0% found this document useful (0 votes)
30 views24 pages

Study Guide (UX - UI)

The document discusses several important aspects of UX/UI design and prototyping including user interfaces, attention resources, font size, scanning patterns, blocking user journeys, visual perception, color vision, auditory perception, visual scanning, pattern perception, memory, and learnability. It provides details on Nathan Shedroff's model of user experience, Fitts' Law, the F-scanning pattern, top-down vs bottom-up attention, Gestalt laws of perception, and the different types of human memory.

Uploaded by

Carolyne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views24 pages

Study Guide (UX - UI)

The document discusses several important aspects of UX/UI design and prototyping including user interfaces, attention resources, font size, scanning patterns, blocking user journeys, visual perception, color vision, auditory perception, visual scanning, pattern perception, memory, and learnability. It provides details on Nathan Shedroff's model of user experience, Fitts' Law, the F-scanning pattern, top-down vs bottom-up attention, Gestalt laws of perception, and the different types of human memory.

Uploaded by

Carolyne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

UX/UI and

Prototyping
Study Guide
UX/UI and Prototyping

● User Interface
○ For the user to have a good experience it must be
■ Easy to use
■ Make the user feel good
○ Combinations of features and emotions
■ Nathan Shedroff’s model
● The model helps us understand and differentiate a set of core
meanings that describe how people interact with others and the
world in the deepest, most meaningful ways possible


○ How does the user decide to load the information?
○ Attention resources
■ First, the user sees stimuli (uses sensory organs/receptors)
■ The user uses four different attention resources
● Perception (the first step after getting the stimuli)
● Decision and Response Selection
○ Either put in their working memory or to continue to
response execution
● Working Memory (the user decides if they want to add it to their
long term working memory)
● Response Execution


● Font size is tied into perception and emotional response
○ If font is small, then it’s upsetting and annoying
○ If font size is big we can see it and we are happy
○ Has to be related to the targeted group
■ Older people may need a larger font
● The best scanning pattern is the F-pattern, especially for text-heavy sites
○ Another scanning pattern is the layer cake pattern
● Scanning headers and pictures while ignoring ”text” chunks
● Fitts’ Law
○ States that the amount of time required for a person to move a pointer (e.g.,
mouse cursor) to a target area is a function of the distance to the target divided
by the size of the target.
○ Thus, the longer the distance and the smaller the target's size, the longer it takes.
● Blocking user journey
○ You download an app to find a reservation and you can’t find anything, that is an
example of blocking
○ Another blocker is that you call the restaurant and it’s fully booked, the fact that
you can’t book a table blocks you from continuing

● Display, Design, Perception


○ Characteristics of the visual sense
■ Accommodation
● The ability of the lens to curve and thereby focus light rays on the
retina
● The near point: Nearest point in which the eye can focus
● Limitations of accommodation:
○ The better the lighting, the further the eye can focus
○ Aging (lens muscle weaken, making the focal point more
distant)
■ Visual acuity
● Influencing factors
○ Lighting conditions and changes
○ Exposure time
○ Stimuli strength
○ Location in the field of vision
○ Movement (dynamic visual acuity)
○ Age
○ Training
■ Contrast sensitivity
● Contract perceptiveness
○ The minimal difference of luminance strengths still allowing
to distinguish between two different stimuli


○ Influencing factors:
■ Luminance strength at the surrounding
■ Luminance strength of the display
● Display: Strong contrast between the
background and the figure


● “Loud” background (textures, patterns)
damage the readability of the information

