User Experience (UX)
The entire interaction you have with a product (in particular how you feel about the interaction). Includes:
- Interaction Design
- Information Architecture
- Prototypes
- User Research
- Scenarios
User Interface (UI)
The screens, buttons, icons, and other visual elements you interact with when using an app. Includes:
- Visual Design
- Colours
- Graphic Design
- Layouts
- Typography
What are Nielsen’s 10 usability heuristics for interface design?
Visibility of system status (Usability Heuristic)
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time
Match between system and the real world (Usability Heuristic)
User control and freedom (Usability Heuristic)
Consistency and standards (Usability Heuristic)
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
Error prevention (Usability Heuristic)
Design your system to prevent problems from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action
Recognition rather than recall (Usability Heuristic)
Flexibility and efficiency of use (Usability Heuristic)
Include accelerators (unseen by the novice user) but useful for expert users to speed up interactions. Cater to both inexperienced or experienced users. Allow users to tailor frequent actions
Aesthetic and minimalist design (Usability Heuristic)
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility
Help users recognize, diagnose, and recover from errors (Usability Heuristic)
Express error messages in plain language (no code). They should precisely and concisely indicate the problem, and constructively suggest a solution
Help and documentation (Usability Heuristic)
It may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large
What characteristics must all design elements have?
What are the 4 key design principles discussed in this course?
Recall CRAP:
- Contrast
- Repetition
- Alignment
- Proximity
Proximity (Design Principle)
Items relating to each other should be grouped close together. Grouped items become one visual unit rather than several separate units.
Alignment (Design Principle)
Every element on a page should have some visual connection with another element on the page (place elements with intent)
Repetition (Design Principle)
Repeat visual elements of the design throughout the application (e.g. colors, shapes, textures, fonts, sizes, etc.)
Contrast (Design Principle)
Avoid having elements on a page that are almost the same (a couple minor differences). If two elements are not the same, make them very different. Contrast is often the most important visual attraction on a page.
What are some examples of impolite design discussed in class?
What are some examples of polite design discussed in class?
Why is accessible design important?
Persona Spectrum
Used to understand related limitations across a spectrum of permanent, temporary, and situational disabilities
True or False: It is fair to assume very few of your users are illiterate
False. Using Canada as an example, 12 million Canadian adults can’t read well enough to do everyday tasks. You need to make your app as accessible as possible for disabled/illiterate people