Unit 1 Ananth
Unit 1 Ananth
Development (UIDD)
15IT 1205
Prof. Ananthanagu
Assistant Professor
Prof. Ananthanagu Dept. of CSE 1
Information presented in the slides
are for educational purposes. Credit is
given to the respective sources.
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User Interface Design and Development (UIDD)-15IT 1205
Course Description
• This course introduces students to the principles and practices of user interface (UI)
design and development with a focus on using Adobe Illustrator. Students will learn
to create visually compelling and user-friendly interfaces for various digital
platforms, including web and mobile applications. The course covers essential UI
design concepts, Adobe Illustrator tools, and techniques, and provides hands-on
experience through practical assignments and projects
Course Objectives
• To understand the fundamental principles of user interface design.
• To gain proficiency in using Adobe Illustrator for UI design.
• To develop the ability to create wireframes, and prototypes.
• To apply design thinking and user-centered design principles in UI development.
• To understand the process of testing and iterating on UI designs based on user
feedback.
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User Interface Design and Development (UIDD)-15IT 1205
Course Outcome
CO1: Demonstrate an understanding of UI design principles and best practices-BLT2
CO2: Use Adobe Illustrator to create professional-quality UI components and layouts -
BLT3
CO3: Demonstrate proficiency in using advanced Adobe Illustrator techniques for
creating detailed and visually appealing UI components - BLT3
CO4: Develop wireframes, and prototypes for UI designs- BLT3
CO5: Apply usability testing methods to gather user feedback and make iterative
improvements to UI designs - BLT3
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User Interface Design and Development (UIDD)-15IT 1205
PO-PSO
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User Interface Design and Development (UIDD)-15IT 1205
Course Assessments
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CO-PO Mapping
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Course Syllabus User Interface Design and Development (UIDD)-15IT 1205
Module -I Introduction, Overview, The importance of user interface – Defining the user interface, The importance of Good design,
5 Hours.
Introduction Characteristics of graphical and web user interfaces, Principles of user interface design.
Module -II Basics of Adobe Illustrator, Introduction to Adobe Illustrator interface- Exploring the workspace, Changing the view of
artwork, Navigating multiple artboards, Arranging multiple documents, Essential tools and features for UI design- Techniques
Basics of For Selecting Artwork- Selecting objects, Aligning objects, Working with groups, Exploring object arrangement, Creating and 7 Hours.
Adobe managing artboards- Working with basic shapes, Using Image Trace to convert images into editable vector art, Working with
Illustrator drawing modes. -Basic shapes and pathfinder operations, Combining shapes, Using the Width tool.
Module -III Working with artboards, working with rulers and guides, Transforming content, Using repeats, Creating with the Curvature
Designing UI tool, Creating dashed lines, Creating with the Pencil tool, Joining with the Join tool, Adding arrowheads to paths, Starting with 6 Hours.
Components the Pen tool, Exploring color modes, Working with color
Module -IV Definition and importance of wireframes in UI design- Who Uses Wireframes?, Why Should Anyone Use Wireframes?, Why
Should I Use Wireframes? Types of wireframes: low-fidelity vs. high-fidelity-Wireframing & Prototyping Convergence
Wireframing Choosing Your Wireframe Style. Tools and techniques for creating wireframes- Sketching, Black & Whiteboarding, Paper
and 6 Hours
Cutouts (i.e. Paper Prototyping), Stenciling, Digital Wireframing Tools- Word Processing Software, Graphics Editing
Prototyping Software, Presentation Software, What is prototyping, Prototyping tools and techniques- The Power of Low Fidelity
Prototyping, Components of Lo-Fi Prototypes, Introduction to Adobe XD for interactive prototypes.
Module -V User Testing and Iteration- Usability, The Purpose of Usability Testing, The Importance of Usability Testing, Scope of
User Testing Testing, Preparing prototypes for user testing, Conducting and recording usability tests, collecting and analyzing user 6 Hours
and Iteration feedback, Iterating on design based on testing results.
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Course Syllabus User Interface Design and Development (UIDD)-15IT 1205
Textbooks
Wilbert O. Galitz, “The Essential Guide to User Interface Design”, John Wiley & Sons, Second
1
Edition 2002.
2 Adobe Illustrator Classroom in a Book (2023 release)" by Brian Wood
Reference books
The Guide To Wireframing For Designers, Pms, Engineers And Anyone Who Touches Product by
1
UXPin
Coursera Courses
https://www.coursera.org/specializations/user-interface-design
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Course Syllabus User Interface Design and Development (UIDD)-15IT 1205
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Course Syllabus User Interface Design and Development (UIDD)-15IT 1205
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Course Syllabus User Interface Design and Development (UIDD)-15IT 1205
Mini Project:
• Students are expected to design and develop a functional user interface and user experience for a
chosen application, demonstrating their understanding and application of UI/UX principles and tools.