● Dark writing on a light background will be


perceived as thicker than dark writing on a
light background


■ Age
■ Contrast strength
● Color Vision
○ There are three types of cones for three different wavelengths
■ Blue (short)
■ Green (medium)
■ Red (long)
○ Other colors are perceived through different combinations of stimulation levels of
the three cone types
○ Excitatory and Inhibitory connections between 3 cones types
○ Color blindness
■ Monochromatic
● A person who has no cones, or only one type of cone
■ Dichromatic
● A person who has one dysfunctional type of cone
○ Most common type: Lack or red sensitive cones
○ Display design has to take color blindness into account
■ Most common color blindness: RED and GREEN.
○ Use of colors and displays
■ Pros
● Easier target detection
● Easier to perceive connection between distant objects
● A good muli-coding system combined with share, size, and
location
■ Cons
● Might be confusing (5 colors and up)
● Doesn’t provide absolute hierarchy
○ Ways to color code
■ Color + Position
■ Color + Direction
■ Color + Shade
● Auditory perception
○ Auditory stimuli: Better alert systems
■ Faster reaction time than visual stimuli (sound is faster than light)
■ Perceived without overloading the already busy visual system
■ No need to direct attention or sensory organs in a specific direction
○ When should we use visual displays?
■ Attention to hazard must be drawn immediately
■ The user is on the move
■ The message is short and clear
○ Sounds waves characteristics
■ Frequency (Pitch)
■ Amplitude (Loudness)
● Visual Scanning
○ The best scanning technique is the F pattern
○ Top Down vs. Bottom Up
■ Top Down
● Goal-driven attention
■ Bottom Up
● Stimulus-driven attention
● Pattern and Shape Perception
○ Gestalt (The whole is other than its parts)
■ Law of Proximity
● The law of proximity states that objects place in proximity to
one another will be seen as a group rather than as individual
parts
■ Law of Similarity
● States that we perceive elements as a group if they are
similar in shape, size, solar, or other characteristics

■ Law of Closure
● States that when we look at a complex arrangement of visual
elements, we tend to look for a single, recognizable pattern

■ Law of Similarity
● Elements that are similar to each other tend to be perceived
as a unified group

■ Law of Common Fate


● States that elements that are moving together tend to be
perceived as a unified group

■ Law of Continuity
● We are more likely to see continuous and smooth following
lines rather than broken or jagged ones

● Memory, Learnability, and User Guidance


○ The user should not have to remember information from one part of the dialogue
to another
○ Instructions for use of the system should be visible or easily retrievable when
appropriate
○ Human Memory
■ Memory Types
● Sensory
● Short term working memory
● Long term memory
● Long term memory
○ Explicit
■ Concerned with recollection of facts and events
■ Episodic
● Your long term memories of specific events
○ I.e. what you did yesterday
■ Semantic
● Memories of facts, concepts, names and other
general knowledge
○ Implicit
■ Doesn’t require any conscience retrieval
● I.e brushing teeth, riding a bike, singing a familiar
song
■ Priming
● Type of cued recall in that an individual is exposed
to material without his or her awareness
● Aiding in a future response
■ Procedural
● Long term memory involved in the performance of
different actions and skills
○ Memory of how to do certain thing like riding
your bike, tying your shoes

○ Retrieving information
■ Multi-store model

■ Rule of Sevens
● The Magical Number 7, plus or minus 2:
○ Some limits on our capacity for processing information
○ Miller's Law states that the number of objects an
average person can hold in working memory is
about seven, also known as The Magical Number
Seven, Plus or Minus Two.
■ Chunking
● For example, phone numbers in Israel


■ Icons and Memory
● Part of retrieving information is icons that we see
○ Recognition vs. Recall
■ Recognition refers to our ability to “recognize” an event or piece of
information as being familiar, while recall designates the retrieval of
related details from memory.


