User interface (UI) design is the process designers use to build interfaces in software or computerized devices, focusing on looks or style.
Designers aim to create interfaces which users find easy to use and pleasurable
Graphical user interfaces (GUIs)—Users interact with visual representations on digital control panels. A computer’s desktop is a GUI
Voice-controlled interfaces(VUIs)—Users interact with these through their voices. Most smart assistants—e.g., Siri on iPhone and Alexa on Amazon devices—are VUIs.
Gesture-basedinterfaces— Users engage with 3D design spaces through bodily motions: e.g., in virtual reality (VR) games.
USER FAMILIARITY - The interface should be based on user-oriented terms and concepts rather than computer concepts
CONSISTENCY - The system should display an appropriate level of consistency. Commands and menus should have the same format, command punctuation should be similar, etc.
MINIMAL SURPRISE - If a command operates in a known way, the user should be able to predict the operation of comparable commands
RECOVERABILITY - The system should provide some resilience to user errors and allow the user to recover from errors. This might include an undo facility, confirmation of destructive actions, 'soft' deletes, etc.
USER GUIDANCE - Some user guidance such as help systems, on-line manuals, etc. should be supplied
USER DIVERSITY - Interaction facilities for different types of user should be supported. For example, some users have seeing difficulties and so larger text should be available
Information presentation is concerned with presenting system information to system users
User Analysis - Understand what the users will do with the system;
InterfaceEvaluation - Experiment with these prototypes with users.
System Prototyping - Develop a series of prototypes for experiment.
Task analysis - Models the steps involved in completing a task.
Interviewing and questionnaires - Asks the users about the work they do.
Ethnography - Observes the user at work.
The aim of prototyping is to allow users to gain direct experience with the interface. Without such direct experience, it is impossible to judge the usability of an interface.