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UI/UX DESIGN ANDPRODUCT DESIGN
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TABLE OF CONTENTS
1. Abstract……………………………………………………………………………………..2
2. Introduction…………………………………………………………………………………3
3. UI/UX design
i. UI design……………………………………………………………………………5
ii. UX design…………………………………………………………………………..6
4. What is design thinking and why is it so popular?
i. What is design thinking?....................................................................................8
ii. Design thinking’s phases………………………………………………………8
iii. Design thinking is an essential tool………………………………....…………9
iv. Design thinking is for everybody……………………………………...………9
5. User Interface (UI) versus User Experience (UX)…………………………………....……..10
6. The 7 factors that influence User Experience (UX)…………………………………....……12
7. An introduction to usability
i. Why does usability matter?..........................................................................................17
ii. 5 characteristics of usable products………………………………………………......17
8. How to conduct user interviews
i. What is user interview………………………………………………………….…….21
ii. Preparing for user interviews…………………………………………………….…..22
iii. How to conduct a user interview………………………………………………….....22
9. 7 great, tried and tested UX research techniques…………………………………….……....23
10. Principles of UI/UX design……………………………………………………………….....27
11. Pros and Cons of UI/UX design……………………………………………………………..30
12. What does UI/UX designer do?
i. What does a UX designer do?......................................................................................35
ii. What does a UI designer do?........................................................................................35
13. Relation of UI design and UX design
i. Role of UX design……………………………………………………………………38
ii. Role of UI design…………………………………………………………………….38
iii. Drawbacks with a combined UI/UX role…………………………………………….39
14. Tools used in UI/UX design………………………………………………………………….40
15. Conclusion……………………………………………………………………………………42
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ABSTRACT
Advances in personal computing and information technologies have fundamentally
transformed how maps are produced and consumed, as many maps today are highly
interactive and delivered online or through mobile devices. Accordingly, we need to consider
interaction as a fundamental complement to representation in cartography and visualization.
UI (User Interface ) / UX (User Experience ) describes a set of concepts, guidelines, and
workflows for critically thinking about the design and use of an interactive product , map-
based or otherwise. This entry introduces the core concept from UI/UX design important to
cartography and visualization, focusing on issues related to visual design. First, a
fundamental distinction is made between the use of an interface as a tool and a broader
experience of an interaction, a distinction that separates UI design and UX design.
Norman’s stages of interaction framework then is summarized as a guiding model for
understanding the user experience with interactive maps, noting how different UX design
solutions can be applied to breakdowns at different stages of the interaction. Finally, three
dimensions of UI design are described : the fundamental interaction operators that form the
basic building blocks of an interface , interface styles that implement these operator
primitives, and recommendations for visual design of an interface.
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INTRODUCTION
User Experience (UX) design can be a complicated and overwhelming field for newcomers, as it
encompasses a wide range of topics ( from accessibility to wireframing ). Some of these topics overlap,
while some of them complement one another. Therefore, it’s important to come to a common and basic
understanding of what the term “User Experience” means in a design context.
"User experience" encompasses all aspects of the end-user's interaction with the company, its services, and
its products. The first requirement for an exemplary user experience is to meet the exact needs of the
customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to
own, a joy to use. True user experience goes far beyond giving customers what they say they want, or
providing checklist features. In order to achieve high-quality user experience in a company's offerings there
must be a seamless merging of the services of multiple disciplines, including engineering, marketing,
graphical and industrial design, and interface design.
A user interface is the system by which people (users) interact with a machine. The user interface includes
hardware (physical) and software (logical) components. User interfaces exist for various systems, and
provide a means of: Input- allowing the users to manipulate a system (i.e using it) Output- allowing the
system to indicate the effects of the users' manipulation.
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UI/UX DESIGN
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UI design
A user interface is a place where interactions between humans and machines occur. It allows users to
effectively operate a machine to complete a task or achieve a specific goal, like making a purchase or
downloading an app. In fact, you are using UI right now to read this article right now.
User interfaces are composed of input hardware (devices that control the machine from the human end like
a keyboard, mouse, or joystick) and output hardware (devices that provide information to users like
monitors, audio speakers, or printers). Input devices work together with output devices so users can fully
control the machine.
There are many different types of user interface. Here are the three most common UIs – command line
interface, graphic user interfaces, and voice-enabled user interface.
 Command Line Interface
Back in the 70s, at the dawn of the computer age, people interacted with computers using command
line interface. The interactions were linear – the user (‘operator’) typed a command, and the
machine responded to the command either using printed output or by displaying a message on the
monitor. Because users have to know the machine language to interact with computers, the
complexity of such interaction was pretty high.
 Graphical User Interface
The graphical user interface (GUI) is a form of user interface that allows users to interact with
digital products through visual elements. When users interact with GUI, they go through a series of
pages or screens. Those pages/screens contain static elements (such as text sections) and active
elements (such as buttons and other interactive controls).
The first GUI was developed by Xerox PARC in the 80s, and it was based on the metaphor of the
office desk. In 1984 Apple released Macintosh – the first commercially successful home computer
with a GUI interface. It was an important step in technology evolution because anyone could use a
computer (no special coding required).
 Voice Based Interface
“The Best Interface Is No Interface” is a famous quote from Golden Krishna’s book “The Simple
Path to Brilliant Technology”. The learning curve is a huge problem that GUI interfaces. Every time
users interact with a new product that has GUI, they need to spend some time learning how to use it.
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Generally, the more time users spend learning how to use a particular product, the higher the
learning curve becomes. For a long time, people in the design industry dreamed of having a zero UI.
The closest we’ve come to zero UI is voice-enabled interfaces, which allow the user’s voice to
interact with a system. Recent progress in natural language processing made it possible to design
smart AI-powered systems such as Amazon Alexa.
UX design
User experience is the experience that a person has as they interact with a product. The term was coined by
Don Norman back in the 90s when he worked at Apple. Don Norman says that ‘‘User experience’
encompasses all aspects of the end-users interaction with the company, its services, and its products.”
Since UX designers focus on crafting products that are easy to use and understand, the concept of user-
centred design takes a central stage in UX design process.
User persona
UX design starts with conducting user research. UX designers have to understand their target audience and
identifying exactly what they need from the product they’re designing. As UX designers get this
understanding, they create user personas. Personas help users see goals, desires, and limitations of target
users. These understandings help them to propose design solutions that works the best for their users.
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WHAT IS DESIGN THINKING AND WHY IS IT SO
POPULAR?
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Design thinking is not an exclusive property of designers – all great innovators in literature, art, music,
science, engineering, and business have practiced it. So, why call it ‘design thinking’? What’s special about
design thinking is that designer’s work processes can help us systematically extract, teach, learn, and apply
these human-centered techniques to solve problems in a creative and innovative way – in our designs, in our
businesses, in our countries, in our lives.
Some of the world’s leading brands, such as Apple, Google, Samsung and GE, have rapidly adopted the
design thinking approach. What’s more, design thinking is being taught at leading universities around the
world, including d.school, Stanford, Harvard and MIT. Even so, do you know what design thinking is, and
why it’s so popular? Here, we’ll cut to the chase and tell you what it is and why it’s so popular.
WHAT IS DESIGN THINKING?
Design thinking is an iterative process in which we seek to understand the user, challenge assumptions, and
redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly
apparent with our initial level of understanding. At the same time, design thinking provides a solution-based
approach to solving problems. It is a way of thinking and working as well as a collection of hands-on
methods.
Design thinking revolves around a deep interest in developing an understanding of the people for whom we’re
designing the products or services. It helps us observe and develop empathy with the target user. Design
thinking helps us in the process of questioning: questioning the problem, questioning the assumptions, and
questioning the implications. Design thinking is extremely useful in tackling problems that are ill defined or
unknown, by re-framing the problem in human-centric ways, creating many ideas in brainstorming sessions,
and adopting a hands-on approach in prototyping and testing. Design thinking also involves on-going
experimentation: sketching, prototyping, testing, and trying out concepts and ideas.
DESIGN THINKING’S PHASES
There are many variants of the design thinking process in use today, and they are from three to seven phases,
stages or modes. However, all variants of design thinking are very similar – they all embody the same
principles, which were first described the Nobel prize Laureate Herbert Simon in The sciences of artificial in
1996. Here, we will focus on the five phase model, which the Hasso-Plattner institute of design at Stanford
proposed. We’ve chosen d.school’s approach because they’re at the forefront of applying and teaching design
thinking. The five-phases of design thinking, according to d.school are as follows:
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 Empathize - with your users.
 Define – Your user’s needs, their problem, and your insights.
 Ideate – By challenging assumptions and creating ideas for innovative solutions.
 Prototype – To start creating solutions.
 Test – Solutions
It is important to note that the five phases, stages, or modes are not always sequential. They do not have to
follow any specific order. What’s more, they can often occur in parallel and repeat iteratively. As such, you
should not envision the phases as a hierarchal or step-by-step process. Instead, you should understand it as an
overview of the modes or phases that contribute to an innovative project, rather than sequential steps.
DESIGN THINKING IS AN ESSENTIAL TOOL – AND A THIRD WAY
The design process often involves a number of different groups of people in different departments; for this
reason, developing, categorizing and organizing ideas and problem solutions can be difficult. One way of
keeping a design project on track and organizing the core ideas is with a design thinking approach.
Tim Brown, CEO of the celebrated innovation and design firm IDEO, shows in his successful book, Change
by design that design thinking is firmly based on generating a holistic and emphatic understand of the
problems that people face, and that it involves ambiguous or inherently subjective concepts such as emotions,
needs, motivations and drivers of behaviours. This contrast with a solely scientific approach, where there’s
more of a distance in the process of understanding and testing the user’s needs and emotions – e.g., via
quantitative research. Tim Brown sums up that design thinking is a third way : design thinking is essentially a
problem-solving approach, crystallized in the field of design, which combines a holistic user-centered
perspective with rational and analytical research with the goal of creating innovative solutions.
DESIGN THINKING IS FOR EVERYBODY
Tim Brown believes that design thinking techniques and strategies of design belong at every level of
business. Design thinking is not only for designers, but also for creative employees, freelancers and leaders
who seek to infuse design thinking in to every level of an organization, product, or service in order to drive
new alternatives for business and society.
Design thinking is essentially a problem solving approach, crystallized in the field of design, which combines
a user-centered perspective with rational and analytical research with the goal of creating innovative solutions.
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USER INTERFACE (UI) VERSUS USER EXPERIENCE
(UX)
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Advances in personal computing and information technologies have fundamentally transformed how maps are
produced and consumed, as many maps today are highly interactive and delivered online or through mobile
devices. UI (User Interface) / UX (User Experience) describes a set of concepts, guidelines, and workflow for
critically thinking about the design and use of an interactive product, map or otherwise. UI/UX is a growing
profession in the geospatial industry and broader technology sector, with UI/UX designers needed to engage
with stakeholders and target users throughout large software engineering and web design projects. This entry
reviews the conceptual principles behind UI/UX, emphasizing visual design following other entries in the
Cartography and Visualization section and complementing the technologically-oriented User Interfaces
entry spanning GIScience in the Programming and Development section.
UI and UX are not the same, separated in their focus on interfaces versus interactions. An Interface is a tool,
and for digital mapping this tool enables the user to manipulate maps and their underlying geographic
information. An Interaction is broader than the interface, describing the two-way question-answer or request-
result dialogue between a human user and a digital object mediated through a computing device. Therefore, an
interaction is both contingent- as the response is based on the request, creating loops of interactivity – and
empowering – giving the user agency in the mapping process with changes contingent on his or her interests
and needs.
Therefore, humans use interfaces, but they experience interactions, and it is the experience that determines the
success of an interactive product. UI design describes the iterative set of decisions leading to a successful
implementation of an interactive tool while UX design describes the iterative set of decisions leading to a
successful outcome of the interactive, as well as a productive and satisfying process while arriving at this
outcome. Accordingly, UI/UX often is reversed as UX/UI to emphasize the importance of designing the
overall experience rather than just the interface.
