OceanofPDF - Com UXUI Design 2022 - Carl Jones
OceanofPDF - Com UXUI Design 2022 - Carl Jones
Design 2022
A Comprehensive UI & UX Guide to Master Web
Design and Mobile App Sketches for Beginners and
Pros
Carl Jones
OceanofPDF.com
Copyright
Copyright©2022 Carl Jones
All rights reserved. No part of this book may be reproduced or used in any
manner without the prior written permission of the copyright owner, except
for the use of brief quotations in a book review.
While the advice and information in this book are believed to be true and accurate at the date of
publication, neither the authors nor the editors nor the publisher can accept any legal responsibility
for any errors or omissions that may be made. The publisher makes no warranty, express or implied,
with respect to the material contained herein.
Printed on acid-free paper.
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Table of Contents
CHAPTER ONE
What is Design?
How is Design Related to Technology?
What is UI/UX Design?
Difference between UI Design and UX Design
Opportunities for UI/UX Designers
User Persona for UX Design
Types of User Personas
Creating Personas
Components of a Persona
User Research for UX Design
Quantitative UX Research
Qualitative UX Research
Attitudinal vs. Behavioral Research
Method Types
User Research in the Design Process
User Flow in UX Design
Creating User Flow
Wireframes in UX Design
CHAPTER TWO
UI Design: Visual Design Principles
Understanding Design Thinking
Concept of Empathy in UX/UI Design
Mindful Users Surveys and Interviews
Creating mindful personas
Designing Mindful Interfaces
Tools for UI Designs
Lucidchart
Adobe XD
Figma
Webflow
Things to Note While Using UI Tools
Creating Wireframes
Starting Out
Adding Details
Digital Wireframe & Usability Tests
How to Use Balsamiq to Create Wireframes
Overview of Balsamiq
Creating a Simple Wireframe in Balsamiq
CHAPTER THREE
Typography of UI Design
Why Typography Matters
Application of Typesetting
What to consider in Typography
Applying Contrasts
Classification of Typefaces
Scripts
Selecting and Using Typefaces
Font Formats
Using a Typeface
Text Typeface
Display Typeface
Translating Text to Display
Fonts Weighting and Styles on Figma
CHAPTER FOUR
Designs System and FIGMA
Why have a Design System?
Popular Design Systems
Material Design
Human Interface Guidelines
Atlaskit
Lightning
Polaris
Using Figma
Setting up a Figma Account
Getting Started
Creating a Frame
Creating Shapes and Color
Corner Radius Adjustment & Circle
Using Icons and Images
Figma Community
CHAPTER FIVE
Psychology of Colors in UI Designs
Color Psychology
The Golden Ratio Rule
Color Rules in UI Design
What to Consider when Choosing Colors
Color Palettes
Studying the Color Wheel
Contrast is Crucial
CHAPTER SIX
Grid System in UI Designs
12 Column Grid
Breaking the Grid
UI Modes and Modals
About The Author
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CHAPTER ONE
What is Design?
Design may be a common word used in various spaces but it is more
significant than we assume. In simple terms, design is thinking and solving
a problem in the most practical manner. It is taking a good look and
function of something before it is created or publicized. Design in a more
solid term, is the creative process that organizes and presents information
for a specific purpose.
Before you design a craft, you must first comprehend the information or
message, and then research, envision, and develop and produce a solution
or a concept to communicate that information or tell a story vividly. We can
only use our skills in line with layout, color, typography, and other creative
tools to bring our vision to life once we have a strong idea that has been
established through the design process.
Since the invention of the print press, which enabled production on a mass
scale, graphic design has been used to communicate and spread messages
across the globe. Through the evolution of technology today, we are
surrounded by an abundance of visual communication.
Today, design (graphic design in particular), is implemented across a broad
spectrum of media both print and digital such as: advertising, branding, web
design, interface design, magazine layout, paper engineering and
packaging, TV, motion graphics, infographics, signage, art and installations,
and digital arts. If you are looking to pursue a career in design, you will
inevitably end up creating work across one of those sectors.
How is Design Related to
Technology?
The relationship between design and technology is fundamentally about
converting ideas and raw materials into the products and services that are
needed for our daily activities. Everything around us has been designed
from the user interface of our latest digital app, to the car we drive, the
clothes we wear, the buildings we live or visit, to the TV programs – they
have all been designed.
Advancements in recent technologies have resulted in changes in
approaches and adaptation. These technologies have infiltrated every aspect
of our lives, as well as the way we solve challenges. On a cultural level, we
see trends collide as a reflection of global events. This is also applicable in
design, which manifests itself as a kaleidoscope of colors and materials that
modify our surroundings in unexpected ways.
Focusing on one or two personas allows your team to develop empathy for
them. User researchers, designers and product managers are aware that
empathy is the key to designing world-class products.
Creating Personas
In order to create accurate personas, your personas must be based on
research. Research is used to understand the shared behavior and needs
among your product users. It is highly recommended that you speak to at
least five users per product type. For example, if it is identified that your
business needs two personas, you should speak to at least five users for
each persona type – 10 users total.
Ideally, you should conduct moderated research sessions. The benefit of a
moderated session is that you have a discussion guide to guide the
conversation. Consequently, you will then have the ability to sidetrack and
ask follow-up questions to unravel relevant details.
If your business or the business you are designing for does not have the
time or the budget to complete the full research, you can always begin with
the persona that is based on assumptions, competitor analysis or internal
stakeholder interviews.
Look for trends, personalities, qualities, and traits that the participants share
when examining the findings of the moderated interviews. For instance, if
you notice that your participants mentioned that they do not trust companies
to protect their data and have recently stopped using social media because
they are increasingly concerned with personal security, it is a good data
point to add to your persona.
