UI and UX Day 3 Version 2
UI and UX Day 3 Version 2
Day - 3
UI and UX
Day - 3
• Contrast: Use contrast to highlight important elements and ensure legibility. High contrast between text and
background helps with readability, while contrast in colors can emphasize call-to-action buttons.
• Alignment: Proper alignment of elements helps in organizing the layout in a structured way, ensuring the UI looks
neat and uncluttered.
• Hierarchy: Visual hierarchy ensures that important elements, such as headings or buttons, stand out, guiding the
user's attention in the correct order.
• Spacing: Adequate padding and margins are necessary to avoid visual clutter and make content easily digestible.
Well-spaced elements feel more comfortable to interact with.
• Color Theory: Use color schemes thoughtfully to evoke certain emotions or convey meaning (e.g., red for warnings,
blue for trust). Make sure there's enough contrast for accessibility.
• Typography: Choose legible fonts and use a limited set of typefaces. Consistency in font sizes, line heights, and styles
ensures readability.
• Responsiveness: Ensure that visual elements adapt well to different screen sizes and devices, maintaining the
integrity of the design across various contexts.
Reading Content
Starting
Scale
• Scale in visual design involves using relative size
to communicate importance and rank within a
composition.
• If one side has a large element and the other side has a small
one, the design feels unbalanced.
Types of Balance
• Symmetrical:
• Elements are evenly distributed on both sides of the central axis.
• Symmetry is calm and static
• Asymmetrical:
• Elements are unevenly distributed, creating a sense of movement and
energy.
• Asymmetry is dynamic and engaging
• Radial:
• Elements radiate out from a central point, guiding the eye to the center
of the composition.
• Radial balance always draws attention to the center.
Balance
• Instead of seeing individual parts, our minds automatically organize them into a
whole.
• This means we tend to perceive the complete picture rather than separate elements.
• One important principle for UX is proximity, which means that items visually close
together are seen as belonging to the same group.
• These principles help designers create visuals that are easy for users to understand
and navigate.
Gestalt Principles
• Flexibility in use
• Perceptible information
Perceptible Information:
• The design should present information effectively to all users,
regardless of their sensory abilities.
• It ensures that important information is available through multiple
senses (e.g., visual, auditory, tactile) so that users can perceive
and comprehend it easily.
Tolerance for Error:
• The design should minimize the risk of errors and
provide ways to recover from mistakes.
• It avoids critical consequences for unintended actions
and offers clear feedback to guide users in correcting
errors.
Low Physical Effort:
• The design should require minimal physical effort to use.
• It considers the needs of users with varying physical
abilities, making interactions comfortable and not overly
demanding on strength or dexterity.
Size and Space for Approach
and Use:
• The design should provide adequate space and reach
ranges to accommodate users of different sizes and
mobility.
• It ensures that individuals using mobility aids or who
have limited reach can comfortably access and use the
design.
Reading Content
Ending
UI Elements
• UI elements are the building blocks of a user interface, the individual parts
that users see and interact with on websites, apps, and other digital product
• Buttons
• Text Fields
• Checkboxes
• Radio Buttons
• Icons
• Dropdown Menus
• Sliders
• Tabs
• Tooltips
• Cards
UI Elements
• Buttons: • Dropdown Menus:
• Buttons are like interactive squares or circles that you can click or tap • Dropdown menus are like hidden lists that appear when you click on a
on. They perform actions like "Submit," "Next," or "Cancel." button or a label. They show you more options to choose from.
• Checkboxes: • Tabs:
• Checkboxes are like little boxes that you can tick or un-tick tomake a • Tabs are like labeled sections that you can click on to switch between
choice from a list of options. different parts of a website or app.
• Icons: • Cards:
• Icons are small pictures or symbols that represent actions or ideas, like • Cards are like little containers that hold information, like a picture, a title,
a magnifying glass for search or a home symbol for the homepage. and a short description, neatly displayed together.
UI Components
• A component is a reusable design element that can be
used multiple times across a project. When you create a
component, you define a "master" version of an
element. Any instance of that component inherits
properties from the master.
Button
STARTING
UI Components
Layout Components
These are components that help structure the page and organize content.
Typography Components
These components help organize text elements on the UI.
Interactive Components
These components allow the user to interact with the interface.
Navigation Components
Help users move around and find content or features within a product.
Feedback Components
Provide feedback to users on their actions or system status.
Utility Components
Provide small but essential functions to enhance the user experience
• Type-Based Variants:
• Variants can differentiate between types of the same
component.
