UIX Unit - 1
UIX Unit - 1
UI vs. UX Design
UI is short for ―User Interface. UI focuses on the screens, icons, buttons, visual
elements, and interfaces in a user experience.
User interface (UI) design is the process designers use to build interfaces in
software or computerized devices, focusing on looks or style. Designers aim to
create interfaces that users find easy to use and pleasurable. UI design refers
to graphical user interfaces and other forms—e.g., voice-controlled interfaces.
2. Shortcuts
As mentioned previously, Mac allows users to use a variety of keyboard
shortcuts, commonly used examples include copy and paste (Command-C and
Command-V), and taking screenshots (Command-Shift-3).
3. Informative Feedback
A great example of visual feedback can be seen when a file becomes
“highlighted” as the user clicks on a file on a Mac desktop. Another example is when the
user drags a folder across the desktop, they can see the folder represented as
physically being moved as they hold down their mouse.
4. Dialogue
As the user installs software to the Mac OS, an informative screen shows what
step the user is currently at in their installation.
As the user installs the program “Parallels Desktop 9”, it shows
that it is currently “copying files”.
5. Error handling
During software installation, users are gently alerted with an informative
message if an error was made. It is important to recognize when to use smaller, less
intrusive alerts and when to use greater alerts to warn a user depending on the
severity of the error at hand. However, it is almost never acceptable to punish the user
when errors are made, so be cautious and select the right tone and the right language
when drafting an error message that will ultimately be read by your human-users. So
don’t simply leave an error-code to “handle” it!
A gentle error message is shown explaining to the user what was
happening and why it was happening. It even goes further to reassure
the user, telling them that they are in control (see ‘Support Internal
Locus of Control’ below) by explaining that this is due to their own
security preference choices.
A bad example by Windows displays an error message that uses
the words “fatal” and “terminated”. Such negative, unfriendly
words are sure to scare away most users!
During this stage, design teams set aside their own biases and work to
gain a deeper understanding of real users and their needs—often through
direct observation and engagement.
Empathy is one of the most crucial phases of design thinking. After all,
how can you hope to solve a user’s problem if you don’t understand who the
user is and what they want? Empathy creates an emotional bridge between
designers and target users, one that facilitates the kind of deep user insights at
the heart of human-based design thinking.
Some tools and methods commonly used to conduct this user research are:
User Interviews: Talk to users directly to gain insight into their
challenges and understand their points of view.
Surveys and Questionnaires: Help identify who your users are, what
they currently think about your product, what problems they face, and
what their needs are.
Observation: View how users interact with the product and their
environment. Observe their behaviors to gain insight into their thoughts
and feelings.
Empathy Map: A visualization tool that summarizes a user’s thoughts,
actions, and feelings.
Color Psychology: Different color palettes and uses of brand colors
unlock different psychological effects that can influence how consumers
use and interact with your designs.
Stage 2: Define
Stage 3: Ideate
Stage 4: Prototype
During this phase of design thinking, teams will create prototypes of the
ideas they generated in the previous stage. Prototypes don’t need to be
finished products. They are meant to convey a possible solution, not deliver it.
Sketches, models, and digital renders are all examples of prototypes: scaled-
down versions of the product created during the ideation stage.
With minimal effort, prototyping can reveal whether the proposed
product will work, whether it’s technically feasible, and what challenges you
will face bringing it to life.
Common tools and ideation techniques include:
Wireframes: Low-fidelity prototype that represents the basic visual
layout of an interface or product.
Low-Fidelity Prototypes: These are cheap, quick, relatively simple, and
can be used to express broad concepts or ideas. Low-fidelity prototypes
require little design skills to produce.
High-Fidelity Prototypes: Realistic designs that look and operate close
to the final product.
Walk-Through: A task-specific approach to determine the usability of a
prototype.
Stage 5: Test
The testing phase of the design thinking process involves real users and
real user feedback. During this phase, prototypes are given to participants to
try out. Design teams observe how participants interact with the prototype
and gather feedback about the experience.
Testing reveals what is or isn’t working. Don’t forget: design thinking is
an iterative and non-linear process—that goes for testing, too. Depending on
user feedback, changes to the product might be required. These changes might
require you to restart the testing phase or revisit past stages. Feedback from
user testing might also inspire new potential solutions or actionable insights.
Commonly used testing tools include:
Usability Testing: A testing tool that gauges the usability of a design
with a group of target users.
Beta Launch: Releasing your prototype to a limited pool of users to
determine usability, detect bugs, and test whether your product
addresses users’ needs.
Design Thinking is a Non-Linear Process
We’ve outlined a direct and linear design thinking process here, in which
one stage seemingly leads to the next with a logical conclusion at user testing.
However, in practice, the process is carried out in a more flexible and
non-linear fashion.
It is important to note the five stages of design thinking are not always
sequential. They do not have to follow a specific order, and they can often occur
in parallel or be repeated iteratively. The stages should be understood as
different modes which contribute to the entire design project, rather than
sequential steps.
