CT - UI and UX

Cards (35)

  • UI - User Interface, something designed to allow users to interact with machines and software; aesthetics, format/layout
  • UX - User Experience, considers how the user interacts with a product to achieve a goal; accessibility
  • User - The person or group of people who will use the product or service
  • Utility - How well the product solves the user’s problem, and whether it has all the features the user needs
  • Usability - The user-friendliness of the design: is it easy to understand how the product works? Can the user achieve their goals efficiently? Is the design pleasant to look at?
  • Constraint - Anything that might stop you from moving forward with a particular idea. E.g., not having the necessary tools, skills, or time
  • Dark Patterns - UI that are deliberately designed to trick users
  • Design Criteria - The specific goals a design must achieve to be successful
  • Design Thinking - A set of techniques and processes for creative problem solving
  • User Story - Short description of what the user will do with a product or service
  • Wireframe - A basic, 2D representation of a web page, app interface, or product layout -> can have arrows, labels, and notes to describe how it looks or works
  • Landing Page/Screen - The first page of a website or mobile app, tells the user what the app does and get them to enter it
  • Low-Fidelity Design - Low tech way of producing a design prototype
  • Prototype - A rough or partial version of a solution idea that can be shown to users for feedback
  • User Flow - Steps or path a user takes to complete a task -> in wireframes, the user flow is shown as arrows that connect input controls and screens, its purpose is to determine early in the UX design how intuitive a design is
  • Input Controls - Interactive parts of an interface that allow a user to input data, they include:
    • Buttons
    • Radio Buttons
    • Checkboxes
    • Select Lists
    • Text Fields
    • Sliders
    • Toggles
    • Switches
    • Calendar Pop-Ups
    • Drawing Canvas
    • Voice Recording and Recognition
  • Profile Screens include:
    • Username
    • Profile Picture/Avatar
    • Bio/Information about user
    • Specific app data about user such as player level
    • Menus to change settings or edit user profile
    • Menus to organise other app content
    User generated content such as photos and videos
  • Quantitative Feedback - Any data that can be reduced to a set of numbers and counted. E.g., how many people use the app each day?
  • Qualitative Feedback - Answers questions like “what?”, “why?”, and “how?”, cannot be easily counted. E.g., what features are missing from the app?
  • A UI is made of different elements, including:
    • Input controls
    • Navigation elements
    • Information/content, like text, images, videos, sounds, and other multimedia
  • Layout Conventions include:
    • Header, body, and footer
    • Grid
    • Columns and rows
  • Layout Design Principles include:
    • White space - making sure not to overcrowd screen
    • Visual hierarchy - making the most important elements large, placing them in a central part of the design, or using colour to highlight them
    • Proximity making sure to place similar elements close to each other
    • Consistency using the same layout and elements throughout the design
    Reading gravity - users read left to right, top to bottom
  • Style Guide - A set of visual rules to help UI designers keep the same look/feel across all company products, it typically contains:
    • Brand logo
    • Colours (swatches and hex codes)
    • Fonts
  • Low Contrast Colours - UI elements blend into the background, making them difficult to see
  • High Contrast - Text, icons, and other elements are easy to read and understand for all users
  • Iconography Conventions include:
    • Making sense
    • Simple
    • One colour
    • Text label
    • Recognisable
    • Consistent size and style
  • Typography: The art of selecting and styling characters to make them more readable and appealing, includes any text elements used in the UI
  • Data Collection Methods include:
    • Bluetooth device receives data wirelessly from nearby devices
    • Sensors smart watches can measure heart rate
    • Phone GPS - finds location
    • Device mic records voices and sounds
    Tablet camera, gyroscope, accelerometer - VR
  • Typeface: Collection of letters, numbers, and symbols that share a common design
  • Baseline: The invisible line on which most characters rest
  • X-Height: The height of lowercase letters (excluding ascenders and descenders). It’s a key factor in perceiving font size
  • Cap-Height: The height of uppercase letters
  • Serifs: Small decorative strokes at the ends of letterforms
    • Often association with tradition, readability in print, and formality
    • E.g., old-style, transitional, slab, hairline serifs
  • Ascenders: Portions of lowercase letters that extend above the x-height (e.g., b, h, d)
  • Descenders: Portions of lowercase letters that extend below the baseline (e.g., g, p, y)