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