○ Learnability
■ Beginners, Intermediates, and Experts
■ Design should be for everyone
● Support the transition from beginner to intermediate
● Be helpful to the intermediates
● Be appealing and updated for the experts
■ UX design implementations
● Be very mindful about the first few learning trials
● Make a clear differentiation between “zero training” system
for others
● Consider what happens after a few steps of learning curves
● Don’t assume that “the user will understand, then perform
perfectly”
○ Making displays more memorable
■ Bolding
■ Underlining
■ Color it
■ “Recently viewed”

● Human Attention
○ Selective Attention
■ The Filter Model
● First, we get sensory input, then we have the initial
processing, then we filter to a higher level of processing until
we achieve a response


○ Selective Attention and Design
■ How to help users stay focus
● Minimal number of elements on each page
● Important information should be placed above the fold
● Layout should encourage scanning and scrolling down
○ Divided Attention
■ Unitary Capacity Model
● Mental tasks require investment of resources (effort,
attention)
● The amount of effort that can be put in at a time is limited
● Some tasks require more effort than others (memorizing,
processing, acting under time pressure)
○ Attention is reflected in allocating resources for
different tasks
○ When the resources allocated for the task are not
sufficient-task performance will deteriorate
● Theory limitations of the Model
○ 4-tasks test (A,B,C,D)
■ Task A: Verbal Memory Task
■ Task B: Spatial Memory Task
■ Task C: Manual Tracking Task
■ Task D: Abstract Memory Task
○ Testing the validity of the “Single Resource Theory”
■ Multiple Resource Theory
● Humans have multiple attention resources with different
properties
● Each task requires a certain pattern of attentional resources
● The more similar the resources required to perform two
tasks
○ The more that they interfere with each other

● Mental Models
○ What is a mental model?
■ Mental models are what the user believes about how the user
experience works.
● The way we interpret what we see.
■ Mental models are constructed in a user's brain and are based on
what they know from past interactions with other products, sites,
and applications.
○ What is a mental model for a user?
■ A rich and elaborate structure reflecting the user’s understanding
of:
● What the system contains
● How it works
● Why it works that way
○ Why are they so important?
■ They reduce workload
■ The help diagnose malfunctions and different system models
■ They help plan a course of action
■ They help anticipate different action outcomes
■ Many of them allow for affective troubleshooting
○ Decoding mental models
■ Clues:
● Verbal reports
● Behavioral patterns
● Eye movements
● User errors
■ Knowledge elements:
● Understanding
● Response-transformation rules
● Anticipation
● Mapping
○ Acquiring Mental Models
■ Experience leads to the acquisition of circumstantial mental models
■ Higher experience = more abstract models
■ Theoretical study helps
○ Failures in Acquiring Mental Models
■ An error in operating the system may lead to the creation of a
wrong mental model if not showing satisfying feedback
■ The interaction of the proposed system does not represent the
correct conceptual model
■ If the theoretical and experiential components are not connected,
the operator will find it difficult to choose the appropriate
circumstance models
○ Pros of Mental Models
■ Rapid learning of the system (familiar content world)
■ Uniformity in the system
○ Cons of Mental Models
■ The metaphor does not always match the conceptual model
■ It complicates certain processes
■ The metaphor is sometimes irrelevant
○ Visual representation of Mental Models
■ Affordance
● How to use the product
■ Visibility
● What is it used for
○ Good visibility will support the creation of a correct
mental model of the system
■ You can tell at a glance what condition it’s in
and what this thing can do
● Building a Concept
○ Main components
■ Navigation Models (actions)
■ Data Models (objects)
■ Dialogue Style (appearance and interaction)

○ Data Model (objects)


■ Semantic Memory
● General experience
● Abstract structure of a variety of experiential objects
● Functional relationships
● Categorizing
● Generalizing
○ Navigation Model (actions)
■ Models of Navigation
● Search
○ Search lets users control their own actions and find
things that they are looking for
● Linear
○ The process for a user to get from point A to point B
should be a relatively simple and seamless
● Wizard
○ Structured process
■ A beginning, a definitive sequence, and an end
○ Complex and rare work processes
○ Beginner users


● Star
○ Relatively simple systems
○ No single action sequence
○ Wide range of users
■ Ie: app store (can also be considered as
hierarchy).


