. 7/6/2016
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reserved. 28
But people learn all the time, right?
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People learn—and not everything can be discoverable
or have an affordance
Yes, people can learn—but will they? And will they
remember?
Having to learn is fine for advanced, infrequent,
optional interactions
Do you want the success of your product dependent
upon people learning for essential interactions?
Is this UI intuitive?
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29. 7/6/2016
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reserved. 29
Common unintuitive UI
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Advanced, infrequent, optional commands
Might not be worth making discoverable
Shortcuts and gestures
Not a problem if advanced and redundant
Inevitable discoverability
Users can’t not find these
Delighters
Experienced users are rewarded by finding them
Advanced modes
You don’t want users to find these accidentally
Games and puzzles are unintuitive
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We enjoy the challenge of solving them
30. 7/6/2016
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reserved. 30
An intuitive Where’s Waldo?
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Intuitive UI has a cost
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Discoverability
May result in clutter, feature might be inappropriate for
some users
Affordance
May look cluttered and heavy
Predictability
May require too much explanation
Forgiveness
Might not be practical or may harm performance
31. 7/6/2016
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reserved. 31
Levels of intuitiveness
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Levels of intuitiveness
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All users will get
Trained users might
remember
32. 7/6/2016
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reserved. 32
What about “single trial learning”?
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It’s reflected in the intuitiveness levels
Sensible Single trial, figured out on your own
Learnable Single trial+, somebody showed you
Guessable Multiple trials, figured out on our own
Trainable Multiple trials, somebody else showed you
Yes, people do learn things, but the retention rate is
very low
Often more like “Multiple trial forgetting”
Some UI can be unintuitive if strategic
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…instead of accidental
Most unintuitive UI is accidental
Sensible and learnable are good alternatives
33. 7/6/2016
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reserved. 33
Technique #4: Using “main instructions” to make
task flows intuitive
Intuitive task flows
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Inductive UI
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An inductive UI is designed to be self-explanatory to
lead users through the task steps
Goal: To design intuitive task flows, to eliminate need
to think and experiment at the task level
The top question everyone has: What am I supposed
to do here?
When not obvious, we should consider answering this
question explicitly
34. 7/6/2016
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reserved. 34
Explainable first
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An explainable UI is understandable, intuitive UI so
let’s start task design by making it explainable first
First step is to design the main instructions for each
step in a task
The quality of the main instruction often predicts the
quality of the page (ex: “Manage” is very weak)
If the task flow is complex, convoluted, unnatural, or
unintuitive, it should be apparent at this point
A “deductive” UI example
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35. 7/6/2016
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reserved. 35
An “inductive” UI example
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Elements of inductivity
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A clear main instruction that explains the purpose of a
page
Page content that is related to the main instruction
To clarify: the goal is to eliminate thought and
experimentation, not to have a lot of text
36. 7/6/2016
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reserved. 36
This really works!
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You might be skeptical, but if you:
Take a page
Determine a good main instruction
Redesign the page to focus on that instruction
The resulting page and/or task flow will be better
Having a clear, explicit understanding of what a page is for
makes it better
This is true even if you don’t display the main instruction on the
page!
Having explicit instructions reduces the need for training
This really works: an example
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37. 7/6/2016
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reserved. 37
This really works: another example
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This really works: yet another example
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38. 7/6/2016
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reserved. 38
Copyright 2016 UX Design Edge
“If I had an hour to solve
a problem and my life
depended on it, I would
use the first 55 minutes
determining the proper
question to ask, for once
I knew the proper
question, I could solve
the problem in less than
five minutes.”
Albert Einstein
Key takeaways
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Comprehensible tasks are easily explainable
The main instruction gives us insight on how to design
the page
Put the main instruction explicitly on the page if its
purpose isn’t obvious
39. 7/6/2016
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reserved. 39
Technique #5: Using effective communication as a
design review tool
Communication reviews
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A good UI feels like a conversation
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40. 7/6/2016
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reserved. 40
If what we say in person is better…
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If you find yourself in a “show and tell” design review…
BTW: My least favorite design review technique
and the presenter translates UI elements into “what
they really mean”…
You have just found a design problem!