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THE 7 FACTORS THAT INFLUENCE USER
EXPERIENCE
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User Experience (UX) is critical to the success or failure of a product in the market, but what do we mean by
UX? All too often, UX is confused with usability, which describes how easy a product is to use. While it is
true that UX as a discipline began with usability, UX has grown to accommodate much more than usability,
and paying attention to all facets of UX in order to deliver successful products to market is vital.
There are seven factors that describe user experience, according to Peter Morville, a pioneer in the UX field
who has written several best-selling books and advises many fortune 500 companies on UX. Morville
arranged the seven factors into the ‘User Experience Comb’, which became a famous tool from which to
understand UX design.
1) Usable
Usability is concerned with enabling users to achieve their end objective with a product effectively and
efficiently. A computer game which requires three sets of control pads is unlikely to be usable as people,
for the time being at least, only tend to have two hands.
Products can succeed if they are not usable, but they are less likely to do so. Poor usability is often
associated with the very first generation of a product-think the first generation of MP3 players, which have
since lost their market share to the more usable iPod. The iPod wasn’t the first MP3 player, but it was the
first –in a UX sense, at least-truly usable MP3 player.
2) Useful
If a product isn’t useful to someone, why would you want to bring it to market? If it has no purpose, it is
unlikely to be able to compete for attention alongside a market full of purposeful and useful products. Its
wort noting that ‘useful’ is in the eye of the beholder, and things can be demand ‘useful’ if they deliver
non-practical benefits such as fun or aesthetic appeal.
Thus, a computer game or sculpture may be deemed useful even if neither enables a user to accomplish a
goal that others find meaningful. In the former case, a teenager may be using the game to vent angst after a
hard exam at college; in the latter, an art gallery visitor my ‘use’ the sculpture to educate herself on the
artist’s technique or tradition, gaining spiritual pleasure at the same time from viewing it.
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3) Findable
Findable refers to the idea that the product must be easy to find, and in the instance of digital and
information products, the content within them must be easy to find, too. The reason is quite simple: if you
cannot find the content you want in a website, you’re going to stop browsing it.
If you picked up a newspaper and all the stories within it were allocated page space at random, rather than
being organized into sections such as Sport, Entertainment, Business, etc., you would probably find
reading the newspaper a very frustrating experience. The same is true of hunting down LPs in a vintage
music store- while some may find rifling through randomly stocked racks of assorted artists’ offerings part
of the fun and ritual, many of us would rather scan through alphabetically arranged sections, buy what we
want, get out and get on with our day. Time tends to be precious for most humans, thanks largely to a little
factor called a ‘limited lifespan’. Findability is thus vital to the user experience of many products.
4) Credible
Twenty-first century users aren’t going to give you a second chance to fool them-there are plenty of
alternatives in nearly every field for them to choose a credible product provider. They can and will leave
in a matter of seconds and clicks unless you give them reason to stay.
Credibility relates to the ability of the user to trust in the product that you’ve provided-not just that it does
the job it is supported to do, but also that it will last for a reasonable amount of time and that the
information provided with it is accurate and fit-for-purpose.
It is nearly impossible to deliver a user experience if the users think the product creator is a lying clown
with the bad intentions-they’ll take their business elsewhere instead, very quickly and with very clear
memories of the impression that creator left in them. Incidentally, they may well tell others, either in
passing or more intentionally, in the form of feedback, so as to warn would-be customers, or ‘victims’ as
they would view them.
5) Desirable
Skoda and Porsche both make cars. Bothe brands are, to some extent, useful, usable, findable, accessible,
credible and valuable- but Porsche is much more desirable than Skoda. This is nothing say that Skoda is
undesirable; they have sold a lot of cars. However, given a choice of a new Porsche or Skoda for free,
most people will opt for the Porsche.
Desirability is conveyed in design through branding, image, identity, aesthetics, and emotional design. The
more desirable a product is, the more likely it is that the user who it will brag about it and create desire in
other users. Yes, we’re talking about envy here; whilst we can salute Skoda indomitable spirit- not least
for having made very innovative strides and made the most of resources behind the iron curtain- we’ll tend
to yearn after the other car here, the one that screw ‘look at me!’ and is pure power and affluence on four
wheels.
6) Accessible
Sadly, accessibility often gets lost in the mix when creating user experience. Accessibility is about
providing an experience which one can be accessed by users with a full range of abilities- this include
those who are disabled in some disabled in some respect, such as the hearing, vision, or learning impaired.
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Designing for accessibility is often seen by companies as a waste of money- the reason being the enduring
misconception that people with disabilities make up a small segment of the population. In fact, according
to the census data in the United States, at least 19% of people had a disability in 200, and it is likely that
this number is higher in less developed nations.
That’s one in five people in the audience for your product who may not be able to use it if it’s not
accessible- or 20% of your total market!
It’s also worth remembering that when you design for accessibility, you will often find that you create
products that are easier for everyone to use, not just those with disabilities. Don’t neglect accessibility in
the user experience, it’s not just about showing courtesy and decency- it’s about heeding common sense,
too!
Finally, accessible design is now a legal obligation in many jurisdictions, such as the EU. Failure to
deliver accessibility in designs may result in fines. Badly this obligation is not being enforced as often as it
should be; all the same, the road o progress line before us.
7) Valuable
Finally, the product must deliver value. It must deliver value to the business which creates it and to the
user who buys or uses it. Without value, it is likely that any initial success of a product will eventually
corrode as the realities of natural economics start to undermine it.
As designers, we should bear in mind that value is one of the key influences on purchasing decisions. A
$100 product that solves a $10,000 problem is one that is likely to succeed a $10,000 product that solves a
$100 problem is far less likely to do so.
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AN INTRODUCTION TO USABILITY
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Usability and user experience (UX) are not the same thing: the usability of a product is a crucial part that
shapes its UX, and hence it falls under the umbrella of UX. While many might think that usability is solely
about the ‘ease of use’ of a product, it’s actually more than that.
The ISO 9421-11 standard on usability describes it as: “The extent to which a product can be used by
specified users to achieve specified goals, with effectiveness, efficiency and satisfaction in a specified context
of use.” Usability is hence more than just about whether users can perform tasks easily (ease of use); it’s also
concerned with user satisfaction—for a website to be usable, it has to be engaging and aesthetically pleasing,
too.
WHY DOES USABILITY MATTER?
Before we delve deeper into what usability entails, addressing the importance of usability is vital. Usability
matters because if users cannot achieve their goals efficiently, effectively and in a satisfactory manner, they
are likely to seek an alternative solution to reach their goals. Moreover, for websites and apps, alternative
solutions are abundant and easy to find. Quite simply: if your product is not usable, its UX will be bad, and
users will leave you for your competitors. As designers who are looking to develop products with longevity,
we need to ensure that those products are usable; otherwise, we’ll risk losing users to our competitors.
web users showed that 46% of users leave a website because they can’t tell what the company does (i.e., a
lack of effective messaging), 44% of users leave due to lack of contact information, and 37% of users leave
due to poor design or navigation. This goes to show the potential harm bad usability can bring to your
website.
Usability is the outcome of a user-centered design process. That is a process which examines how and why a
user will adopt a product and seeks to evaluate that use. That process is an iterative one and seeks to improve
following each evaluation cycle continuously.
THE 5 CHARACTERISTICS OF USABLE PRODUCT
Whitney Queensberry, the UX and Usability Expert and former President of the Usability Professional’s
Association (UXPA), offers 5 criteria that a product must meet so as to be usable:
1) Effectiveness
Effectiveness is about whether users can complete their goals with a high degree of accuracy Much of
the effectiveness of a product comes from the support provided to users when they work with the
product; for example, fixing a credit card field so that it only accepts a valid credit card number entry can
reduce data entry errors and help users perform their task correctly. There are many different ways to
provide support—the key is to be as informative as possible in a meaningful way to the user.
2) Efficiency
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Effectiveness and efficiency have come to be blurred in the mind. They are, however, quite different
from a usability perspective. Efficiency is all about speed. How fast can the user get the job done?
You’ll want to examine the number of steps (or indeed clicks/keystrokes) needed to achieve the
objective; can they be reduced? This will help develop efficient processes. Clearly labelled navigation
buttons with obvious uses will also help, as will the development of meaningful shortcuts (for instance,
think about the number of hours you’ve saved using Ctrl+C and Ctrl+V to copy and paste text).
So as to maximize efficiency, you need to examine how your users prefer to work—are they interacting
via a smartphone or a desktop computer with a large keyboard and mouse? The two require very
different approaches to navigation.
3) Engagement
Engagement is a bit of a buzzword, but if you cut through the fluff, you’ll find that engagement
Occurs when the user finds the product pleasant and gratifying to use. Aesthetics matter here, and it’s
why many companies invest a small fortune in graphic design elements—but they’re not the only factors
in engagement.
Engagement is not only about looking nice but also about looking right. Proper layouts, readable
typography and ease of navigation all come together to deliver the right interaction for the user and make
it engaging. Looking nice isn’t everything, as Wikipedia (famous for its ultra-basic design) proves.
4) Error tolerance
It seems unlikely that, given the need to gain any degree of sophistication or complexity, you can
completely eliminate errors in products; in particular, digital products may be error prone because of the
ecosystem in which they dwell—an ecosystem which is beyond the designer’s control.
However, the next best thing is to minimize errors from occurring and to ensure that your users can
easily recover from an error and get back to what they are doing. This is what we call ‘error tolerance’.
Promoting error tolerance, according to Whitney Queensberry, require:
 Restricting opportunities to do the wrong thing. Make links/buttons clear and distinct; keep
language clear and simple; don’t use jargon unless absolutely necessary, and keep dependencies
in forms or actions together. Also, limit options to correct choices if you can, and give examples
and support when asking people to provide data.
 Offering the opportunity to ‘redo’. Give users a way to reset what they’ve just done and go back
and start again. Similarly, provide a clearly visible ‘undo’ function. Consider the amount of data
a user stands to lose by inadvertently deleting items. That ‘railing’ or ‘safety ledge’ will keep
users from panicking.
 Assuming everyone is going to do things you don’t expect them to do. Then, either facilitate that
or offer advice/support to get back on the right path. This sort of recovery measure also makes
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your site appear more human and trustworthy in that it shows you appreciate the human tendency
to make mistakes and empathize with your users.
5) Ease of learning
If you want a product to be used regularly, then you want users to be able to learn their way around that
product easily—to the extent that it comes as second nature when they use it again.
You also need to accommodate ease of learning when releasing new functionality and features otherwise,
a familiar and happy user may quickly become frustrated with your latest release. This is something that
tends to happen a lot on social networks; whenever a new set of features is released, they tend to be
greeted with howls of outrage from comfortable users. And this is true even when the new features are
easy to learn. A classic case occurred in early 2012, when Facebook’s Timeline format became the new
standard for user profiles. Although hordes of users bemoaned the change—which to many of them
seemed needless—Facebook wisely phased in the introduction so that users had plenty of time to switch
over.
The best way to support ease of learning is to design systems that match a user’s existing mental models.
A mental model is simply a representation of something in the real world and how it is done from the
user’s perspective. It’s why virtual buttons look a lot like real buttons – we know that we push buttons;
therefore, we tap virtual ones on touchscreens or mouse-click them. The form elicits the appropriate
action in the user, hence making it easy to learn.
UTILITY + USABILITY = USEFULNESS
When you’re designing for usability, thinking about utility is important, too. While usability is concerned with
making functions easy and pleasant to use, utility is about providing functions that users need in the first
place.
Only when usability is combined with utility do products become useful to users. A mobile payment app could
provide the most usable feature of adding the people around you on Facebook; nevertheless, because most
users of that app wouldn’t need that feature, it’s going to be useless to them. All your effort towards building
the most user-friendly feature could go to waste if that feature isn’t needed.