• The project involves phases of research and analysis, wireframing, prototyping, usability testing, and
final design. Students should conduct user research to understand the target audience, create user
personas and journey maps, then create low-fidelity wireframes followed by high-fidelity prototypes.
• Usability testing with real users will provide feedback for refining the design.
• Tools like Google Forms or SurveyMonkey for surveys, Balsamiq for wireframing, Sketch or Figma for
prototyping, and UsabilityHub or Lookback.io for testing will be utilized.
• The final UI designs will be created using Adobe XD, Figma, or Sketch, with Zeplin assisting in design
handoff. Deliverables include research documentation, wireframes, prototypes, testing reports, and final
designs, along with a 10-15 minute presentation summarizing the project and key design decisions
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Unit-1 User Interface Design and Development (UIDD)-15IT 1205
Introduction
• Overview
• The importance of user interface
• Defining the user interface
• The importance of Good design
• Characteristics of graphical and web user interfaces
• Interaction Styles
• The Graphical User Interface
• Characteristics of the Graphical User Interface
• The Web User Interface
• Principles of user interface design
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Introduction
What’s UI design?
• User interface (UI) design is about building interfaces with a focus
on styling and interactivity.
• The UI designer’s goal is to create an interface the user finds easy
to use and aesthetically pleasing.
• The word “interface” refers to the access point where a user
interacts with a software application (e.g., Figma, Sketch), a
browser-based website, or a hardware device (e.g., a smartphone
touchscreen).
• A UI designer explores all the interactions and behaviors a user
takes with a product to create an interface that best adapts to the
user’s needs.
• When we talk about UI design, we talk about the stylistic choices a
designer makes when creating a product, e.g., an image, button,
menu bar, or footer.
• All of these elements will affect the user’s interaction, and so, must
be planned accordingly.
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Introduction
What’s UX design?
• User experience (UX) design is the process designers use to create
products that deliver relevant and valuable experiences to users.
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Introduction
UX vs. UI: What’s the difference?
• UI design “is the process of transforming wireframes into a polished graphical user interface.”
• UX design requires “understanding the overall journey of your users and turning it into a product.”
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Introduction
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Introduction
UI Design vs. UI Development
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Introduction
What is UI Development?
What is a UI developer?
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Introduction
What is the difference between Front-End Development vs. Back-End Development?
Engineers divide programming into two separate disciplines, front-end, and back-end development.
•Front-end development: Focuses on developing “client-facing” interfaces using HTML, CSS, and Javascript.
•Back-end development: Write server-side code to connect front-end interfaces to databases, APIs,
authentication, etc. Some programming languages include Java, Ruby, Python, and Javascript, to name a few.
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Introduction
The importance of user interface
Defining the User Interface
• User interface design is a subset of a field of study called human-
computer interaction (HCI).
• Human-computer interaction is the study, planning, and design of how
people and computers work together so that a person’s needs are
satisfied in the most effective way.
• The user interface is the part of a computer and its software that people
can see, hear, touch, talk to, or otherwise understand or direct.
• The user interface has essentially two components: input and output.
• Input is how people communicate his needs to the system using
keyboard or any pointing device
• Output is how the system returns processing result to user through
screen or sound.
• The best interface is one which has proper design with combination of
effective input and output mechanisms.
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Introduction
The Importance of Good Design
What is Good Design?
“You cannot understand good design if you do not understand people.”— Dieter Rams
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Introduction
The Importance of Good Design
“You cannot understand good design if you do not understand people.”— Dieter Rams
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Unit-1 User Interface Design and Development (UIDD)-15IT 1205
Introduction
The Importance of Good Design
“You cannot understand good design if you do not understand people.”— Dieter Rams
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Unit-1 User Interface Design and Development (UIDD)-15IT 1205
Introduction
The Importance of Good Design
“You cannot understand good design if you do not understand people.”— Dieter Rams
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Unit-1 User Interface Design and Development (UIDD)-15IT 1205
Introduction
The Importance of Good Design
“You cannot understand good design if you do not understand people.”— Dieter Rams
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Introduction
The Importance of Good Design
Ten principles-Good Design
1.Is innovative.
2.Makes a product useful.
3.Is aesthetic.
4.Makes a product understandable.
5.Is unobtrusive.
6.Is honest.
7.Is long-lasting.
8.Is thorough down to the last detail.
9.Is environmentally friendly.
10.Involves as little design as possible.
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Introduction
The Importance of Good Design
• Inspite of today’s rich technologies and tools we are unable to provide effective and usable screen because
lack of time and care.
• A well-designed interface and screen is terribly important to our users.
• It is their window to view the capabilities of the system and it is also the vehicle trough which complex tasks
can be performed.
• A screen’s layout and appearance affect a person in a variety of ways.