It is also worth noting that the purpose of designing personas is to assist
product and business teams in focusing on their consumers' goals and
needs. Personas, when used effectively, can assist the team in resolving
design and feature issues. This way, the team is able to focus on the wants
and needs of their core persona rather than their own personal views about
the design questions at hand while making these selections.
Components of a Persona
Image: In selecting an image, you must keep in mind that it should be a real
individual – someone who represents your target customer. Rather than a
celebrity or a cartoon, use someone that represents the age, gender and
personality of your persona.
Name: Giving your persona a name is the next step. Your persona is a
reflection of your primary user, thus, it is critical to give it a name. When it
comes to design and feature decisions, you should think of them as a real
person with thoughts, feelings, and behaviors to which you can relate. The
name adds a human element and creates a storyline narrative to aid problem
solving.
Bio & Quote: Next, give you a short bio based on the research you
conducted. You can use personal and employment data points that were
shared during your interviews. On the other hand, a quote for your person
should be included. Your quote can be a quick snapshot of their personality
or something that is important to them.
Brand: You should include different brands that represent your persona.
These brands allow you to add contacts to your persona and will act as your
mood board. When you look back at your persona at a later date, those
brands can help trigger empathy for your persona.
Behaviors: Next, you should add beliefs and behaviors. These behavior
patterns will help unravel a lot about your personas attitudes towards
different situations.
Goals: The next thing you should outline is your persona’s goals. It is
pertinent to understand their aspirations since you want your product or
service to fit into these goals.
Pain points: Next, you should attempt to understand their pain points. What
things frustrate your persona? Once you understand their frustrations, you
can solve for them and build better products that fit their needs.
Personality: While including personality is a great touch, it is not
completely necessary.
Motivations: Next, you should include what inspires or drives your
personas. It can be beneficial to show this in a more visual way.
Qualitative UX Research
Qualitative research focuses on the motivations or reasons for the behavior
of users. Quantitative data is more rigid, whereas qualitative data is more
descriptive and open-ended.
Another distinction that could be made is the data collection methods used
in qualitative and quantitative studies. Qualitative research is based on
direct observation. You may, for example, get information on users'
behaviors or attitudes by watching them in action. Quantitative studies, on
the other hand, could use an online survey to collect data.
Method Types
A/B Testing; A/B testing is a quantitative behavioral research method used
to compare two different design options.
Surveys and Questionnaires: This method is an extremely flexible
technique for collecting both quantitative and qualitative data. Surveys and
questionnaires are attitudinal in nature as they are based on what the user
says.
Card Sorting: Card sorting is a quantitative research method used for
determining information architecture labels and structure.
Eye Tracking: This is another quantitative method used to collect
behavioral data. Using special equipment you will track users’ eyes as they
move around an interface.
Diary Studies: Here, users discuss and describe certain aspects of their
daily lives that are relevant to the products you are designing.
Interviews: User interviews are a qualitative attitudinal technique where
you will engage with the user one-on-one at a face-to-face or via video.
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CHAPTER TWO
UI Design: Visual Design Principles
Design principles are guiding stars for designers. They ensure designers
make the best decisions for their users and for the product or the service
they are working on. The design principle is essentially a value statement
that is tied to the goals of the product or service. This includes what it wants
to achieve for users and the overall objective of the design.
Design principles should not be mistaken for team mottos or manifestoes.
Mottos do not help designers know what to do in a given situation where
they need to make a trade-off time decision. Instead, design principles need
to be clear about what they advocate and why. They should take a stand on
which value will trump others. In addition, they should inspire empathy for
the user, because after all, that is whom you are designing for.
When designers have design principles to refer to, it is more likely that they
will make decisions that help products and services meet the desired goal.
In addition, they will less likely make decisions based on their own personal
preference.
More importantly, design principles are only useful if they are being used.
If you do not have a design principle, create them with others rather than
creating them on your own. Design principles are more likely to be
accepted and remembered if others have had a hand in creating them. Once
created, don’t let them build dust, socialize them.
Understanding Design Thinking
Design thinking can be explained in two ways. The first being just a
mindset: it is an ideology of approaching every problem in a user-centered
way. Where the complexity comes in is in the second part of that definition
which is a six-step process.
These six steps are instituted to help you practice that ideology of user-
centered design.
Empathize: Here, you want to pull qualitative data like user interviews,
direct observation, contextual inquiry, diary studies and what your real
users need.
Defining: A lot of people think about coming up with ideas in the opposite
way. They come with a ton of different ideas and then narrow. Design
thinking flips this on its head. It stipulates that you come up with the idea
and define the problem before you consider the solutions.
Ideation: Once you have identified the problem, you bring that into the
ideation stage. This is when you start to consider the wide range of potential
solutions. You generate your ideas and slowly start to narrow them down.
Prototyping: This is when your ideas start to manifest for the first time.
Here, you can test them with end users and start to iterate until they are at a
place where they represent what the end product may be.
Testing: At this stage, you test your ideas to make sure that your user
knows how to use them and they truly resonate with their needs.
Implement: This final stage is where you become proactive. You put your
vision into effect so that it actually touches an end user’s life.
It is important to note that design thinking benefits extend far beyond the
process itself. It fosters collaboration, helps create design artifacts that you
can return to and most importantly, it gives you a tangible way to always
make sure that you are keeping the user at the center of your products.
Nothing in design thinking is new. Instead pulls methodology from all of
the different genres that have existed much longer and applying them in a
new way.
Lucidchart
Lucidchart is a visual and cross-platform collaboration tool for businesses
and individuals that aids the creation of diagrams and flowcharts and
wireframes. This tool can be used across products and in collaboration with
engineering teams for brainstorming and managing your projects.
Figma
Figma is an interface tool but is fully functional in your browser window,
meaning that your files are all saved online and you do not have to worry
about losing them. With its free web-based feature, platform-wise
compatibility is not an issue. Figma comes with tons of useful plugins and
an app called Figma Mirror that allows you to see your design from your
smartphone or table.