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HOW TO CONDUCT USER INTERVIEWS
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User interviews can be a great way to extract information from users so as to understand their user experience
as well as the product’s usability and the design ideation. They are cheap and easy to conduct. Better still,
anyone who is able to ask questions and record the answers can conduct them.
Before we look at how to conduct user interviews, we need to examine some of the drawbacks of
interviewing:
 Interviews, even if they are contextual (i.e., based on observing the interviewee using the product prior
to interview), tend to give insights into what people say they will do, and this is sometimes (often
even) not the same as what they actually do.
 Human beings have memory issues and can often not recall details as clearly as they would like.
Unfortunately, it is a human tendency to try and create these details (this is not even a conscious
process) and to tell a story the way we think something happened rather than how it happened.
 Users aren’t designers. Interviewers should stick to concrete examination of what is happening and
how the users feel. We should not try and get them to create their ideal product or to suggest
improvements. Users aren’t designers. Interviewers should stick to concrete examination of what is
happening and how the users feel. We should not try and get them to create their ideal product or to
suggest improvements.
It’s important to keep these drawbacks in mind when designing your interview questions (or when making up
interview questions on the spot while examining what you have observed the user doing). You should also
take them into account when evaluating a group of user interviews — interview data gives you a starting point
to examine problems but rarely a finishing point which delivers 100% certainty as to what to do next.
WHAT IS A USER INTERVIEW?
User interviews are where a researcher asks questions of, and records responses from, users. We can use these
to examine the user experience, the usability of the product or to flesh out demographic or ethnographic data
(for input into user personas), among many other things.
The ideal interview takes place with two UX researchers and one user. The first UX researcher focuses on
asking questions and guiding the interviewee through the interview. The second takes notes. If a second
researcher is unavailable for this, then videoing or audio recording an interview can be a good way to record
the information elicited. If the researcher asking questions takes notes, there’s a good chance that the
interview will be derailed and become hard to manage. So, if you are working alone, don’t look on reviewing
the recording of the interview as double-handling; it’s really the only way to capture and condense what you
need into a workable format.
Typical topics covered within user interviews include:
 Background (such as ethnographic data)
 The use of technology in general
 The use of the product
 The user’s main objectives and motivations
 The user’s pain points
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There is also a special type of user interview known as ‘the contextual interview’. This is an interview which
is conducted after (or during) the observation of a user using the actual product. It’s an interview ‘in context’
with usage. These are very common in usability testing and assessment of products and even in information
visualization. Unsurprisingly, the insights you can gain from first-hand, ‘live’ user experience can prove very
valuable, not least because you can almost guarantee responses that are totally accurate and earnest.
PREPARING FOR USER INTERVIEWS
Preparation for user interviews begins with recruitment. In order to capture an accurate picture of Your user
ship, you will want to ensure that you recruit a representative sample of users for your Interviews. Then you
will need to create a script from which to ask questions (unless you are doing a contextual interview, in which
case you may still create a script but are likely to wander off-piste from that script a lot during the interview).
Some tips for your script include:
 Make sure you begin by explaining the purpose of the interview – what are you trying to achieve?
 Also explain how the person’s data and any data you collect will be used from the interview.
 Try to keep leading questions to a minimum. A good question is “Do you use instant messaging?”
rather than “How often do you use Snapchat?”— The former lets you explore what users actually do.
The latter presupposes that users are using Snapchat and that’s the extent of their instant messaging
activity.
 Keep it reasonably short. If you read the script aloud and it takes more than 10 minutes to read… it’s
probably too long. Interviews should, ideally, be less than one hour long, and the majority of the time
spent should involve the interviewee talking while you listen.
Don’t forget that scripts are a guide, not a bible. If you find something interesting takes place in an interview
and there are no questions, on the script, to explore that idea… explore it anyway. Similarly, if an unforeseen
topic has arisen that you need to explore, do so before you lose track of its relevance. Feel free to amend the
script for future uses. When scheduling your interviews, leaving 30 minutes or so between each interview is a
good idea. That way, you’ll have time to make additional notes and compile your thoughts while everything is
still fresh in your mind.
HOW TO CONDUCT A USER INTERVIEWS
Conducting an interview is simply a question of running through your script or asking the questions you have.
However, there are some tips to make this more useful as a process:
 Make your interviewees comfortable.
 Try to keep the interview on time and heading in the right direction.
 Try to focus on the interviewee and not on making notes.
 Thank the interviewee at the end of the process.
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7 GREAT, TRIED AND TESTED UX RESEARCH
TECHNIQUES
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1. CARD SORTING
Card sorting was originally a technique used in psychological research long before ‘UX researching
was a thing. It’s a simple concept: you write words or phrases on cards; then you ask the user to
categorize them. You might also ask the user to label the categories. The words or phrases you write
on the cards depend on what you’re trying to find out from your users. For instance, if you want to find
out whether your Information Architecture, or the way your website is arranged, is easy to understand,
you could write the different pages of your website down and ask a user to sort them into categories.
If, on the other hand, you’re interested to examine how users think about financial planning, you could
write down different activities (“save money in a bank”, “travel once every year”, “look out for
offers”, etc.) and ask your users to sort them by priority.
There are all sorts of card-sorting techniques, and choosing the right one is important. Better still there
are a bunch of online tools that let you do card sorting remotely, allowing you to use the technique
globally and not just locally.
Why is card sorting a good technique?
 It’s a very cheap form of research, since face-to-face online tools may be more expensive.
 It’s also a very easy technique for users to understand and for clients to understand, too.
 It’s a very easy method to get user input (or even to get user validation) for ideas early on in a UX
project.
 Preparing a card-sorting study requires next to no effort.
2. EXPERT REVIEW
Expert reviews involve a single ‘expert’ walking through a product via the User Interface (UI) and
looking for issues with the design, accessibility, and usability of the product. There’s no fixed process
to follow, and the expert review can vary from professional to professional as well as from product to
product. The more expertise the reviewer has in usability and UX design, the more valuable the input
of that person will be (in most cases).
Why is an expert review a good technique?
 It’s quick, easy and cheap. This is doubly so when you compare it to more formal usability-testing
methods. It’s quick, easy and cheap. This is doubly so when you compare it to more formal usability-
testing methods.
 It only takes a single professional to conduct an expert review.
 It is a great way to inform further UX research; however, you should be careful when taking an expert
review at face value—don’t let it preclude further user testing; instead, dig deeper and see how you
might gain more thorough insights.
3. EYE MOVEMENT TRACKING
Knowing where your users are looking when they’re using your system can tell you a great deal about
where your design’s effectiveness stands. Eye movement tracking helps with UI design, and it helps
with knowing how to prioritize certain kinds of content. This technique was developed for academic
research. Used extensively in medical research, it has become popular and cost-effective enough to be
deployed by UX teams, too.
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Why is eye movement tracking a good technique?
 Given the ever-improving state of the art in technology, the advancements have long since left bulky
and invasive eye movement tracking systems behind. Consequently, EMT has become so sophisticated
and discreet that modern systems do not interfere with the results of usability tests.
 Hand in hand with those developments, the technology has become increasingly affordable. EMT may
not suit every project budget, but it often won’t break the bank, either.
 The technology has become sufficiently reliable for results to be easy to reproduce and for us as
researchers to be able to rely on the outputs we get.
 UX design clients love eye movement tracking. It’s a great way to demonstrate why they might want
to invest in further usability testing.
4. FIELD STUDIES
This is actually a number of techniques under a broad heading. It’s all about going out and observing
users ‘in the wild’ so that we can measure behaviour in the context where users actually use a product.
Field studies include ethnographic research, interviews, observations, and contextual enquiry.
Why are field studies a good technique?
 There’s no stronger form of research than observing users behaving as they will when they use your
product. Researchers love these techniques and are often passionate about persuading their clients to
take them on board.
 When conducted well, the outputs of field studies provide the deepest insights into user issues and
light up pathways towards possible solutions.
5. USABILITY TESTING
A firm favourite that has a long and prestigious history in UX research, usability testing is the
observation of users trying to carry out tasks with a product. Such testing can focus on a single
process, or be much wider in range. A firm favourite that has a long and prestigious history in UX
research, usability testing is the observation of users trying to carry out tasks with a product. Such
testing can focus on a single process, or be much wider in range.
Why is usability testing a good technique?
 Can you think of a better way to understand what users do than watching them do stuff? Of course,
you have to pick the right users—they need to be a good representation of the user base as a whole,
but that’s pretty much the only constraint.
 Usability tests produce specific results that lead to specific actions. Better still, it’s very hard for
people to contradict decisions based on these tests; it’s nearly impossible to refute evidence of user
behaviour.
 You can bring clients into usability testing easily as observers. This increases their enthusiasm for such
testing and shows clearly why such testing adds value.
6. REMOTE USABILITY TESTING
This is usability testing, but without the need to drag users into your laboratory environment. It was
once complex and expensive, but technology has moved on, and now it’s fairly simple to set up and
reasonable value for money, too.
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Why is remote usability testing a good technique?
 It often saves time and money when compared to lab testing, and allows for a wider range of
participants when you don’t have to get them in the lab.
 It is closer to field testing in some respects in that the tests are conducted in the user’s environment
and not an artificial lab environment. This delivers better results in many cases than a lab environment.
7. USER PERSONAS
User personas are a fictional representation of the ideal user. They focus on the goals of the user, that
individual’s characteristics and the attitudes he/she displays. They also examine what the user expects
from the product.
We created user personas from other forms of user research; thus, they offer an in-depth, real-life vivid
portrait that is easy for the whole team to keep in mind when designing products. Each user persona
has a name and a backstory. Moreover, personas inspire the imagination and keep the focus on the
user.
Why are user personas a good technique?
 They are a step above the old user profile and give a more in-depth and specific look at a user.
 They are easy for people to relate to, and they become part of the team as team members constantly
speak about them during a project.
 They are a lot of fun, and they tend to be interesting, easy for people to engage with and more
memorable than many other research outputs.
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PRINCIPLES OF UI/UX DESIGN
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UI/UX design is a field that requires creativity and is also dynamic. Despite these constant changes, there are
fundamental principles that every designer should know and understand. These principles are concepts that
guide the design of software products. You must align your work with these principles to ensure you create
designs that are aesthetically pleasing, easy to understand and use.
 Meet the user’s need
UI/UX design is user-centred, so first and foremost you have to ensure that the design meets the needs
of the user. Your design should help the users achieve their desired outcome seamlessly.
 Hierarchy
This refers to how the content or information is organized throughout the design. Which screen comes
before others? Which elements or information need more attention than others? Hierarchy controls the
order in which information is consumed and processed. A design with clear hierarchy helps users
easily scan for the information they need and go about their tasks smoothly.
 Visibility of System Status
Users should be able to receive feedback on the actions they take. Your design should provide them
with information on what is going on and show users their system status. If a user is downloading a
file, a good design should show some sort of progress bar to show how much time is eft for the
download to complete instead of leaving the user in the dark.
 Match between System and the Real World
Your design should speak the language of the user and use the same concept that people are already
familiar with in the real world. Avoid the use of jargon or technical terms, simple language makes
your design easier to understand. Likewise, elements used in a design should be similar to what they
represent in the real world, for example, the trashcan icon on Gmail tells the user where to find deleted
emails.
 User Control and Freedom
The design should give users control in the process, allow them to redo, undo and cancel an action that
they have already taken. A product that considers this principle is Google Docs. You can undo changes
you have made to a document and redo any change you reversed.
 Accessibility
Your design should be usable for as many people as possible. It should be accessible by people with
disabilities like Visual impairments. Texts should have a clear contrast to the background, avoid using
colours that can’t be seen by everyone.
 Consistency and Standards
Your design should follow standards and use consistent concepts throughout the entire product. This
allows users to become familiar with new products, so they know that actions to take without any extra
learning. Take a look at products from Microsoft Office, they have a general look and feel. So if you
know how to use Microsoft Word, adopting Microsoft PowerPoint or Spreadsheet would be easier and
faster.
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 Recognition Rather than Recall
It is easier to recognize things than to recall them. Your design should keep options, actions, etc.
visible to reduce the load on the user’s memory. Users should not have to remember information from
one display to another. A website that keeps requesting for your username and password every time
you use it can be frustrating. Try searching for a video on YouTube, notice how the several options are
listed before you are done typing. Now, imagine if you had to remember the title of a video on
YouTube before you can find it. Frustrating, right?
 Flexibility and Efficiency of Use
The design of a product should be such that it can be used by new and expert users. It should be easy
for new users to learn and have shortcuts for experts to do things fast. Let’s look at Figma, a tool for
designing user interfaces. New figma users might click on the shapes tools to pick out a shape to use in
their design while an expert would press R on the keyboard for rectangle, O for an eclipse, etc.
 Aesthetics and Minimalist Design
Less is more. Don’t overwhelm users with unnecessary or irrelevant information. A minimalist design
helps users focus on their goals without getting distracted by the design. Information should not be
competing with one another for the users’ attention. Each screen should contain only components
relevant to the task being carried out and provide clear and visible means to navigate to other content.
 Help Users Recognize, Diagnose and Recover from Errors
Error messages should be straightforward, actionable and in plain language. The design should tell the
users what went wrong and offer solutions. Have you ever tried loading a website but got a page
saying, “404 Not Found”? Not everyone knows what this error means. This is an example of an error
message that isn’t useful. Now, try watching a video on YouTube without an internet connection.
YouTube would not only tell you that you are offline but would also suggest that you retry connecting
to the internet or go to your downloads to watch a video. YouTube gives an error message that is easy
to understand as well as suggesting solutions.
 Help and Documentation
Most times users might want to navigate a product without resorting to documentation but sometimes
documentation is necessary. Such documentation should be easy to locate and focused on the users’
current task. Your design should provide help to users where they need it and when they actually need
it.
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PROS AND CONS OF UI/UX DESIGN
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Many problems can be as described above, like poor navigation and operations, not-responsive design, bad
link and wrong CTA settings, etc. The most significant reason users leave website or app is that designers do
not conduct user testing and know nothing about their audience. When a designer does not know enough
information about users, when he wants to deliver a project quickly, e does not focus on the most important
thing - his user. But after all, the main goal of UX is the creation of useful, simple and pleasant to use
products.
PROS
 It can increase your revenue
Companies that invest in UX research and design get significant advantages. In fact, ten years of
research shows that companies who’s growth strategy is based on human-centred design methods see a
228% higher ROI that the S&P 500.
 Saves you money
Studying your users’ behaviour will help you make research-backed, user-centred design decisions.
User feedback will prevent you from making costly development errors and help you solve users
problems more effectively.
 Find where your customers get stuck
A significant advantage of user testing is that you can see where your users encounter problems and
get stuck. For example:
 Confusing or misleading navigation
 Problems signing in or creating an account
 Buttons don’t work on mobile devices
 Inaccurate search results
 Get a fresh, unbiased perspective
When you’re 100% involved in your work, it’s hard to give it a new look. Things that important for
you and your colleagues might be different from what matters to your end-user. And when a real user
tests your design, you get a fresh, unbiased perspective.
 Saves time
Probably you’re thinking that there is no way that user testing is going to SAVE you time. In some
cases, it is true, but you will see all the benefits in the long term perspective.
User testing will show you what errors you have now. And if you don’t find mistakes now, you will
find them later. But later it will be much harder to fix them. Because the more you product develops,
the harder and longer it gets to discover and fix problems.
 User-centred design improves user satisfaction
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Products (apps and websites) that are easy and pleasant to use increase customer satisfaction. And as a
result, this has an impact on sales and your bottom line.
 Prioritize improvements
Even if you do not uncover severe issues about your product after user testing, you may still discover
many things that need improvements.
By having metrics around your users’ experience, you can justify the cost of making changes to what
you already have. You can make a prioritized list of improvements based on the performance quality of
the product. You have to concentrate on user experience to see what you have to solve in the first place.
 Make sure your product meets expectations
As soon as product development is completed, test usability again to confirm everything works the way
it was intended. Is it easy to use? Maybe something is still missing in the interface?
 Complement and illuminate other data points
Usability testing can show you things which you did not even suspect. You can find out that users don’t
pay attention to important parts of the landing page. Without testing, you could have no idea that can be
an issue, but observing users in action can reveal why they’re ignoring it.
 Comfort factor during testing
If you conduct testing in a more natural, real-world environment, that will help your participants to be
themselves. Some participants feel like you want to test them, not software, and they feel under
pressure to get the answer “right”. Just make them relax, and you will get a pretty relevant and accurate
result.
CONS
 Confidentiality issues
You’re less in control of the physical environment, and you will not be able to stop users from taking
screenshots or otherwise sharing what they are seeing. If the idea you’re testing is new, how can you
prevent your competitors from stealing it?
 Is the audience accurate?
The mostcrucial thinginusertestingisgettingthe correctaudience type.Butyoucan’tbe 100% sure that’s the
right audience and whether or not people have used your products and services before.
 It still costs money
Theycan be costlyintermsof facilitiesandequipmentandalsostaff time. It can be hard to find the money for
testing for small companies and independent designers.
 Limitation
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They are usually only possible to undertake with a small sample of potential users.
 Takes time
The data can be fairly complex and time consuming to analyse.
 Participants factor
They require a significant commitment by participants.
 May be not so true
Testing is not 100% representative of the real-life scenario.
 You will probably need special equipment
You mayneedspecial software or physical equipment for conducting testing, but it depends on an interface
that you’re testing.Usually,ithappenswithsoftware that’s still under development. Making users install and
setup instrumentsforlaunching complicated software can be a pain. And if you want to conduct online user
testing,yourparticipants will need to have specific equipment, and it can make recruiting needlessly tricky.
 The importance of body language
Online testingisnotsuitableforsome kindsof researches. UX research has recently begun using eye -tracking
studies.Forsuchtesting,yourparticipantshavetouse the eye-trackingdevice.Forotherstudies, it is essential
to learn your participants’ physical movements, and it is not always easy to get this info with a stationary
webcam. Psychologybackgroundplaysasignificantroleintesting,andithelpstolearnalotfrominterpreting a
participant’s body language. This is lost altogether with online testing.
 Testing dubious persons
Some peopleattendsucheventsjustforthe cash.Theytake anumberof tests,eventhough one of the criteria
fortraditional usertestingisthatyouhaven’t participated in user testing before (as it devalues or alters your
input).
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WHAT DOES UI/UX DESIGNER DO?
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What does a UX designer do?
So we now know, in abstract terms, what the role of the UX designer entails – but how does this translate into
everyday tasks? Here is a cliff notes example of a UX designer’s typical tasks and responsibilities.
Strategy and Content:
 Competitor analysis
 Customer analysis and user research
 Product structure and strategy
 Content development
Wire framing and Prototyping:
 Wire framing
 Prototyping
 Testing and Iteration
 Development planning
Execution and Analytics:
 Coordination with UI designer
 Coordination with developer
 Tracking goals and integration
 Analysis and iteration
So part-marketer, part-designer, part-project manager; the UX role is complex, challenging and multi-faceted.
You see that iteration of the product, as connected to analysis or testing is indeed mentioned twice, but in
reality you would put it in between every other item on the list. Ultimately, the aim is to connect business
goals to user’s needs through a process of user and usability testing and refinement toward that which satisfies
both sides of the relationship.
What does a UI designer do?
If you like the idea of creating awesome user experiences but see yourself as a more visual person, you may
be more interested in UI design. You’ll find a brief snapshot of the UI designer’s key tasks below, or a more
comprehensive explanation of what a UI designer actually does in this guide.
The look and feel of the product:
 Customer analysis
 Design research
 Branding and graphic development
 User guides and storylines
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Responsiveness and interactivity:
 UI prototyping
 Interactivity and animation
 Adaptation to all device screen sizes
 Implementation with developer
As a visual and interactive designer, the UI role is crucial to any digital interface and, for customers, a key
element to trusting a brand. While the brand itself is never solely the responsibility of the UI designer, its
translation to the product is.
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RELATION OF UI DESIGN AND UX DESIGN
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The meanings of UX and UI imply that they are related design disciplines, yet they are very different in
nature. The UI design is more concerned with the visual properties of design as well as the overall feel it
conveys. But without great UX, even the most beautifully designed UI will cause a bad user experience.
1. The role of UX designer
Recently, many companies realized that good design is a competitive advantage and they are willing to
invest significant resources in creating a great user experience. As a result, the role of a UX designer
emerged and is in high demand.
In simple terms, UX design is a human-first way of designing products. UX designers are responsible for
analysing the target audience’s needs and ensuring that the company creates products that meet those needs.
UX design is a multidisciplinary field where UX designers can be involved in different areas of product
development such as product research, ideation, prototyping, testing.
UX designer’s responsibilities usually include:
 Understanding users.
UX design usually starts with extensive research that has a goal to understand the target audience,
their wants, and needs. Empathy is a crucial skill for UX designers. It helps UX designers to
understand and uncover the latent needs and emotions of the people they are designing for.
 Creating a design strategy.
Design strategy includes understanding the purpose of a product, mapping a logical journey.
 Analyzing the design of interactions.
UX designers analyze how people use products – their interaction habits, personal preferences, and
shortcuts they use while interacting with UI. All insights are used in proposing better design
solutions.
 Creating wireframes and prototypes.
UX designers often need to create wireframes or prototypes using UX software to propose their ideas
to design team.
UX designers are constantly involved in the execution of a product. They interact with all team members to
ensure that product design is moving in the right direction.
2. The role of UI designer
The role of UI designers is more relevant to the visual representation of information. UI designers should
have graphic design, visual design, and branding design skills to create interfaces that have a good look and
feel. Usually, UI designers take the user flow and wireframes for individual screens/pages created by UX
designers (skeleton of design) and turn it into something aesthetically pleasing (dressing-up the skeleton).
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Being a good designer means a few things, such as:
 Attention to detail.
Good designers know that “The devil is in the detail,” and they are continually perfecting even tiny
elements of their solutions.
 Good problem-solving skills.
No matter what you do in design, you always solve a specific problem. Designers should be ready to
spend enough time finding a proper solution. But there are a few specific things that are relevant for
UI designer:
 Competitive analysis.
Be able to analyse and conduct competitive analysis of products and visual design decisions that they
make.
 Responsive design.
Ensure UI design looks great on any screen size and resolution.
 Communication.
Usually, UI designer works closely with UX designers and engineering team. Communication skills
required to understand technical feasibility (whether the team can implement the design)
Drawbacks with a combined UI/UX role
The definitions of UX and UI have many things in common, so that many companies advertise UI and UX
design as a single role. The job description for such a position usually says that the person will work both on
the conceptual part of user interactions and then transfer this knowledge into actual UI design. In reality, this
looks more like a single person that wears two hats simultaneously. Every role requires a different set of skills
and methods. And even when a single person has all the necessary skills, this mix of disciplines is bad
because it makes the design process less focused. When a person constantly switches from the conceptual
phase to implementation, she can easily miss an important part of the design.
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TOOLS USED IN UI/UX DESIGN
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UI design tools give designers what they need to design accurate hi-fi wireframes, mock-ups, and
prototypes and render minimally viable products. They represent the nuts and bolts of a design,
communicating its functionality.
UX design tools focus on the user and how they’ll experience the content. These tools can help structure
the information architecture, as well as how someone will flow through the experience. Since this is more
conceptual, UX tools are about helping a designer paint the broader picture of how content and organization
will affect experience.