● Tree
○ Hierarchical
○ A complex system
○ Clear hierarchy of operations
○ Experienced users


● Network
○ Expert user
○ Flexible flow of action
○ Various use case scenarios


● Global
○ Consistent across the website
○ Allows access to the menu from anywhere in the site


● Associative
○ Associative links connecting different pages in the site
with no regularity

● Primary and Secondary
○ Hierarchical
○ Secondary menu opens with a mouse click, or a
mouse over


■ Navigation Tools
● Breadcrumbs


● Tabs


● A-Z


● Tag Cloud
○ A tag cloud is a list of tags, where the font size of
each tag is larger or bigger depending on its weight
● Page navigation


● Site Map
○ Birds eye view of site (ie: table of contents)

○ Dialogue Style (appearance and interaction)
■ Common Dialogue Styles
● Question and Answers
● Filling out forms
○ I.e. Signing in or creating an account
● Direct manipulation
○ I.e Excel
● Selecting from menus
○ I.e Choosing from excel menu (which opens a new
pop-up of options)
● Command line
○ I.e Code
● Dialogue boxes
○ I.e Selecting a new feature which opens a new box
options

● Emotions
○ The Circumplex Model of Emotions

○ Wheel of Emotions (which emotions go head to head with other emotions)


■ Options that come up when looking at things
■ I.e. Suprise can cause distraction or amazing

■ Different dynamics
● First dynamic:
○ The opposites (emotions opposite of the other petal
emotions)
● Second dynamic:
○ The intensity (the different stages on each petal)
● Third dynamic
○ The combination
■ The aggregation of two petals together (the
“inbetween”)
○ There is the situation, then the cognition which is followed by the feeling
■ Situation: May I have your address please?
■ Cognition:
● Option 1: Insurance price are affected by my address
● Option 2: Really?! Why are you asking me for that!!
■ Feeling:
● Option 1: Joy
● Option 2: Anger/fear
○ Building (part of) the journey
■ When there is a block in the experience:
● Behind any friction point (blocker) in your funnel, there is a
bad emotion hiding
■ Users remember negative emotions/experiences MUCH
LONGER than they remember positive emotions/experiences
■ Negative does not equal bad
○ ABC Model of Attitudes
■ Components of Attitudes:
● Affect
○ What you Feel
● Behavior
○ What you Do
● Cognition
○ What you Believe


○ Design Tools of Building an empathy map
■ Text
○ Easy Rules to Follow:
■ Be careful not “overdoing”
■ Be very clear
■ Use everyday phrasing
■ Be short
■ Try to be personal
● “You” is better than “Can be Done”
■ You are doing branding all the time
■ Graphics and animations
● Creative and full of surprises creates positive emotions
■ Apps as humans
● Computers as social actors
■ Trust
● Rely on the actions of others (ratings)
● I.e. Shipment time of arrival brings trust
■ CRR
● Cost, Risk, Reward

● UXR (User Experience Research)


○ Tools Overview
■ Usability testing
● Type: Qualitative
● Usage: Lab mainly, field
● Mainly fits for: Product usage, friction points, beliefs, mental
models, emotions
■ Cognitive walkthrough
■ Interview
● Type: Qualitative
● Usage: field, lab
● Mainly fit for: Beliefs, mental models, emotions, past
behaviors
■ Emotional Questionnaire
● Type: Qualitative
● Usage: Natural Environment
● Maily fit for: Attitudes, emotions, and more
■ Observation
● Type: Qualitative
● Usage: Field
● Mainly fit for: Learning real life scenarios and tasks
■ Analytics/Data Analysis
■ Think aloud