Webflow
Webflow is a website building tool that gives you the power to design, build
and launch responsive websites in hours. Although it is just one web
building platform, you can go from wireframing to the final product.
Webflow can be used to build interactive prototypes, but only after you
have prepared different solutions in Adobe XD or Figma. In most cases, it
takes more time to build a functional prototype in Webflow than designing a
mock-up on Figma or Adobe XD.
▪ You do not need an expensive tool for sketching. Simple tools such as
pen, paper, and sticky notes can suffice. More importantly, you do not
need to be a fantastic drawing artist to sketch designs.
▪ Do not get too obsessed with the details, or too attached with a
particular solution, in case it fails the usability testing. If you do not
get things right the first time, ensure that you get feedback from the
users to improve your prototypes.
Creating Wireframes
Essentially, wireframes are used to define and plan the information
hierarchy on a page or screen. This gave a first-hand layout of how items in
the page should be organized and what content should be included.
Additionally, it gives a description of how space should be allocated and
what functionalities are available. This includes positioning elements such
as buttons, menus and headings.
Working out the information hierarchy for your wireframe depends on how
you want the user to process the information on the page and this is based
on your user research. A wireframe is a very basic blueprint of the eventual
product's appearance. It's basically a black-and-white diagram, either hand-
drawn or digitally generated.
Wireframes are helpful for a number of reasons, but above all, they allow
you to organize your ideas and get clarity on how the final product should
be laid out. In addition, they help you to ensure consistency throughout the
user interface, as you will determine how certain types of information
should be displayed on every screen.
It is important to have layout and functionality clear before you start adding
things like color and fonts, as they can be distracting. Wireframes are
necessary in-between steps without all the bells and whistles. It is also a
good technique to figure out how your user interacts with your interface.
Starting Out
Once you have done your competitor analysis and conducted the initial user
research, you are ready to start hatching ideas. You may start by sketching
out ideas in their roughest form exploring different avenues you might take
with this particular product. You are ready to move on to proper wireframes
when you have refined your ideas and they start taking shapes.
There are different methods of producing wireframes. They include:
Hand-drawn Wireframes: These can be created with pen or paper, or on a
whiteboard. These are handy for getting your designs down quickly and
they are easy to edit. Hand-drawing your wireframes is a great method to
keep things simple and avoid getting bogged down in superfluous details.
When you launch Balsamiq, the first thing you notice is the canvas, which
is the blank area in the center where you will be creating your wireframes.
The basic process for creating a wireframe is to first select a control from
the User Interface Library, located at the top of the screen. It has different
types of controls that you can add. There are two ways to add a control. One
is to drag it from the User Interface Library onto the canvas. The other way
is to simply double click it.
The next thing to point out is the Property Inspector on the right side of the
canvas. This is where you can select and change properties for the various
types of controls – the size of the text and colors for example. Depending
on which control is selected, you will see different properties there. Also,
when no control is selected, you will notice that the panel gives you an
option to edit notes for your current wireframe. Each wireframe can have its
own set of notes. In addition, there is a panel for the project as a whole, so
you can enter notes for the overall project. There are also some other
properties for the overall project such as the font size, default selection
color and the skin.
On the left corner of the Balsamiq interface, you will see the Navigator,
which houses the list of all your wireframes. If you want to create a new
wireframe, click on the ‘plus’ + button on the top left corner of the screen.
As you build your wireframes, they will be previewed on the canvas.
When you have the thumbnail view shown and you add controls, they are
updated in the thumbnail as well. You can also rearrange them in a different
order by dragging them. There is also the list view, which you can see by
clicking the icon on the left. This is useful if you have a lot of wireframes
and want to see a list of all of them.
There is also something called the Thumbnail Grid view. This is where you
can see all of your wireframes as thumbnails at once. You can also
rearrange them in any manner you choose. This is a good way to see an
overview of all of your wireframes.
Another thing you can do is turn the various panels on and off to use the
space more efficiently or more to your liking. If you want, you can turn off
the navigator panel so that you only see the canvas. When this happens, you
will see some new icons appear which allows you to navigate to the other
wireframes that you have, or you can click on these arrows to quickly
switch between them. Additionally, you can turn on and off the panel on the
right as well as the UI Library. Controls can also be added to the canvas
with the UI Library hidden.
In both the thumbnail and grid views, you will see a small arrow. When you
click on the arrow, there will be some other actions such as rename,
duplicate, trash and alternates. You can also right click to bring up the same
menu. If you want to quickly rename a wireframe you can simply double-
click and click Rename. To rename the project as a whole, you can double-
click on the name of the project and enter a new name.
As you would expect, you can cut, copy and paste controls using the
standard keyboard shortcuts. You can also duplicate controls by pressing
Ctrl or Command > D. By default, the control will be slightly offset from
the original. However, if you move it and duplicate it again, it will be offset
by the same amount as the first control you duplicated. This can be quite
useful to space things out evenly. To delete a control, press the Delete key.
You can select a control by clicking on it at once. To select multiple
controls, you can draw a rectangle around the controls you want to select
with your mouse. You can also press Shift while clicking on other controls
to add them to the selection. You can deselect the control by pressing
Command or Control when clicking on it. Furthermore, if you double click
on a control, you can edit its contents.
Next, you will have to build the login form. You can switch to the forms
category of the UI Library to see what you have available to work with. Use
the label and text input controls for the Username field. For the Password,
you can duplicate the Username controls and change to Password. Next,
show a checkbox to allow the user information to be remembered. The
checkbox control is domicile in the UI Library, but instead of dragging it,
use the Quick Add Search to add it. Once you get familiar with the controls,
this will become a much faster way to add them.