1. Sketch
2. Invision Studio
3. Axure
4. Craft
5. Proto.io
6. Adobe XD
7. Marvel
8. Figma
9. Framer X
10. Origami Studio
11. Webflow
12. FlowMapp
13. Balsamiq
14. Visualsitemaps
15. Treejack
16. Wireframe.cc
17. Optimal Workshop
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CONCLUSION
Product designers create the design for a product. UX designers use research and data to make
informed decisions about what is best for their user’s experience with that particular product. Product
designers will often work in conjunction with UX designers, but it varies depending on how large or small the
company may be. A senior-level UX Designer could do both jobs if needed!
Additionally, some people think of UI Designers as the same thing as Product/UX Designers because they are
typically involved early in the development process (either at the concept phase or when wireframes are being
developed). However, this isn’t always true; there are plenty of instances where an organization has a separate
team dedicated solely to UI Design.

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UI UX design.docx

  • 1. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 1 TABLE OF CONTENTS 1. Abstract……………………………………………………………………………………..2 2. Introduction…………………………………………………………………………………3 3. UI/UX design i. UI design……………………………………………………………………………5 ii. UX design…………………………………………………………………………..6 4. What is design thinking and why is it so popular? i. What is design thinking?....................................................................................8 ii. Design thinking’s phases………………………………………………………8 iii. Design thinking is an essential tool………………………………....…………9 iv. Design thinking is for everybody……………………………………...………9 5. User Interface (UI) versus User Experience (UX)…………………………………....……..10 6. The 7 factors that influence User Experience (UX)…………………………………....……12 7. An introduction to usability i. Why does usability matter?..........................................................................................17 ii. 5 characteristics of usable products………………………………………………......17 8. How to conduct user interviews i. What is user interview………………………………………………………….…….21 ii. Preparing for user interviews…………………………………………………….…..22 iii. How to conduct a user interview………………………………………………….....22 9. 7 great, tried and tested UX research techniques…………………………………….……....23 10. Principles of UI/UX design……………………………………………………………….....27 11. Pros and Cons of UI/UX design……………………………………………………………..30 12. What does UI/UX designer do? i. What does a UX designer do?......................................................................................35 ii. What does a UI designer do?........................................................................................35 13. Relation of UI design and UX design i. Role of UX design……………………………………………………………………38 ii. Role of UI design…………………………………………………………………….38 iii. Drawbacks with a combined UI/UX role…………………………………………….39 14. Tools used in UI/UX design………………………………………………………………….40 15. Conclusion……………………………………………………………………………………42
  • 2. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 2 ABSTRACT Advances in personal computing and information technologies have fundamentally transformed how maps are produced and consumed, as many maps today are highly interactive and delivered online or through mobile devices. Accordingly, we need to consider interaction as a fundamental complement to representation in cartography and visualization. UI (User Interface ) / UX (User Experience ) describes a set of concepts, guidelines, and workflows for critically thinking about the design and use of an interactive product , map- based or otherwise. This entry introduces the core concept from UI/UX design important to cartography and visualization, focusing on issues related to visual design. First, a fundamental distinction is made between the use of an interface as a tool and a broader experience of an interaction, a distinction that separates UI design and UX design. Norman’s stages of interaction framework then is summarized as a guiding model for understanding the user experience with interactive maps, noting how different UX design solutions can be applied to breakdowns at different stages of the interaction. Finally, three dimensions of UI design are described : the fundamental interaction operators that form the basic building blocks of an interface , interface styles that implement these operator primitives, and recommendations for visual design of an interface.
  • 3. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 3 INTRODUCTION User Experience (UX) design can be a complicated and overwhelming field for newcomers, as it encompasses a wide range of topics ( from accessibility to wireframing ). Some of these topics overlap, while some of them complement one another. Therefore, it’s important to come to a common and basic understanding of what the term “User Experience” means in a design context. "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design. A user interface is the system by which people (users) interact with a machine. The user interface includes hardware (physical) and software (logical) components. User interfaces exist for various systems, and provide a means of: Input- allowing the users to manipulate a system (i.e using it) Output- allowing the system to indicate the effects of the users' manipulation.
  • 4. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 4 UI/UX DESIGN
  • 5. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 5 UI design A user interface is a place where interactions between humans and machines occur. It allows users to effectively operate a machine to complete a task or achieve a specific goal, like making a purchase or downloading an app. In fact, you are using UI right now to read this article right now. User interfaces are composed of input hardware (devices that control the machine from the human end like a keyboard, mouse, or joystick) and output hardware (devices that provide information to users like monitors, audio speakers, or printers). Input devices work together with output devices so users can fully control the machine. There are many different types of user interface. Here are the three most common UIs – command line interface, graphic user interfaces, and voice-enabled user interface.  Command Line Interface Back in the 70s, at the dawn of the computer age, people interacted with computers using command line interface. The interactions were linear – the user (‘operator’) typed a command, and the machine responded to the command either using printed output or by displaying a message on the monitor. Because users have to know the machine language to interact with computers, the complexity of such interaction was pretty high.  Graphical User Interface The graphical user interface (GUI) is a form of user interface that allows users to interact with digital products through visual elements. When users interact with GUI, they go through a series of pages or screens. Those pages/screens contain static elements (such as text sections) and active elements (such as buttons and other interactive controls). The first GUI was developed by Xerox PARC in the 80s, and it was based on the metaphor of the office desk. In 1984 Apple released Macintosh – the first commercially successful home computer with a GUI interface. It was an important step in technology evolution because anyone could use a computer (no special coding required).  Voice Based Interface “The Best Interface Is No Interface” is a famous quote from Golden Krishna’s book “The Simple Path to Brilliant Technology”. The learning curve is a huge problem that GUI interfaces. Every time users interact with a new product that has GUI, they need to spend some time learning how to use it.
  • 6. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 6 Generally, the more time users spend learning how to use a particular product, the higher the learning curve becomes. For a long time, people in the design industry dreamed of having a zero UI. The closest we’ve come to zero UI is voice-enabled interfaces, which allow the user’s voice to interact with a system. Recent progress in natural language processing made it possible to design smart AI-powered systems such as Amazon Alexa. UX design User experience is the experience that a person has as they interact with a product. The term was coined by Don Norman back in the 90s when he worked at Apple. Don Norman says that ‘‘User experience’ encompasses all aspects of the end-users interaction with the company, its services, and its products.” Since UX designers focus on crafting products that are easy to use and understand, the concept of user- centred design takes a central stage in UX design process. User persona UX design starts with conducting user research. UX designers have to understand their target audience and identifying exactly what they need from the product they’re designing. As UX designers get this understanding, they create user personas. Personas help users see goals, desires, and limitations of target users. These understandings help them to propose design solutions that works the best for their users.
  • 7. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 7 WHAT IS DESIGN THINKING AND WHY IS IT SO POPULAR?
  • 8. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 8 Design thinking is not an exclusive property of designers – all great innovators in literature, art, music, science, engineering, and business have practiced it. So, why call it ‘design thinking’? What’s special about design thinking is that designer’s work processes can help us systematically extract, teach, learn, and apply these human-centered techniques to solve problems in a creative and innovative way – in our designs, in our businesses, in our countries, in our lives. Some of the world’s leading brands, such as Apple, Google, Samsung and GE, have rapidly adopted the design thinking approach. What’s more, design thinking is being taught at leading universities around the world, including d.school, Stanford, Harvard and MIT. Even so, do you know what design thinking is, and why it’s so popular? Here, we’ll cut to the chase and tell you what it is and why it’s so popular. WHAT IS DESIGN THINKING? Design thinking is an iterative process in which we seek to understand the user, challenge assumptions, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent with our initial level of understanding. At the same time, design thinking provides a solution-based approach to solving problems. It is a way of thinking and working as well as a collection of hands-on methods. Design thinking revolves around a deep interest in developing an understanding of the people for whom we’re designing the products or services. It helps us observe and develop empathy with the target user. Design thinking helps us in the process of questioning: questioning the problem, questioning the assumptions, and questioning the implications. Design thinking is extremely useful in tackling problems that are ill defined or unknown, by re-framing the problem in human-centric ways, creating many ideas in brainstorming sessions, and adopting a hands-on approach in prototyping and testing. Design thinking also involves on-going experimentation: sketching, prototyping, testing, and trying out concepts and ideas. DESIGN THINKING’S PHASES There are many variants of the design thinking process in use today, and they are from three to seven phases, stages or modes. However, all variants of design thinking are very similar – they all embody the same principles, which were first described the Nobel prize Laureate Herbert Simon in The sciences of artificial in 1996. Here, we will focus on the five phase model, which the Hasso-Plattner institute of design at Stanford proposed. We’ve chosen d.school’s approach because they’re at the forefront of applying and teaching design thinking. The five-phases of design thinking, according to d.school are as follows:
  • 9. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 9  Empathize - with your users.  Define – Your user’s needs, their problem, and your insights.  Ideate – By challenging assumptions and creating ideas for innovative solutions.  Prototype – To start creating solutions.  Test – Solutions It is important to note that the five phases, stages, or modes are not always sequential. They do not have to follow any specific order. What’s more, they can often occur in parallel and repeat iteratively. As such, you should not envision the phases as a hierarchal or step-by-step process. Instead, you should understand it as an overview of the modes or phases that contribute to an innovative project, rather than sequential steps. DESIGN THINKING IS AN ESSENTIAL TOOL – AND A THIRD WAY The design process often involves a number of different groups of people in different departments; for this reason, developing, categorizing and organizing ideas and problem solutions can be difficult. One way of keeping a design project on track and organizing the core ideas is with a design thinking approach. Tim Brown, CEO of the celebrated innovation and design firm IDEO, shows in his successful book, Change by design that design thinking is firmly based on generating a holistic and emphatic understand of the problems that people face, and that it involves ambiguous or inherently subjective concepts such as emotions, needs, motivations and drivers of behaviours. This contrast with a solely scientific approach, where there’s more of a distance in the process of understanding and testing the user’s needs and emotions – e.g., via quantitative research. Tim Brown sums up that design thinking is a third way : design thinking is essentially a problem-solving approach, crystallized in the field of design, which combines a holistic user-centered perspective with rational and analytical research with the goal of creating innovative solutions. DESIGN THINKING IS FOR EVERYBODY Tim Brown believes that design thinking techniques and strategies of design belong at every level of business. Design thinking is not only for designers, but also for creative employees, freelancers and leaders who seek to infuse design thinking in to every level of an organization, product, or service in order to drive new alternatives for business and society. Design thinking is essentially a problem solving approach, crystallized in the field of design, which combines a user-centered perspective with rational and analytical research with the goal of creating innovative solutions.
  • 10. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 10 USER INTERFACE (UI) VERSUS USER EXPERIENCE (UX)
  • 11. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 11 Advances in personal computing and information technologies have fundamentally transformed how maps are produced and consumed, as many maps today are highly interactive and delivered online or through mobile devices. UI (User Interface) / UX (User Experience) describes a set of concepts, guidelines, and workflow for critically thinking about the design and use of an interactive product, map or otherwise. UI/UX is a growing profession in the geospatial industry and broader technology sector, with UI/UX designers needed to engage with stakeholders and target users throughout large software engineering and web design projects. This entry reviews the conceptual principles behind UI/UX, emphasizing visual design following other entries in the Cartography and Visualization section and complementing the technologically-oriented User Interfaces entry spanning GIScience in the Programming and Development section. UI and UX are not the same, separated in their focus on interfaces versus interactions. An Interface is a tool, and for digital mapping this tool enables the user to manipulate maps and their underlying geographic information. An Interaction is broader than the interface, describing the two-way question-answer or request- result dialogue between a human user and a digital object mediated through a computing device. Therefore, an interaction is both contingent- as the response is based on the request, creating loops of interactivity – and empowering – giving the user agency in the mapping process with changes contingent on his or her interests and needs. Therefore, humans use interfaces, but they experience interactions, and it is the experience that determines the success of an interactive product. UI design describes the iterative set of decisions leading to a successful implementation of an interactive tool while UX design describes the iterative set of decisions leading to a successful outcome of the interactive, as well as a productive and satisfying process while arriving at this outcome. Accordingly, UI/UX often is reversed as UX/UI to emphasize the importance of designing the overall experience rather than just the interface.