• For eg: Button Types
•Type: Primary
•Type: Secondary
•Type: Tertiary
Variant Types
• Size Variants
• Variants can represent the same component in different sizes.
• Example: Button Sizes:
• Size: Small
• Size: Medium
• Size: Large
• Color Variants
• Variants can represent different color schemes for a component.
• Example : Theme Variants
• Color: Light
• Color: Dark
• Color: Accent
Variant Types
• Interaction Variants:
• Variants can showcase interactions like toggles or switches.
• Example: Toggle States
•Toggle: On
•Toggle: Off
• Content Variants:
• Variants can manage components with varying content lengths or types.
• Example: Content Variants
• Content: Icon Only
• Content: Text Only
• Content: Icon + Text
Variant Types
• Alignment Variants:
• Variants can reflect alignment or positioning differences.
• Example: Alignment Variants
• Alignment: Left
• Alignment: Center
• Alignment: Right
• Custom Variants:
• Example: Custom Property
• Property: Role
• Role: Admin
• Role: User
Extra Contents For Your
Reference
ENDING
UI Design Patterns
• User interface (UI) design patterns are
reusable/recurring components which designers use to
solve common problems in user interface design.
• Breadcrumbs: A trail that shows users their current location within a site's
hierarchy, aiding in navigation and understanding of the site's structure.
• Infinite Scrolling: Automatically loads more content as the user scrolls down,
commonly used in social media feeds.
Example questions:
1. What motivates you to post on
Instagram?
•Example:
Influencer: Focuses on
engagement, brand collaborations, and
monetization.
Retention
💭 Techniques Used:
✅ Mind Mapping (10 min) – Expand ideas from “Fitness App” (Workouts, Social Features,
AI, Gamification).
✅ Dot Voting (10 min) – Participants vote for their top 3 ideas.
• 🕒 Duration: 90 minutes
•
👥 Participants: 4-10 people
•
🎯 Goal: Use fun, game-based techniques to ideate and
develop a unique fitness app concept.
🔥 Session Flow (90 min)
1️⃣Warm-Up (10 min) – The Fitness Persona Challenge
Discuss:
What would help them stay active?
🎮 Why It Works:
✅ Builds empathy for users
✅ Helps target the right audience
2️⃣Main Ideation (40 min) – Game-
Based Brainstorming
🎲 Game 1: Feature Battle Royale (20 min)
• 🎯 Goal: Generate & compete with the best app features.
• 🔹 How to Play:
1.Each player writes 3 unique features for the fitness app (e.g., AI coach, VR
workouts, fitness duels).
2.Shuffle and reveal features randomly.
3.Tournament-style battle: Players debate and vote on which features win each
round based on:
1. 🎉 Fun factor
2. 🛠 Feasibility
3. 📈 User engagement
4. The final feature(s) become core ideas for the app.
• 🎮 Why It Works:
✅ Encourages fast idea generation
✅ Competitive + fun decision-making
2️⃣Main Ideation (40 min) – Game-
Based Brainstorming
🎲 Game 2: The Wheel of Chaos (20 min)
• 🎯 Goal: Add creative twists to app ideas.
• 🔹 How to Play:
1.Spin a digital/physical wheel with surprise constraints like:
1. “No Screen” Mode – Design a voice-based fitness app.
2. “Zombie Mode” – Users must exercise to survive a zombie invasion.
3. “Multiplayer Mode” – Workouts become live competitions.
2.Teams must modify their fitness app based on the spin.
3.Share ideas and vote on the best twist.
• 🎮 Why It Works:
✅ Pushes teams to think outside the box
✅ Gamifies fitness challenges
3️⃣Prototype & Wrap-Up (40 min) –
Visualizing the App
🎨 Game 3: Fitness App Storyboarding (20 min)
• 🔹 How to Play:
1.Draw 4-6 key screens of the app (e.g., Sign-up, Workout, Progress Tracker).
2.Use stick figures, icons, or wireframes—no artistic skills needed!
3.Explain the flow: How does a user complete a workout?
• 🎮 Why It Works:
✅ Translates abstract ideas into tangible concepts
✅ Helps visualize the final product
3️⃣Prototype & Wrap-Up (40 min) –
Visualizing the App
🎤 Game 4: The Pitch Challenge (20 min)
• 🎯 Goal: Sell the fitness app in a fun way.
• 🔹 How to Play:
1.Each team gets 3 minutes to pitch their app like a game trailer.
2.Use dramatic storytelling, sound effects, or role-playing.
3.The audience votes on the most exciting idea.
• 🎮 Why It Works:
✅ Makes ideation feel like a game show
✅ Encourages creative thinking & storytelling