The control names are also aliased to other common names, so you can try
some keywords if you do not remember the name of the control. The
combobox control for example shows up if you search for a drop down, pull
down, or list. Next, edit the checkbox control and move it below the
Password field. Add a link to help the user if they have forgotten their
password. Once you are satisfied with the content and alignment of these
form controls, group them so that you can move them around as a whole as
you keep building the wireframe.
Next, add a button to log in. You can do this using the Quick Add option.
Press the forward slash key to put the cursor in the quick add box. If you
want it to be a bit bigger than the default size, increase the text and resize
the button. At this point, it is important that you do some fine-tuning on the
spacing and alignment to see how it looks.
Moving forward, add a few more controls to complete your first screen.
Balsamiq wireframe has the Font Awesome icon set so there are tons of
icons to choose from. The icon and label control is a nice way to use an
icon and text together. You can use some of the text markup codes to make
the text look like a link. You can also add a rectangle around the properties
to make it stand out a bit more, as shown below. You can right click to
move it to the back. To better define it, you can also include a background
color. Note that colors in wireframes should be used sparingly especially in
their early phases. Shades of gray can be helpful for defining different
sections of the page, but anything more than that can be distracting at this
point. Next, align everything together.
Creating a Complex Wireframe
Once you have created a simple wireframe, you are set to use some new
controls to create a more complex screen. With the previous example
(Balsamiq Music) that was highlighted, you will create the homepage,
which you see after you have logged in. Here, you will have all the music
content, a panel on the right depicting what is currently in play, as well a
featured artist area at the top.
Start by cloning the previous wireframe and then clear out the contents.
Begin the wireframe by defining the different parts of the screen. You can
always show the UI Library by pressing Ctrl or Command > L. Remember
that many controls can be searched by other names, so you do not have to
remember the control name exactly.
On the canvas, you will have the list of albums and some tabs for accessing
the other parts of the app. Next, add a rectangle at the bottom right corner of
the canvas for the “now playing” area. The area at the top will be for the
featured artist.
Titles or subtitles are good for labeling sections. Add a subtitle called
“Featured” for the featured artist section, then add an image. Add another
subtitle but make it smaller so it does not compete with the other one, as
well as some placeholder text. To better indicate that this will be a longer
block of text, you can type the word “lorem” and get lorem ipsum
placeholder text.
Next, move on to the tabbed area below. You can have four different
sections there: My Music, Explore, Radio, and My account. The My Music
tab will be a list of all the albums in the user’s library. You would want to
show that it might be a long list by showing a scroll bar using the Property
Inspector. Add another subtitle to label this section. Next, create some
thumbnail placeholders for the albums. Use the image control for the album
art, and add some text for the album name and artist. Use the text
formatting codes to make the first line bold, and center the test using the
Property Inspector. Align them both and duplicate a bunch of times.
Notice that the last row goes outside of the window border. You could just
resize the window to make it fit, but it will look even more realistic if you
can show the last row as cut off, because it is a scrolling list. Images and
group controls can be cropped to only show a part of them. Use this
technique to cut off the bottom of the group.
For the “Now Playing” panel on the right, start by quickly adding some
audio player control and icons. Once you get familiar with the controls and
icons, you will find any icon you need for the section. In this case, you can
use icons such as volume, shuffle, repeat and the likes. Next, take one of the
album thumbnails and put it over on the now playing section. You can
double click into the groups and copy it, then press the home icon to get
back out. This is an easier way than ungrouping, copying, and regrouping.
Next, all that is left for this wireframe is a track list. For that, use the data
grid control. Paste some text on the control, resize and rejig the properties a
bit.
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CHAPTER THREE
Typography of UI Design
Application of Typesetting
UI designers spend a lot of time composing the text and adjusting the
spacing between letters and lines. This art of arranging text is what is
referred to as typesetting. There are three fundamental techniques that you
will need to typeset your text:
Kerning: Kerning is the practice of adjusting the spacing between each
character making it feel evenly distributed across the interface.
Tracking: Tracking is more concerned with the spacing between the words
to ensure that they are not too close together or too far apart.
Leading: Leading is the practice of adjusting the space between the lines of
text.
Applying Contrasts
In typography, contrast can refer to a variety of things. The first is
concerned with the letter shapes of a typeface. The vertical and horizontal
strokes of a typeface with great contrast would be thick. There would also
be little to no change in stroke thickness in a typeface with low contrast.
Contrast can also refer to the text itself and how it interacts with the
interface. For instance, pure black text on a pure white background creates
high contrasts, whereas a light gray on a medium gray creates low contrast.
According to the WCAG contrast guidelines, body text color should have a
contrast ratio of at least 4.5:1, when compared to its background color.
Large text that is 18 points and larger, should have a contrast ratio of at least
3:1.
Text Color Contrast
In the same vein, contrast can mean a few different things in typography.
The first is the simplest and it is probably what comes to your mind. This is
the actual color of text, such as red, blue, yellow etc. Page contrast can be
created with changes in color. To make your interface readable by all, it is
important that you also put those with color blindness conditions into
consideration.
Common color blindness conditions include red green and blue yellow.
People with color blindness have difficulty discerning the differences
between the two. Avoid pairing color text and backgrounds in those colors.
Thankfully, there are browser plugins and other tools, which allow you to
test how those with color blindnesses see your design.
Another important aspect of color contrast is the overall density of ink or
text on a page. If you want, you can utilize different weights of the typeface
at different sizes to create even color on a page. There are lighter weights at
larger sizes and regular weights at smaller sizes. Alternatively, you can
create uneven color by setting your headings to be bolder weights while
keeping the paragraphs the same. Heavy areas of color can create emphasis
if needed.
Classification of Typefaces
Knowing different type genres will help you select a proper typeface for the
projects at hand and make you a better designer overall. For example, if you
are working with a client that wants the mood of their website to convey
eloquence, you need to know what classes or styles of typefaces that lean
towards that bent.