Intuitive UIs are self explanatory, so if the presenter
says something different from what is on the screen,
the UI is wrong!
Remember Bob and Alice
Communication reviews
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A communication review evaluates how well a design
communicates
Use this when someone is presenting a design to your
team (the “show and tell”)
Process: Listen to what they say, compare to what is on
the screen
Things to check:
Does it feel like something you would say in person?
Is the language natural, friendly, and concise?
Is the language focused on purpose and goals?
41. 7/6/2016
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reserved. 41
Communication review example
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Key takeaways
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When we explain a UI in person, we explain it in terms
the target users understand
If our explanation is different from the UI, the UI is
probably wrong
Let’s take advantage of this during design reviews
You will be amazed by what you can find
42. 7/6/2016
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reserved. 42
The details
About the book
Copyright 2016 UX Design Edge. All rights reserved.
Available now!
Copyright 2016 UX Design Edge. All rights reserved.
43. 7/6/2016
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reserved. 43
Just the facts
Copyright 2016 UX Design Edge. All rights reserved.
Published by Morgan Kaufmann in June 2013
363 pages, all in color!
Price $44.45
$42.70 on Amazon, Rs. 2638 on FlipKart
Kindle, ebook versions available!
Sales so far—sluggish (I need your help!)
My goals
Copyright 2016 UX Design Edge. All rights reserved.
Top goal: the “one book” to get started in UI design
An approachable, fun, quick read
Designed for scanning
Many, many UI examples
Technology neutral (but many mobile examples)
Recommendable (instead of DOET, DMMT)
6 Dilbert cartoons!
44. 7/6/2016
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reserved. 44
Table of contents
Copyright 2016 UX Design Edge. All rights reserved.
Ch 1: Communication Design Principles
Ch 2: Interaction Design
Ch 3: Visual Design
Ch 4: Communicating to People
Ch 5: A Communication-Driven Design Process
Ch 6: UI Design Process Examples (web and mobile)
Special request
Copyright 2016 UX Design Edge. All rights reserved.
Buy the book!
Review the book!
Recommend and discuss the book!
Use #UIComm on Twitter
Tell your friends!
45. 7/6/2016
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reserved. 45
Summary and wrap up
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Four core UI is Communication concepts
Copyright 2016 UX Design Edge. All rights reserved.
1. A user interface is essentially a conversation between
users and the technology to perform tasks
2. A UI can and should be evaluated by how well it
communicates
3. Scenarios and effective human communication should
drive the design process (not features, requirements)
4. Focusing on effective communication removes much
of the mystique and subjectivity from UI design
46. 7/6/2016
Copyright 2016 UX Design Edge. All rights
reserved. 46
Five techniques we learned today
Copyright 2016 UX Design Edge. All rights reserved.
1. Start your designs by thinking about the human
experience, not sketching a list of features
2. The attributes of an intuitive UI relate to communicating
interaction and purpose
3. Not everything has to be intuitive—recognize
strategically when it isn’t worth it
4. “Inductive” UI makes task flows intuitive and reduces
need for documentation and training
5. We can evaluate a UI easily just by comparing what we
say in person to what is on the UI, such as during design
reviews
Calls to action!
Copyright 2016 UX Design Edge. All rights reserved.
Got feedback? Would love to hear it! Please contact
me at everettm@uxdesignedge.com
Join the UX Design Edge mailing list
Let’s connect on LinkedIn, follow me at
@uxdesignedge
Consider hosting a workshop at your company
(uxdesignworkshop.com)
Check out my onDemand classes (ux-ondemand.com)
47. 7/6/2016
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reserved. 47
One last thing…
Copyright 2016 UX Design Edge. All rights reserved.
I plan to present a workshop at UXNL on Nov 2nd!
I will be back soon!
Swag time!
Questions
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48. 7/6/2016
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reserved. 48
Copyright 2016 UX Design Edge. All rights reserved.
Lekker!
Thank you!
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