○ Research objective
■ What you want to achieve through this research
● For example, “to enhance retention in my app”
○ Research questions
■ Specific, focused on understanding a particular question
● For example, why do people leave me in this stage of the
funnel?
■ Research questions are not the questions you are going to ask
your users
● Will only refer to:
○ “What the researcher wants to learn from this
research”
○ Think Aloud
■ Slips
● Clicking the wrong key
● Scrolling to the other side
● Any “operational” failure
● Typically, single action oriented
■ Mistales
● Navigating the wrong path
● Not understanding something
○ Choosing the User
■ Need to pick the right “tool” for the job (the question)
● Interview
■ Persona, assumptions, and research
● Observation
■ How do they feel?
● Questionnaire
○ Normative vs. Description
■ A descriptive statement gives an account of how the world is
without saying whether that's good or bad.
■ A normative statement expresses an evaluation, saying that
something is good or bad, better or worse, relative to some
standard or alternative.
● Usability Testing (goes with UXR)
○ What is usability?
■ The extent to which a system, product or service, can be used by
specified users to achieve specific goals with effectiveness,
efficiency, and satisfaction in a specified context of use
■ Usability is not a feature of the product

○ What is User Experience?
■ A person’s perceptions and responses that result from the use
and/or anticipated use of a system, product, service
○ Three components of usability:
■ Effectiveness
■ Efficiency
■ Satisfaction
○ You can’t assume a (strong) connection between attitudes and behaviors


○ User research is a critical tool for any UX designer
■ UX design research is part of the UX designer’s toolbox
○ What are the cases in which no user research is done:
■ In Israel
■ Early-stage startups
■ Big technical oriented companies
■ UX department is under the development department
○ Moderated Usability Testing
■ Techniques
● Moderated vs. Unmoderated
● Remote vs. local
● Concurrent think aloud vs. retrospective think aloud


■ Use 5 participants in the study
● 1st step:
○ List the types of people you want to include
○ List the types of people you want to exclude
● 2nd step:
○ Screening questions (screening questionnaire)
■ Don’t reveal research goals
■ Use open-ended questions for excluding
participants
○ Try asking for behaviors
● 3rd step:
○ Define tasks you are going to test
■ Can it answer your questions?
■ Will it cover your research questions?
■ Have you developed it so you can test it/do you
have a mock up?
○ Typical mistakes:
■ No clear end goal for the user
■ Unreasonable/non realistic task
■ Providing info which isn’t there
■ Use system’s terminology
● 4th step:
○ Define parameters
■ Forces your customer to define your performance
parameters to its product
■ Forces you to define what is “acceptable”
● 5th step:
○ Write down instructions for the user
■ Try to provide the exact amount of information
■ Be good and honest
■ Don’t reveal your specific research questions
■ Make them feel comfortable
■ Be aware to cultural differences
● 6th step:
○ Creating an observation
■ I.e. satisfaction questionnaire (Which better fits
your opinion)
■ Use the Likert scale
■ Questions based on research questions
■ Use both positive and negative questions
■ Don’t be too long

○ Unmoderated Usability Testing


■ Tips for Unmoderated
● Be very specific
● Provide needed background
● Remember you’re not there
● Pay attention to follow up questions
● Record what they say
■ It is usability testing
● Remote
● Done without the researcher present in most of the testing
● Typically done using remote UT tools
■ UT High Level View

○ Difference between Moderated vs. Unmoderated


● Diary Study
○ A diary is a user's self-reporting tool.
■ Contextual - happens in a user’s natural environment.
■ Qualitative
■ Longitudinal - designed for long run measures
○ Enables us to learn how people actually live
■ How they use products
■ How they live their daily life
○ Pros:
■ No fly on the wall
■ Be there without being there
■ Less influence and biases
■ Great for learning about diversity
■ Capturing “moments”
○ Cons:
■ Require high commitment by the participants
■ Not so great for specific usability questions
■ Takes time
○ Capturing “moments”
○ When should they report:
■ Event-driven: When specific events happen
■ Interval/time-driven: at certain time intervals
■ Sporadic (by you): you ask for logging in at a certain point
○ Motivating your participant
■ More money/reward needed

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy