User Interface Desgin
User Interface Desgin
Background
Over the recent year’s household waste has been rapidly increasing around the world every two hours every
household throws enough trash to fill up the world’s largest ship with waste. That is twelve container ships every
single day and four thousand five hundred and seventy container ships in a year.
According to a study done by the world counts by the year 2050 the amount of household waste will raise by 70%
reaching 3.4billion tons a year meaning that the waste generation will actually OutSpace population growth by
more than double. Household waste can be extremely dangerous to human beings and to the society if it’s not
recycled properly according to research done by (United States Environmental Protection Agency) some left over
household products which are thrown in for recycling have a high possibility of catching fire or might even
explode in certain circumstances. Every household has products such as batteries, paints and oils which are very
dangerous if not properly recycled
They are very many recycling applications out there to download after doing research and looking at the reviews
all users had were having problems with the interface of the applications some of them weren’t responsive the
others had to little information which confused the users even more.
Therefore, throughout this report we will develop a Mid fidelity prototype to enlighten people around the world
about where and what and how to recycle. The Mid fidelity prototype will follow the User Interface Design
Guidelines, legal and ethical constraints.
Responsive issues
Non responsive design this is where an application does not adapt to the given resolution of the device size this
makes immensely hard for users to navigate around the application this normally is an issue for users who are
accessing the application through a mobile device
Lack of contrast
Clear and powerful contrast between the elements helps users what is the core information about the application
they are visiting and what it entails a week contrast makes the text burly to the eye and very hard for a user to
grasp information.
Inconsistent style
An excellent user interface should be consistent with the style which makes it easier for users to have a clear
understanding and respond to the given content. Consistency enables users to feel familiar with the application or
website. When an application or website does not have a consistent design throughout all pages’ users find it so
difficult to concentrate and pay attention.
Confusing forms
Most applications use forms for new users to sign up and for existing users to login this should be very clear to the
user on what from they are about to fill and where it leads them next. Users normally feel so disoriented and
would not want to visit the site or use the application cause it’s so confusing.
Design guidelines are a set off recommendations on how to apply design principles to provide a positive user
experience. Designers often use guidelines to judge how to adopt principles such as efficiency, learnability and
consistency so that they are able to create fascinating designs and meet the users’ needs.
Below we will discuss some of the guidelines Jacob Nielsen’s Usability Heuristics and
Shneiderman’s Eight Golden Rule
Match between system and the real world (Jacob Nielsen’s Usability Heuristics)
Make the interaction easier between users and the system try using components that users are very familiar with.
Try matching the design system with the real world with the use of text icons or illustrations and many more.
Users will be able to relate to the system and find it very easy to interact with.
User control and freedom (Jacob Nielsen’s Usability Heuristics)
A user should always have full control and freedom over the entire system. They should always be able to undo an
action they did by mistake. It’s very frustrating for user once they make a mistake and they are unable to undo the
action.
Navigation Intuitive
Users should always be able to navigate through an application with clear pathways and be able to complete all the
tasks without requiring any explanations normally users don’t have patience to work over complex steps if the step
takes too much effort to discover and navigate chances are you will lose you users.
Regarding the issue dealing with responsiveness the prototype will be made to fit on a custom design which will
fit every device screen and will adapt to a given screen.
The prototype will entail a good contrast which with perfect text sizes and background colors which will
complement the images which will keep the users visually interested by just looking at the prototype.
The porotype will have a consistent design throughout all the pages this is going to make the porotype very easy to
use because every page will be quite similar.
Every form that will be present in the prototype will have label on top if it which enable users to know what form
they are filling and where it leads them next.
The prototype will consist of a loading screen once which will give the users a greater understanding on the
progress or activity.
The prototype will contain many icons and illustrations just so we can match the prototype and real world
together which users will able to relate to.
The prototype will consist of error messages which will prompt users when they are almost going to make a
mistake.
Since the prototype will be used by phones and not desktops all features and buttons will be kept on easily
accessible regions. Every page on the prototype will have links which will make navigation much easier.
The prototype will have the same text size throughout all the pages and all the text will be well organized which is
going to make it much easier for the user to read.
User groups
GOALS
• Spend 1-2 minutes’ maximum sorting recycling
BRANDS BIO
Thomas is a 34-year-old bank manager who normally works more than 55 hours a week.
He is politically aware and understands that climate change and plastic pollution is very
finds it very difficult to practice recycling in his busy lifestyle. Thomas always forgets a
Visual design
Prototype 1 sketch
Prototype sketch 2
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Color theory
This is the collection of rules and guidelines which designers use to communicate with users
through appealing color schemes in visual interfaces. According to sir Isaac newton colors are
normally categorized into three groups
1. Primary (red, blue, yellow)
2. Secondary (mixes of primary colors)
3. Tertiary (mixes of primary and secondary colors)
The background color will be white so that users will be able to clearly see the text on the screen
and the color white is often used convey a sense of cleanliness since recycling waste is also part
of cleanliness that’s why we choose to use the color white
Font theory
This is graphical representation of text normally there are two types of font categories which
designers normally use when designing an interface, they are sans and sans serif the difference
between sans and sans serif is that sans serif has a decorative stroke that finishes off the end of a
letters stem.
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For the prototype of the recycling waste application we decided to choose the times new roman
font which belongs to the sans and serif category of fonts.
The reason why we choose times new roman is because the font is very easy to read since the
prototype will have information about recycling waste it’s very important for the users to be
able to understand what will be displayed on the screen that’s why we decided to choose times
new roman because it’s easy to read and everyone is very familiar with the times new roman
font. The font size that we choose for the prototype was the size 12 its relatively easy for users
to read since its not to small and it’s not too big.
Layout design
When designers are designing an application they normally two main design layouts they choose
from the consist of symmetrical and asymmetrical. Symmetrical layout is basically elements are
equally divided on each side and the center of the page is used the guide. Asymmetrical layout is
the opposite of a symmetrical layout there is a lack of symmetry in the design.
The prototype design had a lot of shapes and colors. The colors used for very bright colors to
attract users the prototype consists of rectangles where icons are kept inside and also images.
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Evaluation
The evaluation and justification that will be discussed below is about the two prototype sketches
and why one was chosen. Mobile phones nowadays have become very popular and everybody
uses them therefore we were asked to come up with two prototype designs for a recycling waste
application on a mobile phone we will be looking at the two sketches one of the prototype is
called Werecycle and Irecycle.
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