  • 12. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 12 THE 7 FACTORS THAT INFLUENCE USER EXPERIENCE
  • 13. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 13 User Experience (UX) is critical to the success or failure of a product in the market, but what do we mean by UX? All too often, UX is confused with usability, which describes how easy a product is to use. While it is true that UX as a discipline began with usability, UX has grown to accommodate much more than usability, and paying attention to all facets of UX in order to deliver successful products to market is vital. There are seven factors that describe user experience, according to Peter Morville, a pioneer in the UX field who has written several best-selling books and advises many fortune 500 companies on UX. Morville arranged the seven factors into the ‘User Experience Comb’, which became a famous tool from which to understand UX design. 1) Usable Usability is concerned with enabling users to achieve their end objective with a product effectively and efficiently. A computer game which requires three sets of control pads is unlikely to be usable as people, for the time being at least, only tend to have two hands. Products can succeed if they are not usable, but they are less likely to do so. Poor usability is often associated with the very first generation of a product-think the first generation of MP3 players, which have since lost their market share to the more usable iPod. The iPod wasn’t the first MP3 player, but it was the first –in a UX sense, at least-truly usable MP3 player. 2) Useful If a product isn’t useful to someone, why would you want to bring it to market? If it has no purpose, it is unlikely to be able to compete for attention alongside a market full of purposeful and useful products. Its wort noting that ‘useful’ is in the eye of the beholder, and things can be demand ‘useful’ if they deliver non-practical benefits such as fun or aesthetic appeal. Thus, a computer game or sculpture may be deemed useful even if neither enables a user to accomplish a goal that others find meaningful. In the former case, a teenager may be using the game to vent angst after a hard exam at college; in the latter, an art gallery visitor my ‘use’ the sculpture to educate herself on the artist’s technique or tradition, gaining spiritual pleasure at the same time from viewing it.
  • 14. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 14 3) Findable Findable refers to the idea that the product must be easy to find, and in the instance of digital and information products, the content within them must be easy to find, too. The reason is quite simple: if you cannot find the content you want in a website, you’re going to stop browsing it. If you picked up a newspaper and all the stories within it were allocated page space at random, rather than being organized into sections such as Sport, Entertainment, Business, etc., you would probably find reading the newspaper a very frustrating experience. The same is true of hunting down LPs in a vintage music store- while some may find rifling through randomly stocked racks of assorted artists’ offerings part of the fun and ritual, many of us would rather scan through alphabetically arranged sections, buy what we want, get out and get on with our day. Time tends to be precious for most humans, thanks largely to a little factor called a ‘limited lifespan’. Findability is thus vital to the user experience of many products. 4) Credible Twenty-first century users aren’t going to give you a second chance to fool them-there are plenty of alternatives in nearly every field for them to choose a credible product provider. They can and will leave in a matter of seconds and clicks unless you give them reason to stay. Credibility relates to the ability of the user to trust in the product that you’ve provided-not just that it does the job it is supported to do, but also that it will last for a reasonable amount of time and that the information provided with it is accurate and fit-for-purpose. It is nearly impossible to deliver a user experience if the users think the product creator is a lying clown with the bad intentions-they’ll take their business elsewhere instead, very quickly and with very clear memories of the impression that creator left in them. Incidentally, they may well tell others, either in passing or more intentionally, in the form of feedback, so as to warn would-be customers, or ‘victims’ as they would view them. 5) Desirable Skoda and Porsche both make cars. Bothe brands are, to some extent, useful, usable, findable, accessible, credible and valuable- but Porsche is much more desirable than Skoda. This is nothing say that Skoda is undesirable; they have sold a lot of cars. However, given a choice of a new Porsche or Skoda for free, most people will opt for the Porsche. Desirability is conveyed in design through branding, image, identity, aesthetics, and emotional design. The more desirable a product is, the more likely it is that the user who it will brag about it and create desire in other users. Yes, we’re talking about envy here; whilst we can salute Skoda indomitable spirit- not least for having made very innovative strides and made the most of resources behind the iron curtain- we’ll tend to yearn after the other car here, the one that screw ‘look at me!’ and is pure power and affluence on four wheels. 6) Accessible Sadly, accessibility often gets lost in the mix when creating user experience. Accessibility is about providing an experience which one can be accessed by users with a full range of abilities- this include those who are disabled in some disabled in some respect, such as the hearing, vision, or learning impaired.
  • 15. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 15 Designing for accessibility is often seen by companies as a waste of money- the reason being the enduring misconception that people with disabilities make up a small segment of the population. In fact, according to the census data in the United States, at least 19% of people had a disability in 200, and it is likely that this number is higher in less developed nations. That’s one in five people in the audience for your product who may not be able to use it if it’s not accessible- or 20% of your total market! It’s also worth remembering that when you design for accessibility, you will often find that you create products that are easier for everyone to use, not just those with disabilities. Don’t neglect accessibility in the user experience, it’s not just about showing courtesy and decency- it’s about heeding common sense, too! Finally, accessible design is now a legal obligation in many jurisdictions, such as the EU. Failure to deliver accessibility in designs may result in fines. Badly this obligation is not being enforced as often as it should be; all the same, the road o progress line before us. 7) Valuable Finally, the product must deliver value. It must deliver value to the business which creates it and to the user who buys or uses it. Without value, it is likely that any initial success of a product will eventually corrode as the realities of natural economics start to undermine it. As designers, we should bear in mind that value is one of the key influences on purchasing decisions. A $100 product that solves a $10,000 problem is one that is likely to succeed a $10,000 product that solves a $100 problem is far less likely to do so.
  • 16. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 16 AN INTRODUCTION TO USABILITY
  • 17. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 17 Usability and user experience (UX) are not the same thing: the usability of a product is a crucial part that shapes its UX, and hence it falls under the umbrella of UX. While many might think that usability is solely about the ‘ease of use’ of a product, it’s actually more than that. The ISO 9421-11 standard on usability describes it as: “The extent to which a product can be used by specified users to achieve specified goals, with effectiveness, efficiency and satisfaction in a specified context of use.” Usability is hence more than just about whether users can perform tasks easily (ease of use); it’s also concerned with user satisfaction—for a website to be usable, it has to be engaging and aesthetically pleasing, too. WHY DOES USABILITY MATTER? Before we delve deeper into what usability entails, addressing the importance of usability is vital. Usability matters because if users cannot achieve their goals efficiently, effectively and in a satisfactory manner, they are likely to seek an alternative solution to reach their goals. Moreover, for websites and apps, alternative solutions are abundant and easy to find. Quite simply: if your product is not usable, its UX will be bad, and users will leave you for your competitors. As designers who are looking to develop products with longevity, we need to ensure that those products are usable; otherwise, we’ll risk losing users to our competitors. web users showed that 46% of users leave a website because they can’t tell what the company does (i.e., a lack of effective messaging), 44% of users leave due to lack of contact information, and 37% of users leave due to poor design or navigation. This goes to show the potential harm bad usability can bring to your website. Usability is the outcome of a user-centered design process. That is a process which examines how and why a user will adopt a product and seeks to evaluate that use. That process is an iterative one and seeks to improve following each evaluation cycle continuously. THE 5 CHARACTERISTICS OF USABLE PRODUCT Whitney Queensberry, the UX and Usability Expert and former President of the Usability Professional’s Association (UXPA), offers 5 criteria that a product must meet so as to be usable: 1) Effectiveness Effectiveness is about whether users can complete their goals with a high degree of accuracy Much of the effectiveness of a product comes from the support provided to users when they work with the product; for example, fixing a credit card field so that it only accepts a valid credit card number entry can reduce data entry errors and help users perform their task correctly. There are many different ways to provide support—the key is to be as informative as possible in a meaningful way to the user. 2) Efficiency
  • 18. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 18 Effectiveness and efficiency have come to be blurred in the mind. They are, however, quite different from a usability perspective. Efficiency is all about speed. How fast can the user get the job done? You’ll want to examine the number of steps (or indeed clicks/keystrokes) needed to achieve the objective; can they be reduced? This will help develop efficient processes. Clearly labelled navigation buttons with obvious uses will also help, as will the development of meaningful shortcuts (for instance, think about the number of hours you’ve saved using Ctrl+C and Ctrl+V to copy and paste text). So as to maximize efficiency, you need to examine how your users prefer to work—are they interacting via a smartphone or a desktop computer with a large keyboard and mouse? The two require very different approaches to navigation. 3) Engagement Engagement is a bit of a buzzword, but if you cut through the fluff, you’ll find that engagement Occurs when the user finds the product pleasant and gratifying to use. Aesthetics matter here, and it’s why many companies invest a small fortune in graphic design elements—but they’re not the only factors in engagement. Engagement is not only about looking nice but also about looking right. Proper layouts, readable typography and ease of navigation all come together to deliver the right interaction for the user and make it engaging. Looking nice isn’t everything, as Wikipedia (famous for its ultra-basic design) proves. 4) Error tolerance It seems unlikely that, given the need to gain any degree of sophistication or complexity, you can completely eliminate errors in products; in particular, digital products may be error prone because of the ecosystem in which they dwell—an ecosystem which is beyond the designer’s control. However, the next best thing is to minimize errors from occurring and to ensure that your users can easily recover from an error and get back to what they are doing. This is what we call ‘error tolerance’. Promoting error tolerance, according to Whitney Queensberry, require:  Restricting opportunities to do the wrong thing. Make links/buttons clear and distinct; keep language clear and simple; don’t use jargon unless absolutely necessary, and keep dependencies in forms or actions together. Also, limit options to correct choices if you can, and give examples and support when asking people to provide data.  Offering the opportunity to ‘redo’. Give users a way to reset what they’ve just done and go back and start again. Similarly, provide a clearly visible ‘undo’ function. Consider the amount of data a user stands to lose by inadvertently deleting items. That ‘railing’ or ‘safety ledge’ will keep users from panicking.  Assuming everyone is going to do things you don’t expect them to do. Then, either facilitate that or offer advice/support to get back on the right path. This sort of recovery measure also makes
  • 19. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 19 your site appear more human and trustworthy in that it shows you appreciate the human tendency to make mistakes and empathize with your users. 5) Ease of learning If you want a product to be used regularly, then you want users to be able to learn their way around that product easily—to the extent that it comes as second nature when they use it again. You also need to accommodate ease of learning when releasing new functionality and features otherwise, a familiar and happy user may quickly become frustrated with your latest release. This is something that tends to happen a lot on social networks; whenever a new set of features is released, they tend to be greeted with howls of outrage from comfortable users. And this is true even when the new features are easy to learn. A classic case occurred in early 2012, when Facebook’s Timeline format became the new standard for user profiles. Although hordes of users bemoaned the change—which to many of them seemed needless—Facebook wisely phased in the introduction so that users had plenty of time to switch over. The best way to support ease of learning is to design systems that match a user’s existing mental models. A mental model is simply a representation of something in the real world and how it is done from the user’s perspective. It’s why virtual buttons look a lot like real buttons – we know that we push buttons; therefore, we tap virtual ones on touchscreens or mouse-click them. The form elicits the appropriate action in the user, hence making it easy to learn. UTILITY + USABILITY = USEFULNESS When you’re designing for usability, thinking about utility is important, too. While usability is concerned with making functions easy and pleasant to use, utility is about providing functions that users need in the first place. Only when usability is combined with utility do products become useful to users. A mobile payment app could provide the most usable feature of adding the people around you on Facebook; nevertheless, because most users of that app wouldn’t need that feature, it’s going to be useless to them. All your effort towards building the most user-friendly feature could go to waste if that feature isn’t needed.