In another instance, if you are designing a website that is heavily influenced
by a certain time, you should utilize a typeface that would have been
appropriate to genres at that time. The way typefaces look conveys a
message to the reader. Knowing these genres will help you see how your
type interacts and what makes it distinct.
Over the years, typefaces have been classified in different ways; however,
there are three major genres (along with their sub-genres) that are key to
your designs: Serif, Sans Serifs and Scripts.
Serifs
As you have previously learned, typefaces can have serifs on their letter
forms. Within the serif genre, there are a lot of nuances that sets apart
different serifs into sub-genres. These sub-genres include: Humanist, Old
Style, Transitional, Didone and Slab.
1. Humanist Typefaces: These have strong calligraphic influence on
interface. They tend to have diagonal stress, lower stroke contrast and
a relatively small height. While they are not as common today, they
include fonts such as Janson, Kennerly, and Centaur.
2. Old Style Typefaces: With the introduction of Old Style, letter forms
were getting more refined as type and less influenced by calligraphy.
These tend to have less diagonal stress and the serifs are more wedge-
like. Some examples include: Goudy Old Style, Palatino, Perpetua,
and Plantin.
5. Slab Typefaces: Slab serifs have extremely thick slab-like serifs and
low contrast. This came about in the early 19th century and was
heavily used for headlines and advertising due to their bold
appearance. Most of these are utilized at large sizes but they are also
great in small text sizes. Some examples include: Rockwell,
Clarendon, and Egyptienne.
Sans Serifs
Sans Serifs do not have serifs on their letter forms. They include typefaces
such as Grotesque, Neo-grotesque, Humanist Sans and Geometrics.
1. Grotesque Typefaces: These became popular in the late 19th century.
Although sans serifs are seen as completely normal today, they were
not as referenced when introduced as they are now. The design of an
earlier one – Akzidenz-Grotesk – has been theorized to be derived
from Didone, because the typefaces have similar metrics when the
serifs from Didone are removed. As seen in other genres, san serifs
are typically low contrast. Some examples of Grotesque also include
Franklin Gothic.
Scripts
Scripts are typefaces based on handwriting. They are subdivided into two:
Formal and Casual Scripts.
▪ Files with a (.ttf) extension are truetype fonts – they were previously
used before the open type format. While they still work well, they do
not have the extras that opentype fonts have.
▪ Files with a (.woff) extension are the preferred format for web fonts.
These files are compressed, which means they load even faster.
▪ Files with a (.svg) extension are not recommended unless you are
trying to support a very old version of Safari.
Using a Typeface
Good typography starts by choosing a good typeface. No matter how nice a
graphical element looks on a page, a choice of a bad typeface can ruin it
rapidly. When entering into the process of choosing a typeface, it is
important to consider where it would appear.
A good consideration of the aforementioned will determine if you are
looking for a text type face that is engineered for small sizes to a variety of
settings or a display typeface which tends to be more flashy and works well
on larger size. These two descriptors deal with the size and function for
which a typeface is intended.
Text Typeface
It is often smart to choose a text typeface before a display, because much of
the copy on a website will be set in this choice. When choosing a text
typeface on the web, your first priority is legibility. If a site’s body copy is
hard to read, then visitors will not stick around for long.
The first thing to consider is if the typeface has a good x-height. An x-
height that is too low will make the lowercase letters hard to read and tell
apart at small sizes. An x-height can also be too high if it is nearing the cap
height making it hard to discern what is uppercase or lowercase. A general
measurement to go by is if the x-height is around 60 to 75 percent of the
cap height, then you have got yourself a good candidate for a text typeface.
Additionally, the white space around the letter forms also has an impact on
legibility. If the space between letters - also known as letter spacing – is too
narrow or too tight, then at smaller sizes, the letters can be muddled
together, which has an adverse effect on legibility. Looser letter spacing
allows the letter forms to still breathe at small size. While it is true that you
have some form of control over letters spacing with code, it is not advisable
to manually letter space body text. Find a typeface that already has proper
looser letter spacing for text.
Next, you would want to ensure that the typeface has overall even color as
it balances the positive space of characters and the negative space of white
space. It is necessary to avoid making the text too dense in certain areas or
characters, which can break the reading flow. A trick you can employ is to
blur your eye as you look at the typeface. If dark splashes or uneven places
of color show up, mark the typeface off your list.
Other areas that deal with whitespace are counters. A counter is the fully or
partially closed white space inside letter forms like “o”, “b”, or “e”. Large
or open counters can also aid legibility because they are less prone to close
up at smaller sizes.
Another thing you should consider is the mood of the typeface matching the
content at hand. Familiarize yourself with the content by taking the time to
read it thoroughly. Next, write down some ways to describe it in your own
words – is it serious, light-hearted, witty, pointed or classy? As you peruse
typefaces, have these in the back of your mind and see if a typeface speaks
in that certain mood.
Always consider who your audience is and what kind of styles of typefaces
they might be accustomed to. It is important to consider what their
industries and genres are. You might not want to choose something that has
been overused, but you can still plan according to these norms and create
familiarity or earn trust by choosing a proper typeface that speaks in the
right mood.
Furthermore, with text faces, it should be noted that mood could be
conveyed with the slightest subtleties in the letter forms. A simple change
in the way a serif is handled can mean the world of a difference in text,
because there is a lot of it on the page. Ensure that you do not go for
something that is overly ornate or has a lot of character, as it will have too
much going on for body copy. The mood of the typeface should fit the
content at hand, but do not sacrifice legibility just because you like the
mood of another typeface better.
Most pertinently, a typeface has everything you need to make it legible and
alluring. You would hate to get halfway through designing a layout and
realize that the font does not contain a certain character or symbol that is
needed. Things to consider are: the range or weights of the typeface, italic
styles of the typeface, different widths for versatility, small caps, and the
accent or characters included for language support.