• If they are confusing and inefficient, people will have greater difficulty in doing their jobs and will make
more mistakes.
• Poor design may even chase some people away from a system permanently.
• It can also lead to aggravation, frustration, and increased stress.
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Introduction
The Benefits of Good Design
•Well-designed screens improve efficiency and reduce
errors.
•Simplifying screens resulted in:
•25% faster task completion.
•25% fewer errors.
•Reformatting screens following good design principles
reduced decision-making time by about 40%, saving 79
person-years in one system.
•Additional benefits include:
•Lower training and support costs.
•Increased employee satisfaction.
•Better service for customers.
•Addressing design problems early also brings significant
economic benefits.
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Introduction
Characteristics of Graphical and web user interfaces
Interaction Styles
• An interaction style is simply the method, or methods, by
which the user and a computer system communicate with
one another.
• Today the designer has a choice of several interaction
styles in graphical system or Web page and application
design.
They are as follows:
• Command line
• Menu selection
• Form fill-in
• Direct manipulation
• Anthropomorphic
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•Old Text-Based Systems: Screen forms composed entirely of fields for typing
information.
•Advantages of Forms:
•Familiarity aids user understanding.
•Allows fast and easy entry of information if well-designed.
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• Objects are always visible to the user and are used to perform
tasks.
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Visualization
• Visualization is a cognitive process that allows people to understand information that is difficult to
perceive, because it is either too voluminous or too abstract.
• The goal is not necessarily to reproduce a realistic graphical image, but to produce one that conveys
the most relevant information.
• Effective visualizations can facilitate mental insights, increase productivity, and foster faster and
more accurate use of data.
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Views: Views are ways of looking at an object’s information. IBM’s SAA CUA describes four kinds of views:
composed, contents, settings, and help.
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• Continuous visibility of objects and actions encourages to eliminate ―out of sight, out of mind‖ problem
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• Major objective exists within and • Sites tend to establish their own identity.
across applications. Aided by platform Frequently standards set within a site. Frequent
Consistency toolkit and design guidelines. ignoring of GUI guidelines for identical created
Universal consistency in GUI through toolkits and design guidelines.
products generally • Components, especially controls.
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• It should be useful, accomplishing some business objectives faster and more efficiently than the previously
used method or tool did.
• It must also be easy to learn, for people want to do, not learn to do.
• The interface itself should serve as both a connector and a separator:
• A connector in that it ties the user to the power of the computer
• A separator in that it minimizes the possibility of the participants damaging one another
• We will begin with the first set of published principles, those for the Xerox STAR.
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— The same action should always yield the same — More time to find information in documents.
— More unlearning and learning when systems are changed.
result.
— More demands on supervisors and managers.
— The function of elements should not change.
— More things to do wrong.
— The position of standard elements should not change.
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Control
— The user must control the interaction.
o Actions should result from explicit user requests.
o Actions should be performed quickly.
o Actions should be capable of interruption or termination.
o The user should never be interrupted for errors.
— The context maintained must be from the perspective of the user.
— The means to achieve goals should be flexible and compatible with the user’s skills, experiences, habits, and preferences.
— Avoid modes since they constrain the actions available to the user.
— Permit the user to customize aspects of the interface, while always providing a proper set of defaults.
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Directness
— Provide direct ways to accomplish tasks.
o Available alternatives should be visible.
o The effect of actions on objects should be visible.
Efficiency
— Minimize eye and hand movements, and other control actions.
o Transitions between various system controls should flow easily and freely.
o Navigation paths should be as short as possible.
o Eye movement through a screen should be obvious and sequential.
— Anticipate the user’s wants and needs whenever possible.
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Familiarity
— Employ familiar concepts and use a language that is familiar to the user.
— Keep the interface natural, mimicking the user’s behavior patterns.
— Use real-world metaphors.
Flexibility
— A system must be sensitive to the differing needs of its users, enabling a level
and type of performance based upon:
o Each user’s knowledge and skills.
o Each user’s experience.
o Each user’s personal preference.
o Each user’s habits.
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Forgiveness
• Tolerate and forgive common and unavoidable human errors.
• Prevent errors from occurring whenever possible.
• Protect against possible catastrophic errors.
Predictability
— The user should be able to anticipate the natural progression of each task.
• Provide distinct and recognizable screen elements.
• Provide cues to the result of an action to be performed.
— All expectations should be fulfilled uniformly and completely.
— When an error does occur, provide constructive messages.
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Simplicity
• Provide as simple an interface as possible.
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Transparency
• Permit the user to focus on the task or job, without concern for the mechanics of the interface.
• Workings and reminders of workings inside the computer should be invisible to the user.
Trade-Offs
• Final design will be based on a series of trade-offs balancing often conflicting design principles.
• People’s requirements always take precedence over technical requirements.
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Unit-I
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