Design Academy, Oxford (https://www.design-academy.org/) offers a week of creative design experiences for year 11 – 13s to help students choose the right design degree.
I came in for a full day to give a lecture and supporting workshop on graphic design and with a specific focus on UX and UI design
3. Who am I?
The teamWhat I do
Fruto is a UX Design studio based in Oxford. We design intuitive
interfaces and meaningful experiences for the web, mobile and
emerging technologies. We work with global organisations as
well as startups.
We work with a variety of sectors and have a strong track record
working with digital healthcare and education.
Mariana Morris
Managing Director
Carmen Martínez-Freile
UX/UI Designer
Paula Simmons
Project Manager
Gargee Thakkur
UX/UI Designer
4. Outline
● Presentation
○ Graphic design as a discipline
■ What is graphic design?
■ What does it involve?
○ Basic design principles
○ Design as a process
○ What tools do we use?
○ Graphic design in a digital world
■ User experience design
■ User Interface design
■ How UX and UI fit within the design process
○ A day in the life of a UX/UI Designer
○ Career paths
5. Graphic design as a discipline
What is graphic design?
Graphic design is the craft of visual communication
and problem solving through the use of elements
such as layout, typography, colour, image and shape.
Applying all these elements graphic designers
communicate messages to a specific audience.
“Design is a solution to a problem. Art
is a question to a problem.”
— John Maeda, President of Rhode Island
School of Design
What does graphic design
involve?
1. Visual identity design
2. Marketing and advertising design
3. User experience and user interface design
4. Editorial design
5. Packaging design
6. Motion design
7. Environmental design
8. Illustration
34. What tools do we use?
Image source: https://www.dropsource.com/blog/7-keys-to-expert-app-wireframing/
35. Graphic design in a digital world
User experience design
User experience design (UX) is a human centered process of
designing products. UX focuses on the process of improving
customer satisfaction and loyalty by improving the ease of use in
the interaction between the customer and the product.
User Experience Design is responsible for the structure of a
website or app. It’s the underlying skeleton on which the UI will
later expand.
User Experience Design is in theory a non-digital (cognitive
science) practice, but it’s used and defined predominantly by
digital design.
User interface design
User interface design (UI) comes in after the UX, supporting
and enriching it. The UI is the look and feel of the website or
app. The UI visually guides the user through a product’s interface
via interactive elements and across all possible devices.
Unlike UX, UI is a digital field, and it involves cooperation
between designers and developers (who will implement the
design).
“Something that looks great but is difficult to use is
exemplary of great UI and poor UX. While Something very
usable that looks terrible is exemplary of great UX and
poor UI.”
— Helga Moreno, on “The gap between UX and UI”
36. How UX and UI fit within the
design process
User interface involves:
1. Design research: Looking for inspiration
2. Identify and design components
3. Identify and design templates and specific pages
4. Handoff for development
User experience involves:
1. User research: User interviews and user testing
2. Research analysis: User personas and
recommendations (on report)
3. User journeys and page flows
4. Information architecture
5. Wireframing
6. Prototyping
41. Career paths
Level Study Entry level Mid level Senior level
Salary 20K – 80K+
● BA in Graphic design
● Self taught through courses
● MA Postgraduate
● Graduate designer
● Junior designer
Early senior designer ● Late senior designer
● Design director
● Head of Design
Title
Salary will vary depending on:
● The size of the company
● Seniority
● The field you choose within graphic design
● Location
43. Outline
Workshop facilitation: Let’s create an app (groups of 3)
Introduction
○ Warm up exercise (20)
○ Inspiration (individual) (30 min)
10 min break
Brief
○ Personas (individual): (45 min)
○ User journeys (group): (45 min)
Lunch break (45 min)
○ Wireframing (group): (1h and 20 min)
10 min break
○ UI Design: (30 min)
44. Warm up (20 min)
Introduce yourself
Introduce yourselves to your group and when is your turn, say
something you like and dislike. Once you are done,
write your
name on a piece of paper and place it in front of you so we can all
remember your name.
45. Inspiration (30 min)
Individual exercise
Think of apps you use on a daily basis and on post it notes and
with a few words write down what you think these apps do well
(from a usability point of view or from a look and feel one).
We’ll then stick them on the board and I will pick some of them to
discuss together. This exercise will serve as a foundation for the
exercises that follow.
46. Project brief
You are creating an app from scratch and the concept of this app is
that it will allow users to find a buddy or a group with whom they
can practice their favourite hobby (i.e a sport, music, etc). The
app requires sign up and therefore you have a network of people
that are registered and ready to practice your hobby with you!
You will be designing the app for new users and not returning ones.
This means that when thinking about
47. Personas (45 min)
Individual exercise
What are personas?
Personas are fictional characters that we create to get an
idea of what the majority of the potential users of a website
or app might be. With personas we can define (potential)
conventional user needs, goals, frustrations etc. Persona
answers the question "Who are we designing for?".
How do they help us design?
They help us put our focus on our users during the
design process and as a result they help us design
products that conform to the user’s requirements.
Exercise
you will create one persona each. The persona will be who
you are designing for and it will help you define the
behaviours, aptitudes and the goal of your users.
49. User journeys (1h)
Group exercise
What are user journeys?
A user journey is a series of steps that break down how users
get to their goal within an app or website. The represent a
specific scenario which is mainly defined by the goal
They can be used in 2 in two ways:
● Showing the way users currently interact with the
website or app.
● Showing the way users could interact with the
website or app.
How do they help us design?
● Demonstrating the vision for the project
● They help us understand user behavior
● They help identify possible functionality at a high level
● They help you define the structure of the website
50. Exercise
You will create one user journey per group with one common goal: Arranging a specific time and date to practice your
hobby with an individual or a group. You will write each step of the journey on post it notes (one post it per step). You will
be designing the app for new users and not returning ones (users that have account already). This means that when creating
the steps you might want to think about what information you might need from the user beforehand.
First define what triggers the user to go on this journey (that will be your first step). When you are writing the steps think
about the pages you’d need within the app to achieve your goal.
Once each group is done you will put your journey up on the board and we will discuss them.
Example of user journey
Trigger:
I need new trainers
for the gym
Goal:
Buy a pair of
trainers
Open Homepage and
select my gender
Select the pair of
trainers I want
Select my size
and add them to
my basket
View my basket and
click check out
Fill in check
out details
Fill in payment
details and pay
51. Wireframes (1h 20min)
Group exercise
What are wireframes?
Wireframes are simplified, low fidelity sketches of your
website or app. Wireframes are easily recognised by the use
of lines to represent text, their block layouts and their “✕”
boxes that are placeholders for future images. Wireframes
work as a visual guide that shows us the skeleton on the
app or website.
How do they help us design?
The skeleton we build during wireframing can be a useful tool
early in the design process. It allows us to stop focusing on
details and look at the structure of the app or website at a
very high level. Their simplicity allows us to make mistakes
and experiment. Wireframes will be a starting point for the UI
stage after them.
52. Warm up exercise
To start grab a blank piece of paper and draw the two
things that you like and you dislike (mentioned at
the start) and this time you will share it with the rest of
us. This will help us get into the sketching mindset.
Don’t be precious about your sketches it’s only to
get us sketching!
Exercise
Pick up some sheets of the provided template and start
sketching the different pages of your journey within
the phone shape.
It might be that there is one wireframe screen per step or
that one screen covers more than one step on your
journey. Be flexible and use the journey as a guide
Don’t be too precious about your wireframes as the whole
point of this exercise is not to judge your drawing skills
but to explore ideas quickly and efficiently.
Only design the most important pages in your user
journey