In addition, you should also consider what kind of numerical figures are
needed. To clarify these, there are a few different styles of numerical figures
including Old Style and Lining figures.
Old Style figures vary in height and descend below the baseline in most
cases. These are very apt for text and body copy as they flow well with the
rhythm set by the text and they are necessary when using small caps.
On the hand, lining figures all have the same height and baseline and they
are generally apt for display, headlines or setting with uppercase only.
Display Typeface
Display Typefaces are meant for larger sizes such as big headlines, site
titles or pull quotes. This allows for a bit more expressive and creative
opportunities with letter forms.
Great intricacies like thin serfs would be lost at small point sizes, but they
can shine as displays. Big bold condensed texts with narrow counters would
close up at body text sizes, but here you can soak them all in. A nice casual
sign painter script would hardly be legible in paragraphs, but as displays, it
can flow beautifully as heading.
To choose a display typeface, first ensure that it is legible and readable. Just
because the type is bigger does not mean that every character of a typeface
will be legible. If a user cannot read a headline or a title, then the message
has not been enhanced by good typography.
While there is much more room for expression with display typefaces, it is
critical that you choose a well-designed legible typeface. A cool typeface in
a specimen image does not translate to being usable. Ensure that you make
use of the blurry eye test to see if the typeface has an even overall color in
all of its characters. Most font sites include a type tester with their
typefaces. Write out example headlines to make sure it is evenly spaced and
see what sizes it works best at. Display types should have a bit tighter
spacing than text typefaces.
Other things that can help readability and display faces are short ascenders
and descenders. In the setting of headlines, these features help reduce
choppiness in the text. One of the big questions you would want to ask is:
does the mood of the typeface match the content? For text faces, it all boils
down to channeling the mood with subtle nuances in typefaces. However,
with display, you have a bit more room for expressiveness in the mood.
If you are creating a website or app that is set around a certain period, look
for typefaces that are true to that period. Although this might be more
extensive research, instead of choosing the mood you think the period
should look like, you will be truly conveying the real message.
Next, you will also want to think about who your users are. If you are
creating a site for people in a specific industry (web developers for
example), then that affects how you choose a typeface. For instance, if you
want to display snippets of example code in a blog post, coding programs
like Atom or Sublime text are used by web developers and default to
monospaced typefaces. These are fonts originally created for typewriters
whose characters all occupy the same amount of horizontal space. They are
great for codes since it is easier to distinguish symbols and layout tabular
data in plain text.
However, they would not be a great choice for body text due to decreased
legibility and long paragraphs. Although you can still play into that industry
norm with the code snippet. By utilizing a monospaced font, you can
typographically make the snippet appear as it would in an actual code
environment.
Essentially, you should take into account who your readers are and what
styles of typefaces might be the right fit for their industry. Similar to text
typefaces, take into account the budget and make sure a display face has
everything you need in regards weights, style or accents. It is also possible
to have good typography with a single weighted font for your display face.
For the entire text block, the family name is set as Open Sans, however the
text within is a different weight or style. To operate, click into the text to
see what it is set to. If you see a message about missing fonts, download all
the styles of Open Sans from Google fonts. Figma only has a few styles pre-
installed.
In addition to these settings, you can also make the text underlined, and also
format it in all caps. This is preferable to typing it in all uppercase letters. It
is much easier to switch back to the title case if you decide to change it
later. Texts can also be formatted in small caps, but only if the font supports
it. In the case of Open Sans, small caps are not supported.
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CHAPTER FOUR
Designs System and FIGMA
According to Audrey Hacq, a design system is the single source of truth,
which groups all the elements that will allow a team to design, realize and
develop a product. Design systems not only help designers to create more
scalable, efficient and consistent design projects, it also helps the business
owners, developers and other members of the team to be on the same page
in an easy and efficient way.
Design systems enable so much, like enormous time savings for designers,
developers, and product teams. They also ensure better UX design and code
inter/intra products. In addition, you get a higher consistency in design,
code and brand. Increased team communication and collaboration is also
one of the vast benefits of having a design system. Positive by-products of
these are more satisfied users and customers and a shared design vision
among and across product teams.
Material Design
Google’s Material Design is the most popular of the bunch. Introduced back
in 2014 during the announcement of Android 5.0 Lollipop, material design
has come a long way and can be considered as one of the most mature and
widely used design systems of them all. Material design is inspired by the
physical world and its textures, including how they reflect light and cast
shadows.
Material surfaces match the mediums of paper on mink. You can even
diversify further on material design existing guidelines to expand your
visual language and provide a flexible foundation for innovation and
planned expression. If you want to dive deeper and understand the system,
there are material resource guidelines to help you get started.
In addition, material design is the most well-documented design system
there is, which makes it even more user friendly, adaptable and easy to use.
Atlaskit
Atlaskit by Atlassian is the most complete design system used in their
product. Atlassian tries to solve problems such as design inconsistency and
scalability. Atlassian designers wanted to spend more time on core
problems and less time answering the same questions.
Atlassian’s design system is certainly one of the ambitious products created
from the need to solve complex problems. Atlaskit is a blueprint for product
development. It incorporates design patterns and code components to form
a common language. Atlaskit documentation has been reviewed to be
extremely good. It comprises a ‘getting started’ guide, component, an API
documentation, design guidelines and code repository. Additionally, it is
open to feedback and welcomes code report issues and review – all bound
by their code of conduct.
Lightning
Another incredible design system is Lightning by Salesforce. Lightning has
everything from design guidelines to an enormous component library. The
component library is one-of-a-kind; each UI element is documented in
detail with different states that you can interact with. It has also progressed
from a design system to a CSS framework.
