UI-UX Note1 Class Unit-1
UI-UX Note1 Class Unit-1
User Interface (UI) and User Experience (UX) are two coexisting terms that are usually
mentioned simultaneously.
The user interface refers to a series of screens or pages and visual elements such as
buttons, color scheme, and icons.
The user experience, as the term goes, refers to the designer’s experience and their
approach to designing a product.
UX is not about visuals - it focuses more on the look and feel of a product.
Every designer has to follow certain principles and guidelines before developing
User Interface (UI) is a device or program enabling a user to communicate with a computer.
User experience design is the process of supporting user behavior through usability, usefulness, and
people get confused about the difference between the two. But whereas UI designers
are tasked with deciding how the user interface will look, UX designers are in charge of
How it’s organized and how all the parts relate to one another.
If it works well and feels seamless, the user will have a good experience.
So a UX designer decides how the user interface works while the UI designer decides how the
This is a very collaborative process, and the two design teams tend to work closely together.
As the UX team is working out the flow of the app, how all of the buttons navigate you through
your tasks, and how the interface efficiently serves up the information user’s need, the UI
team is working on how all of these interface elements will appear on screen.
User Interface (UI) User Experience (UX)
Color scheme Interactive design
Graphic design User research
Visual design Prototypes
Layout wireframes
UX designing
Don Norman, a cognitive scientist and user expert, highlights some essential principles for all UX
designers.
These guidelines include:
using both pieces of knowledge in the world and knowledge in the head.
designing for errors.
All of the features that allow someone to connect with a product or service are referred to as user interface (UI).
The user experience (UX), on the other hand, is what the person using the product or service gets from it.
Chapter 1.
What Users Do
Good interface design doesn’t start with pictures. It starts with an understanding of people: what they’re
like, why they use a given piece of software, and how they might interact with it. The more you know
about them, and the more you empathize with them, the more effectively you can design for them.
Software, after all, is merely a means to an end for the people who use it. The better you satisfy those
Whatever the case, the user interface mediates that conversation, helping users achieve whatever ends
And if you’re going to script a conversation, you should understand the human’s side as well as
possible.
•What “vocabulary” of words, icons, and gestures does the user expect to employ?
•How can the application set expectations appropriately for the user?
•How do the user and the machine finally end up communicating meaning to each other?
There’s a maxim in the field of interface design: “Know thy users, for they are not you!”
Software that supports these human behaviors better helps users achieve their goals.
A Means to an End (something done only to produce a desired result. a way of getting or achieving something that
you want.Information management must be regarded as a means to an end. )
Everyone who uses a tool—software or otherwise—has a reason for using it. For instance:
•Finding some fact or object
•Learning something
•Performing a transaction
•Controlling or monitoring something
•Creating something
•Conversing with other people
•Being entertained
→Well-known idioms, user behaviors, and design patterns can support each of these abstract goals
→User experience designers have learned, for example, how to help people search through
→Asking the right questions can help you connect user goals to the design process.
Asking the right questions can help you connect user goals to the design process.
Users and clients typically speak to you in terms of desired features and solutions, not of needs and
problems.
When a user or client tells you he wants a certain feature, ask why he wants it—determine his
immediate goal.
Then to the answer of this question, ask “why” again. And again.
Keep asking until you move well beyond the boundaries of the immediate design problem
the real art of interface design lies in solving the right problem.
If there’s any way to finish the transaction without making the user go through that form at all, get rid of it
altogether.
It’s deceptively easy to model users as a single faceless entity—“The User”—walking through a set of
simple use cases, with one task-oriented goal in mind. But that won’t necessarily reflect your users’ reality.
To do design well, you need to take many “softer” factors into account:
gut reactions,
preferences,
social context,
To get a design started, you’ll need to characterize the kinds of people who will be
using your design (including the softer factors just mentioned), and the best way to
do that is to go out and meet them.
Even if the same person uses both, his expectations for each are different—
exchange for high functionality, whereas that same person may stop using the mobile
The trick is to figure out what’s generally true about your users,
which means learning about enough individual users to separate the quirks from the
•The language and words they use to describe what they’re doing
•Their attitudes toward the kind of thing you’re designing, and how different designs
Before you start the design process, consider your overall approach. Think about how you
might design the interface’s overall interaction style—its personality
When you carry on a conversation with someone about a given subject, you adjust what
you say according to your understanding of the other person
The subject-specific vocabulary you use in your interface, for instance, should match your
users’ level of knowledge;
If their level of interest might be low, respect that, and don’t ask for too much effort for too
little reward.
Software designed for intermediate-to-expert users includes:
•Photoshop
•Dreamweaver
•Excel
•Installation wizards
•Microsoft PowerPoint
•Email clients
•Blog-writing tools
The truth is that most applications fall into this middle ground.
The Patterns
Even though individuals are unique, people behave predictably.
Even though individuals are unique, people behave predictably.
Designers have been doing site visits and user observations for years;
cognitive scientists and other researchers have spent many hundreds of hours
watching how people do things and how they think about what they do.
Patterns describe human behaviors—not interface design elements .they’re
not prescriptive.
Safe Exploration
“Let me explore without getting lost or getting into trouble.”
One can explore an interface and not suffer dire consequences, one likely to learn
more and feel more positive about it. if an application offers a button that seems
like a Back button, but doesn’t behave quite like it—confusion might ensue. The
user can get disoriented while navigating, and may abandon the app altogether.
Instant Gratification
“I want to accomplish something now, not later.”
People like to see immediate results from the actions they take. it’s human nature.
If someone starts using an application and gets a “success experience” within the
first few seconds, that’s gratifying!
The need to support instant gratification has many design ramifications. For
instance, if you can predict the first thing a new user is likely to do, you should
design the UI to make that first thing stunningly easy.
Satisficing
“This is good enough. I don’t want to spend more time learning to do it better.”
Occasionally, people change what they’re doing while in the middle of doing it
one can also make it easy for someone to start a process, stop in the middle, and
come back to it later to pick up where he left off—a property often called reentrance
This follows from people’s desire for instant gratification. If you ask a task-
focused user, unnecessary questions in the process, he may prefer to skip the
questions and come back to them later.he can easily be deferred(put off (an
“Let me change this. That doesn’t look right; let me change it again. That’s better.”
When people create things, they don’t usually do it all in a precise order.
When creative activities are well supported by good tools, they can induce a state
“That gesture works everywhere else; why doesn’t it work here, too?”
When one uses an interface repeatedly, some frequent physical actions become reflexive:
pressing Return to close a modal dialog box, using gestures to show and hide windows—
even pressing a car’s brake pedal.
The user no longer needs to think consciously about these actions. They’ve become
habitual.
This tendency helps people become expert users of a tool (and helps create a sense of
flow, too).
Microbreaks
“I’m waiting for the train. Let me do something useful for two minutes.”
•Checking email
“I swear that button was here a minute ago. Where did it go?”
When people manipulate objects and documents, they often find them again
In any case, the idea is to offer users ways to streamline the repetitive tasks that
could otherwise be time-consuming, tedious, and error-prone.
Keyboard Only
“Please don’t make me use the mouse.”
Some people have real physical trouble using a mouse. Others prefer not to keep
switching between the mouse and keyboard because that takes time and effort
For the sakes of these users, some applications are designed to be “driven” entirely
via the keyboard
Several standard techniques exist for keyboard-only usage
Keyboard-only usage is particularly important for data-entry applications
Other People’s Advice
“What did everyone else say about this?”
People are social. As strong as our opinions may sometimes be,
we tend to be influenced by what our peers think.
people can be more effective when aided by others