Divergent and Convergent Thinking
Divergent Thinking ( When you’re being creative, nothing is wrong)
Here are some great ways to help navigate the uncharted oceans of idea
possibilities:
Bad Ideas – You deliberately think up ideas that seem ridiculous, but
which can show you why they’re bad and what might be good in them.
Oxymorons – You explore what happens when you negate or remove
the most vital part of a product or concept to generate new ideas for that
product/concept: e.g., a word processor without a cursor.
Random Metaphors – You pick something (an item, word, etc.)
randomly and associate it with your project to find qualities they share,
which you might then build into your design.
Brilliant Designer of Awful Things – When working to improve a
problematic design, you look for the positive side effects of the problem
and understand them fully. You can then ideate beyond merely fixing the
design’s apparent faults.
Arbitrary Constraints – The search for design ideas can sometimes
mean you get lost in the sea of what-ifs. By putting restrictions on your
idea—e.g., “users must be able to use the interface while bicycling”—you
push yourself to find ideas that conform to that constraint.
Convergent Thinking (The best way to have good ideas is to have lots of
ideas and throw away the bad ones.)
Convergent thinking is an ideation mode which designers use to analyze,
filter, evaluate, clarify and modify ideas they have generated in divergent
thinking. They use analytical, vertical and linear thinking to find novel and
useful ideas, understand the design space possibilities and get closer to
potential solutions.
Convergent Thinking – the Other Side of the Ideation “Coin”
Everyone knows how to listen, but not everyone knows how to be a good
listener. When applying this idea to empathy in UX design, consider adding a
website mechanism that randomly polls users about their browsing experience,
with the opportunity to add feedback. A tool like Typeform can help you do this.
Typeform is a tool used to create visually pleasing and easy to complete
surveys. This survey form can be customized to fit in with the branding and UI
of your website and is easily embedded without much technical skill required.
2. Improve Your Observation Skills
When it comes to observing users that you can’t talk to, consider tools
like Inspectlet and Google Analytics. Inspectlet allows you to record actual
(anonymous) user sessions to see exactly how people are experiencing your
design.
Google Analytics can give you additional data regarding how people are
using your website and can help with uncovering potential problem
areas. Creative Blog provides guidance for a few ways to use Google Analytics
insights to improve UX:
Use the Behavior Flow report to see how users move from one page to another
on your website.
Analyze event tracking on your website to see which specific actions users take
while navigating around.
Use the Navigation Flow report to see where users initially came from in order
to get into your website and where they go after accessing your that first
landing page.
feedback. Be mindful to carefully and politely ask for their input, to avoid
sending wrong signals and getting misunderstood for being too direct.
Do not surprise, or abruptly ask them out of nowhere. Give people time to
feature, for example) so that they know where to focus when responding to
you.
Ask what they do NOT like. It’s better to focus on finding issues in need of
improvement than seeking out a pat on the back for something done well.
Be sure to ask the right people for feedback. Direct users are the best
There is always something new to learn about users. Conducting detailed and well-
planned research following the four steps mentioned above can help create valuable user
insights that assist in creating an empathy map to further Define, Ideate, Prototype, and
Test in the process of Design Thinking.
Gaining Insights from an Empathy Map
Empathy maps help to externalize user research and create a shared
understanding to make decisions and uncover unspoken needs and insights. It is a tool
that helps to connect with the ideal user and relate with them in the right way.
As explained by the Neilsen Norman Group to create a solution that really works in
the long term it's ideal to create an empathy map. An empathy map is a simplified
visualization of the information in hand about particular users.
There is a thin line between empathy and sympathy. When you empathize it is to
feel and share someone's experiences, feelings, and attitudes. Sympathy is feeling
sorrowful, pity, and sorry for their troubles.
Empathy map has taken the enterprises by storm. It has been featured in the
Stanford D School curriculum of Design Thinking and also as “Three Creativity Challenges
from IDEO’s Leaders.” by David Kelley, founder of IDEO, and his business partner Tom
Kelly at Harvard Bussiness Review.
The format of the empathy map varies, but all of them have common core elements
and purposes. The revised empathy map is a large sheet of paper or a whiteboard sketch
divided into different sections with the user at the center. Xplaner founder and the
Empathy Map creator. Dave Gray originally called it the big head exercise.
1. The empathy map can be created individually or can be done as a group exercise.
2. Start by defining the goal and mentioning the identified users, to define who will be the
subject of the empathy map and the final product.
3. On a whiteboard or a big chart paper, sketch the "Empathy Map Canvas" with all 7
sections.
4. Write down key observations on Post-it notes and color code them for further
understanding a negative observation from a positive or neutral one and for
segregating pain points and gain points.
6. Once the empathy map is completed, make an observation, list down insights based
on what seems important and interesting? New or surprising? What are the
common connections between different sections? and separate unexpected needs
from expected needs.