  • 20. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 20 HOW TO CONDUCT USER INTERVIEWS
  • 21. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 21 User interviews can be a great way to extract information from users so as to understand their user experience as well as the product’s usability and the design ideation. They are cheap and easy to conduct. Better still, anyone who is able to ask questions and record the answers can conduct them. Before we look at how to conduct user interviews, we need to examine some of the drawbacks of interviewing:  Interviews, even if they are contextual (i.e., based on observing the interviewee using the product prior to interview), tend to give insights into what people say they will do, and this is sometimes (often even) not the same as what they actually do.  Human beings have memory issues and can often not recall details as clearly as they would like. Unfortunately, it is a human tendency to try and create these details (this is not even a conscious process) and to tell a story the way we think something happened rather than how it happened.  Users aren’t designers. Interviewers should stick to concrete examination of what is happening and how the users feel. We should not try and get them to create their ideal product or to suggest improvements. Users aren’t designers. Interviewers should stick to concrete examination of what is happening and how the users feel. We should not try and get them to create their ideal product or to suggest improvements. It’s important to keep these drawbacks in mind when designing your interview questions (or when making up interview questions on the spot while examining what you have observed the user doing). You should also take them into account when evaluating a group of user interviews — interview data gives you a starting point to examine problems but rarely a finishing point which delivers 100% certainty as to what to do next. WHAT IS A USER INTERVIEW? User interviews are where a researcher asks questions of, and records responses from, users. We can use these to examine the user experience, the usability of the product or to flesh out demographic or ethnographic data (for input into user personas), among many other things. The ideal interview takes place with two UX researchers and one user. The first UX researcher focuses on asking questions and guiding the interviewee through the interview. The second takes notes. If a second researcher is unavailable for this, then videoing or audio recording an interview can be a good way to record the information elicited. If the researcher asking questions takes notes, there’s a good chance that the interview will be derailed and become hard to manage. So, if you are working alone, don’t look on reviewing the recording of the interview as double-handling; it’s really the only way to capture and condense what you need into a workable format. Typical topics covered within user interviews include:  Background (such as ethnographic data)  The use of technology in general  The use of the product  The user’s main objectives and motivations  The user’s pain points
  • 22. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 22 There is also a special type of user interview known as ‘the contextual interview’. This is an interview which is conducted after (or during) the observation of a user using the actual product. It’s an interview ‘in context’ with usage. These are very common in usability testing and assessment of products and even in information visualization. Unsurprisingly, the insights you can gain from first-hand, ‘live’ user experience can prove very valuable, not least because you can almost guarantee responses that are totally accurate and earnest. PREPARING FOR USER INTERVIEWS Preparation for user interviews begins with recruitment. In order to capture an accurate picture of Your user ship, you will want to ensure that you recruit a representative sample of users for your Interviews. Then you will need to create a script from which to ask questions (unless you are doing a contextual interview, in which case you may still create a script but are likely to wander off-piste from that script a lot during the interview). Some tips for your script include:  Make sure you begin by explaining the purpose of the interview – what are you trying to achieve?  Also explain how the person’s data and any data you collect will be used from the interview.  Try to keep leading questions to a minimum. A good question is “Do you use instant messaging?” rather than “How often do you use Snapchat?”— The former lets you explore what users actually do. The latter presupposes that users are using Snapchat and that’s the extent of their instant messaging activity.  Keep it reasonably short. If you read the script aloud and it takes more than 10 minutes to read… it’s probably too long. Interviews should, ideally, be less than one hour long, and the majority of the time spent should involve the interviewee talking while you listen. Don’t forget that scripts are a guide, not a bible. If you find something interesting takes place in an interview and there are no questions, on the script, to explore that idea… explore it anyway. Similarly, if an unforeseen topic has arisen that you need to explore, do so before you lose track of its relevance. Feel free to amend the script for future uses. When scheduling your interviews, leaving 30 minutes or so between each interview is a good idea. That way, you’ll have time to make additional notes and compile your thoughts while everything is still fresh in your mind. HOW TO CONDUCT A USER INTERVIEWS Conducting an interview is simply a question of running through your script or asking the questions you have. However, there are some tips to make this more useful as a process:  Make your interviewees comfortable.  Try to keep the interview on time and heading in the right direction.  Try to focus on the interviewee and not on making notes.  Thank the interviewee at the end of the process.
  • 23. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 23 7 GREAT, TRIED AND TESTED UX RESEARCH TECHNIQUES
  • 24. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 24 1. CARD SORTING Card sorting was originally a technique used in psychological research long before ‘UX researching was a thing. It’s a simple concept: you write words or phrases on cards; then you ask the user to categorize them. You might also ask the user to label the categories. The words or phrases you write on the cards depend on what you’re trying to find out from your users. For instance, if you want to find out whether your Information Architecture, or the way your website is arranged, is easy to understand, you could write the different pages of your website down and ask a user to sort them into categories. If, on the other hand, you’re interested to examine how users think about financial planning, you could write down different activities (“save money in a bank”, “travel once every year”, “look out for offers”, etc.) and ask your users to sort them by priority. There are all sorts of card-sorting techniques, and choosing the right one is important. Better still there are a bunch of online tools that let you do card sorting remotely, allowing you to use the technique globally and not just locally. Why is card sorting a good technique?  It’s a very cheap form of research, since face-to-face online tools may be more expensive.  It’s also a very easy technique for users to understand and for clients to understand, too.  It’s a very easy method to get user input (or even to get user validation) for ideas early on in a UX project.  Preparing a card-sorting study requires next to no effort. 2. EXPERT REVIEW Expert reviews involve a single ‘expert’ walking through a product via the User Interface (UI) and looking for issues with the design, accessibility, and usability of the product. There’s no fixed process to follow, and the expert review can vary from professional to professional as well as from product to product. The more expertise the reviewer has in usability and UX design, the more valuable the input of that person will be (in most cases). Why is an expert review a good technique?  It’s quick, easy and cheap. This is doubly so when you compare it to more formal usability-testing methods. It’s quick, easy and cheap. This is doubly so when you compare it to more formal usability- testing methods.  It only takes a single professional to conduct an expert review.  It is a great way to inform further UX research; however, you should be careful when taking an expert review at face value—don’t let it preclude further user testing; instead, dig deeper and see how you might gain more thorough insights. 3. EYE MOVEMENT TRACKING Knowing where your users are looking when they’re using your system can tell you a great deal about where your design’s effectiveness stands. Eye movement tracking helps with UI design, and it helps with knowing how to prioritize certain kinds of content. This technique was developed for academic research. Used extensively in medical research, it has become popular and cost-effective enough to be deployed by UX teams, too.
  • 25. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 25 Why is eye movement tracking a good technique?  Given the ever-improving state of the art in technology, the advancements have long since left bulky and invasive eye movement tracking systems behind. Consequently, EMT has become so sophisticated and discreet that modern systems do not interfere with the results of usability tests.  Hand in hand with those developments, the technology has become increasingly affordable. EMT may not suit every project budget, but it often won’t break the bank, either.  The technology has become sufficiently reliable for results to be easy to reproduce and for us as researchers to be able to rely on the outputs we get.  UX design clients love eye movement tracking. It’s a great way to demonstrate why they might want to invest in further usability testing. 4. FIELD STUDIES This is actually a number of techniques under a broad heading. It’s all about going out and observing users ‘in the wild’ so that we can measure behaviour in the context where users actually use a product. Field studies include ethnographic research, interviews, observations, and contextual enquiry. Why are field studies a good technique?  There’s no stronger form of research than observing users behaving as they will when they use your product. Researchers love these techniques and are often passionate about persuading their clients to take them on board.  When conducted well, the outputs of field studies provide the deepest insights into user issues and light up pathways towards possible solutions. 5. USABILITY TESTING A firm favourite that has a long and prestigious history in UX research, usability testing is the observation of users trying to carry out tasks with a product. Such testing can focus on a single process, or be much wider in range. A firm favourite that has a long and prestigious history in UX research, usability testing is the observation of users trying to carry out tasks with a product. Such testing can focus on a single process, or be much wider in range. Why is usability testing a good technique?  Can you think of a better way to understand what users do than watching them do stuff? Of course, you have to pick the right users—they need to be a good representation of the user base as a whole, but that’s pretty much the only constraint.  Usability tests produce specific results that lead to specific actions. Better still, it’s very hard for people to contradict decisions based on these tests; it’s nearly impossible to refute evidence of user behaviour.  You can bring clients into usability testing easily as observers. This increases their enthusiasm for such testing and shows clearly why such testing adds value. 6. REMOTE USABILITY TESTING This is usability testing, but without the need to drag users into your laboratory environment. It was once complex and expensive, but technology has moved on, and now it’s fairly simple to set up and reasonable value for money, too.
  • 26. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 26 Why is remote usability testing a good technique?  It often saves time and money when compared to lab testing, and allows for a wider range of participants when you don’t have to get them in the lab.  It is closer to field testing in some respects in that the tests are conducted in the user’s environment and not an artificial lab environment. This delivers better results in many cases than a lab environment. 7. USER PERSONAS User personas are a fictional representation of the ideal user. They focus on the goals of the user, that individual’s characteristics and the attitudes he/she displays. They also examine what the user expects from the product. We created user personas from other forms of user research; thus, they offer an in-depth, real-life vivid portrait that is easy for the whole team to keep in mind when designing products. Each user persona has a name and a backstory. Moreover, personas inspire the imagination and keep the focus on the user. Why are user personas a good technique?  They are a step above the old user profile and give a more in-depth and specific look at a user.  They are easy for people to relate to, and they become part of the team as team members constantly speak about them during a project.  They are a lot of fun, and they tend to be interesting, easy for people to engage with and more memorable than many other research outputs.
  • 27. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 27 PRINCIPLES OF UI/UX DESIGN
  • 28. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 28 UI/UX design is a field that requires creativity and is also dynamic. Despite these constant changes, there are fundamental principles that every designer should know and understand. These principles are concepts that guide the design of software products. You must align your work with these principles to ensure you create designs that are aesthetically pleasing, easy to understand and use.  Meet the user’s need UI/UX design is user-centred, so first and foremost you have to ensure that the design meets the needs of the user. Your design should help the users achieve their desired outcome seamlessly.  Hierarchy This refers to how the content or information is organized throughout the design. Which screen comes before others? Which elements or information need more attention than others? Hierarchy controls the order in which information is consumed and processed. A design with clear hierarchy helps users easily scan for the information they need and go about their tasks smoothly.  Visibility of System Status Users should be able to receive feedback on the actions they take. Your design should provide them with information on what is going on and show users their system status. If a user is downloading a file, a good design should show some sort of progress bar to show how much time is eft for the download to complete instead of leaving the user in the dark.  Match between System and the Real World Your design should speak the language of the user and use the same concept that people are already familiar with in the real world. Avoid the use of jargon or technical terms, simple language makes your design easier to understand. Likewise, elements used in a design should be similar to what they represent in the real world, for example, the trashcan icon on Gmail tells the user where to find deleted emails.  User Control and Freedom The design should give users control in the process, allow them to redo, undo and cancel an action that they have already taken. A product that considers this principle is Google Docs. You can undo changes you have made to a document and redo any change you reversed.  Accessibility Your design should be usable for as many people as possible. It should be accessible by people with disabilities like Visual impairments. Texts should have a clear contrast to the background, avoid using colours that can’t be seen by everyone.  Consistency and Standards Your design should follow standards and use consistent concepts throughout the entire product. This allows users to become familiar with new products, so they know that actions to take without any extra learning. Take a look at products from Microsoft Office, they have a general look and feel. So if you know how to use Microsoft Word, adopting Microsoft PowerPoint or Spreadsheet would be easier and faster.
  • 29. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 29  Recognition Rather than Recall It is easier to recognize things than to recall them. Your design should keep options, actions, etc. visible to reduce the load on the user’s memory. Users should not have to remember information from one display to another. A website that keeps requesting for your username and password every time you use it can be frustrating. Try searching for a video on YouTube, notice how the several options are listed before you are done typing. Now, imagine if you had to remember the title of a video on YouTube before you can find it. Frustrating, right?  Flexibility and Efficiency of Use The design of a product should be such that it can be used by new and expert users. It should be easy for new users to learn and have shortcuts for experts to do things fast. Let’s look at Figma, a tool for designing user interfaces. New figma users might click on the shapes tools to pick out a shape to use in their design while an expert would press R on the keyboard for rectangle, O for an eclipse, etc.  Aesthetics and Minimalist Design Less is more. Don’t overwhelm users with unnecessary or irrelevant information. A minimalist design helps users focus on their goals without getting distracted by the design. Information should not be competing with one another for the users’ attention. Each screen should contain only components relevant to the task being carried out and provide clear and visible means to navigate to other content.  Help Users Recognize, Diagnose and Recover from Errors Error messages should be straightforward, actionable and in plain language. The design should tell the users what went wrong and offer solutions. Have you ever tried loading a website but got a page saying, “404 Not Found”? Not everyone knows what this error means. This is an example of an error message that isn’t useful. Now, try watching a video on YouTube without an internet connection. YouTube would not only tell you that you are offline but would also suggest that you retry connecting to the internet or go to your downloads to watch a video. YouTube gives an error message that is easy to understand as well as suggesting solutions.  Help and Documentation Most times users might want to navigate a product without resorting to documentation but sometimes documentation is necessary. Such documentation should be easy to locate and focused on the users’ current task. Your design should provide help to users where they need it and when they actually need it.
  • 30. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 30 PROS AND CONS OF UI/UX DESIGN
  • 31. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 31 Many problems can be as described above, like poor navigation and operations, not-responsive design, bad link and wrong CTA settings, etc. The most significant reason users leave website or app is that designers do not conduct user testing and know nothing about their audience. When a designer does not know enough information about users, when he wants to deliver a project quickly, e does not focus on the most important thing - his user. But after all, the main goal of UX is the creation of useful, simple and pleasant to use products. PROS  It can increase your revenue Companies that invest in UX research and design get significant advantages. In fact, ten years of research shows that companies who’s growth strategy is based on human-centred design methods see a 228% higher ROI that the S&P 500.  Saves you money Studying your users’ behaviour will help you make research-backed, user-centred design decisions. User feedback will prevent you from making costly development errors and help you solve users problems more effectively.  Find where your customers get stuck A significant advantage of user testing is that you can see where your users encounter problems and get stuck. For example:  Confusing or misleading navigation  Problems signing in or creating an account  Buttons don’t work on mobile devices  Inaccurate search results  Get a fresh, unbiased perspective When you’re 100% involved in your work, it’s hard to give it a new look. Things that important for you and your colleagues might be different from what matters to your end-user. And when a real user tests your design, you get a fresh, unbiased perspective.  Saves time Probably you’re thinking that there is no way that user testing is going to SAVE you time. In some cases, it is true, but you will see all the benefits in the long term perspective. User testing will show you what errors you have now. And if you don’t find mistakes now, you will find them later. But later it will be much harder to fix them. Because the more you product develops, the harder and longer it gets to discover and fix problems.  User-centred design improves user satisfaction
  • 32. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 32 Products (apps and websites) that are easy and pleasant to use increase customer satisfaction. And as a result, this has an impact on sales and your bottom line.  Prioritize improvements Even if you do not uncover severe issues about your product after user testing, you may still discover many things that need improvements. By having metrics around your users’ experience, you can justify the cost of making changes to what you already have. You can make a prioritized list of improvements based on the performance quality of the product. You have to concentrate on user experience to see what you have to solve in the first place.  Make sure your product meets expectations As soon as product development is completed, test usability again to confirm everything works the way it was intended. Is it easy to use? Maybe something is still missing in the interface?  Complement and illuminate other data points Usability testing can show you things which you did not even suspect. You can find out that users don’t pay attention to important parts of the landing page. Without testing, you could have no idea that can be an issue, but observing users in action can reveal why they’re ignoring it.  Comfort factor during testing If you conduct testing in a more natural, real-world environment, that will help your participants to be themselves. Some participants feel like you want to test them, not software, and they feel under pressure to get the answer “right”. Just make them relax, and you will get a pretty relevant and accurate result. CONS  Confidentiality issues You’re less in control of the physical environment, and you will not be able to stop users from taking screenshots or otherwise sharing what they are seeing. If the idea you’re testing is new, how can you prevent your competitors from stealing it?  Is the audience accurate? The mostcrucial thinginusertestingisgettingthe correctaudience type.Butyoucan’tbe 100% sure that’s the right audience and whether or not people have used your products and services before.  It still costs money Theycan be costlyintermsof facilitiesandequipmentandalsostaff time. It can be hard to find the money for testing for small companies and independent designers.  Limitation
  • 33. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 33 They are usually only possible to undertake with a small sample of potential users.  Takes time The data can be fairly complex and time consuming to analyse.  Participants factor They require a significant commitment by participants.  May be not so true Testing is not 100% representative of the real-life scenario.  You will probably need special equipment You mayneedspecial software or physical equipment for conducting testing, but it depends on an interface that you’re testing.Usually,ithappenswithsoftware that’s still under development. Making users install and setup instrumentsforlaunching complicated software can be a pain. And if you want to conduct online user testing,yourparticipants will need to have specific equipment, and it can make recruiting needlessly tricky.  The importance of body language Online testingisnotsuitableforsome kindsof researches. UX research has recently begun using eye -tracking studies.Forsuchtesting,yourparticipantshavetouse the eye-trackingdevice.Forotherstudies, it is essential to learn your participants’ physical movements, and it is not always easy to get this info with a stationary webcam. Psychologybackgroundplaysasignificantroleintesting,andithelpstolearnalotfrominterpreting a participant’s body language. This is lost altogether with online testing.  Testing dubious persons Some peopleattendsucheventsjustforthe cash.Theytake anumberof tests,eventhough one of the criteria fortraditional usertestingisthatyouhaven’t participated in user testing before (as it devalues or alters your input).
  • 34. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 34 WHAT DOES UI/UX DESIGNER DO?
  • 35. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 35 What does a UX designer do? So we now know, in abstract terms, what the role of the UX designer entails – but how does this translate into everyday tasks? Here is a cliff notes example of a UX designer’s typical tasks and responsibilities. Strategy and Content:  Competitor analysis  Customer analysis and user research  Product structure and strategy  Content development Wire framing and Prototyping:  Wire framing  Prototyping  Testing and Iteration  Development planning Execution and Analytics:  Coordination with UI designer  Coordination with developer  Tracking goals and integration  Analysis and iteration So part-marketer, part-designer, part-project manager; the UX role is complex, challenging and multi-faceted. You see that iteration of the product, as connected to analysis or testing is indeed mentioned twice, but in reality you would put it in between every other item on the list. Ultimately, the aim is to connect business goals to user’s needs through a process of user and usability testing and refinement toward that which satisfies both sides of the relationship. What does a UI designer do? If you like the idea of creating awesome user experiences but see yourself as a more visual person, you may be more interested in UI design. You’ll find a brief snapshot of the UI designer’s key tasks below, or a more comprehensive explanation of what a UI designer actually does in this guide. The look and feel of the product:  Customer analysis  Design research  Branding and graphic development  User guides and storylines
  • 36. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 36 Responsiveness and interactivity:  UI prototyping  Interactivity and animation  Adaptation to all device screen sizes  Implementation with developer As a visual and interactive designer, the UI role is crucial to any digital interface and, for customers, a key element to trusting a brand. While the brand itself is never solely the responsibility of the UI designer, its translation to the product is.
  • 37. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 37 RELATION OF UI DESIGN AND UX DESIGN
  • 38. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 38 The meanings of UX and UI imply that they are related design disciplines, yet they are very different in nature. The UI design is more concerned with the visual properties of design as well as the overall feel it conveys. But without great UX, even the most beautifully designed UI will cause a bad user experience. 1. The role of UX designer Recently, many companies realized that good design is a competitive advantage and they are willing to invest significant resources in creating a great user experience. As a result, the role of a UX designer emerged and is in high demand. In simple terms, UX design is a human-first way of designing products. UX designers are responsible for analysing the target audience’s needs and ensuring that the company creates products that meet those needs. UX design is a multidisciplinary field where UX designers can be involved in different areas of product development such as product research, ideation, prototyping, testing. UX designer’s responsibilities usually include:  Understanding users. UX design usually starts with extensive research that has a goal to understand the target audience, their wants, and needs. Empathy is a crucial skill for UX designers. It helps UX designers to understand and uncover the latent needs and emotions of the people they are designing for.  Creating a design strategy. Design strategy includes understanding the purpose of a product, mapping a logical journey.  Analyzing the design of interactions. UX designers analyze how people use products – their interaction habits, personal preferences, and shortcuts they use while interacting with UI. All insights are used in proposing better design solutions.  Creating wireframes and prototypes. UX designers often need to create wireframes or prototypes using UX software to propose their ideas to design team. UX designers are constantly involved in the execution of a product. They interact with all team members to ensure that product design is moving in the right direction. 2. The role of UI designer The role of UI designers is more relevant to the visual representation of information. UI designers should have graphic design, visual design, and branding design skills to create interfaces that have a good look and feel. Usually, UI designers take the user flow and wireframes for individual screens/pages created by UX designers (skeleton of design) and turn it into something aesthetically pleasing (dressing-up the skeleton).
  • 39. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 39 Being a good designer means a few things, such as:  Attention to detail. Good designers know that “The devil is in the detail,” and they are continually perfecting even tiny elements of their solutions.  Good problem-solving skills. No matter what you do in design, you always solve a specific problem. Designers should be ready to spend enough time finding a proper solution. But there are a few specific things that are relevant for UI designer:  Competitive analysis. Be able to analyse and conduct competitive analysis of products and visual design decisions that they make.  Responsive design. Ensure UI design looks great on any screen size and resolution.  Communication. Usually, UI designer works closely with UX designers and engineering team. Communication skills required to understand technical feasibility (whether the team can implement the design) Drawbacks with a combined UI/UX role The definitions of UX and UI have many things in common, so that many companies advertise UI and UX design as a single role. The job description for such a position usually says that the person will work both on the conceptual part of user interactions and then transfer this knowledge into actual UI design. In reality, this looks more like a single person that wears two hats simultaneously. Every role requires a different set of skills and methods. And even when a single person has all the necessary skills, this mix of disciplines is bad because it makes the design process less focused. When a person constantly switches from the conceptual phase to implementation, she can easily miss an important part of the design.
  • 40. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 40 TOOLS USED IN UI/UX DESIGN
  • 41. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 41 UI design tools give designers what they need to design accurate hi-fi wireframes, mock-ups, and prototypes and render minimally viable products. They represent the nuts and bolts of a design, communicating its functionality. UX design tools focus on the user and how they’ll experience the content. These tools can help structure the information architecture, as well as how someone will flow through the experience. Since this is more conceptual, UX tools are about helping a designer paint the broader picture of how content and organization will affect experience. 1. Sketch 2. Invision Studio 3. Axure 4. Craft 5. Proto.io 6. Adobe XD 7. Marvel 8. Figma 9. Framer X 10. Origami Studio 11. Webflow 12. FlowMapp 13. Balsamiq 14. Visualsitemaps 15. Treejack 16. Wireframe.cc 17. Optimal Workshop
  • 42. UI/UX DESIGN ANDPRODUCT DESIGN SIENA COLLEGE OF PROFESSIONAL STUDIES 42 CONCLUSION Product designers create the design for a product. UX designers use research and data to make informed decisions about what is best for their user’s experience with that particular product. Product designers will often work in conjunction with UX designers, but it varies depending on how large or small the company may be. A senior-level UX Designer could do both jobs if needed! Additionally, some people think of UI Designers as the same thing as Product/UX Designers because they are typically involved early in the development process (either at the concept phase or when wireframes are being developed). However, this isn’t always true; there are plenty of instances where an organization has a separate team dedicated solely to UI Design.