With this design system, you can build application with the look and feel of
lightning experience without writhing a single line of CSS. Salesforce
Lightning Design System has a CSS framework that gives you access to the
icons, color palettes and fonts that developers use to create lightning
experience. This is evidently the power of component-based design.
Polaris
Polaris is Shopify’s design system. While Lightning is based on pure
HTML and CSS, Polaris has scored snippets for both react and HTML.
Although you may not be impressed with the component library, it is
important to note that a good design system is not one that looks split and
fancy, but one that is the most usable across the company or team to build
models faster. Ensuring consistent experience across the platform should be
your main goal. You can refer to the documentation of lightning and
Polaris to pull your own design system.
Using Figma
Figma is a vector design tool that runs in the browser. It can be used to
brainstorm ideas, iterate on designs, create prototypes, and get feedback at
any stage of the creative process. Figma has a few advantages that makes it
the most-preferred among UI designers.
First, and most importantly for beginners, it is free to get started if you are
working all by yourself. It also has great collaboration that allows members
of a team to work in sync and share their works, having multiple people
working on the same design file at the same time. Figma is also a very fast
software that works on any computer – whether you have a Mac or a
Windows PC. In addition, it has a mobile companion app where you can
preview your designs on a mobile screen.
Getting Started
To kick-start your Figma adventure, there are a lot of free Figma resources
on the internet that you can use to practice and incorporate into your
designs so you do not have to begin from scratch. On Google, search for
“Figma resources” and select from the option available. Once you locate a
resource, you can copy the template to your Figma account. As a beginner,
this is a lot better than creating a new file and building your resource from
scratch.
Once you select a resource, you can see it in a new browser tab, and there
might be others viewing the file at the same time. At the top of the template,
you will see a “View only” inscription, which means that you cannot make
edits or adjustments to the file. To be able to make edits to the file, click on
the name and select Duplicate to your Draft. If you are signed into Figma,
it is going to create a copy of the template in your Figma account.
With the template in your Figma account, you can scroll up and down to see
the different screens in the file. In addition, you can rearrange them as
opposed to the original file. In your Figma account, you will have a vertical
arrangement, which allows you to move any of the screens around. You can
also zoom out to see all of your screens or zoom in to see a particular
screen.
Creating a Frame
The Figma editor is where your journey on canvas starts. The canvas serves
as the foundation for all of your designs; it is where you will place all of
your frames, images, text, and shapes. There are no bounds to your
creativity but you should know that the canvas extends approximately
65,000 points in each direction. With the great expanse – the canvas – you
need something to put your designs in.
On the left side of Figma’s interface is the layer panel which gives you
access to a bunch of layers. When you select an element, you get the
settings for that element on the right side of the interface. In this guide, we
are going to be creating a rectangle out of the resource that was adopted for
our design. Note that the template on the screen is known as a Frame.
Frames are the containers you place your shape, text and image layers in.
You can think of each frame in the canvas as a single screen of your design.
The toolbar contains the tools you need for creating layers. You can select
the frame tool in the toolbar or activate it by pressing the F key on your
keyboard. You can create frames with precise size using the frame presets in
the right-hand sidebar.
Figma adds a frame to your canvas when you select a preset, and the
sidebar on the left is no longer vacant. Everything you put on the canvas
will end up in the layers panel as well.
For the template that was adopted, when you click on the preset, it shows
that it uses an iPhone 11 pro max – a standard size. Hit the “F” key on your
keyboard again to go into the frame mode and select the iPhone 11 pro max
template. Once this is done, Figma automatically puts in a frame of the
accurate size. Next, place that next to the original frame and start copying
the design.
Creating Shapes and Color
Assuming you want to replicate the colors on the original frame, the easiest
way to accomplish this is to give the whole frame a background color or
draw a rectangle (flowing from what was depicted in the template). Hit “R”
on your keyboard to initiate the rectangle and draw it to your preferred size.
To change the color of the frame, click on it and select from the options on
the right side of the screen. Note that, when you select something on your
canvas, the settings for that element will be on the right. You can use the
eyedropper from the color panel to pick the color on the original frame to
your frame.
Since we are creating a similar design to the original frame, create the
second card by drawing another rectangle and try to have it to be
approximately of similar height. Again, grab the eyedropper tool to pick the
color from the original frame to the new rectangle you have created.
Corner Radius Adjustment & Circle
If you have a keen eye, you would notice that the original frame has some
adjustment in its corners. Under the position and dimension properties in
the Design panel, you would find the tool for corner radius adjustment.
Here, you can change the X coordinate, the Y coordinate, the Width, Height
and the angle of rotation of a shape or text.
With the corner radius tool, you can adjust how rounded the corners on the
original frame are. If you have an additional corner radius not needed,
simply extend the frame to get rid of it. Alternatively, you can go to the
corner radius tool and click on independent corners. What this allows you to
do is set each corner independently. If you change a corner of your shape to
zero, it will no longer be rounded.
The next step to take here is to create the circle. To create one, go to the
shapes menu and select Ellipse (you can also initiate this tool by clicking
“O” on your keyboard. With this tool, you will be able to draw a circle with
an aspect ratio. If you want it to be a perfect circle, hold shift on your
keyboard, and it will be a well-rounded circle.
If you want to find out the exact dimension of your circle, double-click on
the circle in the original frame to view the dimension (104 in this case) and
replicate on the frame you are creating. To replicate, go to the options on
the right and change the dimension of the circle (type 104 in the box).
To copy the position of the circle, double-click on the circle on the original
frame. Next, hold the Option key (Mac) or the Alt key (Windows), and it
will show you the distance from all of the neighboring elements
surrounding the circle. Do the same on the circle on your frame and
navigate to get the same number on the original frame.
Figma Community
The Figma community is a space where creators can share resources in the
form of design files and plugins. For instance, if you use a wireframe UI kit,
you can duplicate a file and add it to your drafts. From the files, you can
copy components and paste into your wireframes. In addition, you can
publish these components to a library instead to make them available to
your team.
Next, open the file in the editor, click the arrow next to the file name, and
select move to project. Since components can only be published in a team,
move them to a project in your team. Go to the same menu and select
publish components and styles. You can also enter a description of your
library and press publish to share it to your team.
Back in your original file, you can access the library in the assets panel on
the left side bar. Click the book icon to open the library's modal. Next,
toggle the switch to enable the wireframe in your file. To resize the left side
bar, hover over the edge until the cursor appears, then click and drag to
resize.
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CHAPTER FIVE
Psychology of Colors in UI Designs
Colors refers to the different colors of each element within the interface it is
used to evoke feeling or emotion. The art and science of using colors is key
in UI/UX designs. Color theory is a concept that explains how people
perceive color and the visual impact of colors that mix, match, or contrast
with one another. This includes the messages that colors convey as well as
the techniques employed to recreate color.
There are several elements of color and they include Hue, Chroma, Value,
Saturation, Tones, Tints and Shades.
Hue: Hue is the base color of pure pigment of color at a base level. This is
also referred to as the colors of the rainbow. In order to apply Hue, you use
the Hue Scale.
Chroma: Chroma is the purity of a color. It can be thought of as the
brightness of a color in comparison to white. To apply Chroma, tweak the
value from left to right when you are using the scale. For example, to give
brightness, you will have to sit up and to the left.
Value: Value refers to how light to dark a color is. Lighter colors have a
higher value. In order to do this, tweak values from top to bottom. For
instance, if you were to go lighter, you would move upwards on the scale to
get a lighter value.
Saturation. Saturation refers to how strong or weak a color is (high
saturation being strong). When you want to apply saturation, what you
would do is go from top right to bottom left. Low saturation stays on the
left, while high saturation stays on the right.
Tones: Tones are created when gray is added to a hue. Generally, it is duller
or softer than looking at pure hues. In order to apply tone, you could add
gray to the color or move from right to left and vice versa.
Tints: Tints are color in its natural state. In order to apply tints, you will
need to add white to the color or move up and to the left.
Shades: Shades are created when black is added to a hue, making it darker.
It is often indirectly used to describe tint or tone, but technically, shade only
applies to hues made darker by the addition of black. To apply shades, add
colors in the bottom left to hue.
Color Psychology
As an important piece of UI design, color psychology refers to how colors
determine human emotions and behaviors. We react to colors based on a
complex series of interactions between our personal tastes, our family
upbringing, and our cultural background.
Each color evokes a distinct set of feelings. Color psychology may
significantly improve user experience and promote desired behaviors (such
as conversion rates). Testing designs with real users is such a vital part of
creating a color palette in choosing colors for your designs. What this
means is that you should not settle for the first color palette that you opt for.
It is important that it is appropriate.
Color Palettes
Color palettes refer to the combination of colors used by UI designers when
designing an interface. When used correctly, color palettes form the visual
foundation of your brand. In addition, they help to maintain consistency,
and make your user interface aesthetically pleasing and enjoyable to use.
There are various types of color schemes that you can follow in order to
initially create your color palette. Some examples include: monochromatic,
analogous, complimentary, split-complementary, triadic, tetradic.
▪ Monochromatic: Monochromatic color schemes are made up of
different tones, shades and tints within a specific hue.
▪ Analogous: Analogous uses three colors that are next to each other on
the 12-spoke color wheel (which you can simply just search and you
will be able to utilize). Traditionally, analogous colors schemes have
the same chroma level, but by using tones, shades and tints, you add
interest to the schemes and adapt them to your needs for designing
websites or designing a user interface.
▪ Tetradic: Tetradic is the richest of all the schemes because it uses four
colors arranged into complementary color pairs. It is probably the
most complex one to create but you can do more research to find
some good examples.
Contrast is Crucial
To create a topnotch UI design that is astute in colors, ensure that your
contrast is on point. This means that your body copy on the background
must have a good contrast in order for it to be legible, readable and
understandable. Your typography should not only stand out but must have
the correct weight, color and size applied, so that you can look appealing on
your interface.
To check your contrast, desaturate your entire project and turn everything to
grayscale to see if the different elements stand out from each other. This is
very apt for accessibility and your general interface.
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CHAPTER SIX
Grid System in UI Designs
A grid system is a structure of invisible lines and columns that allow you to
line up your design neatly and in an organized way, keeping everything
space in a manner that helps the user. Grid systems are structural
foundations for design projects as they allow you to make your project look
and feel better by creating consistent rhythm and spacing. In addition, they
allow you to play with layouts but still keep that organized rhythm to
enhance professionalism.
12 Column Grid
The 12 Column Grid is the industry standard for grid systems. It is the most
common type of grid system that you will use in your projects, especially
for web design projects. 12 is identified as a great number for the grid
system because the columns can be evenly spaced and can be divisible by
other numbers.
For instance, if you want to create a two-column layout, they will each take
up six of those 12 columns. Consequently, as you move down to smaller
screen sizes, you will decrease the amount of columns in your grid.
This website uses a three-column grid system. However, the grid is broken
at five specific moments in order to draw attention towards certain things.
For example, the hero image is very large, falling outside the grid area. The
CTA is also slightly outside the grid, drawing the user’s eye.
The other section, as shown above, has its own grid: a five-column
structure; which breaks the three-column grid, but in a way that emphasizes
the contents of that section.
A grid system can seem authoritative and right at first glance, but it does
provide a set of boundaries and rules that allows users to quickly find
information. It also enables designers to quickly organize information.
Good designers know when to follow the rules, while great designers know
exactly when and why to break them. True creativity lies in the ability to
see constraints as opportunities.
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