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Name-Utsav Singh Roll No-66 Subject-Hci (Human Computer Instruction) Assignment-04

This document contains a summary of key principles for screen design, including: 1. Screens should answer where the user is, what they can do, and how to move forward. Visual hierarchy is important to guide the user's eye. 2. Copywriting is part of the design process and microcopy should use an informal, empathetic tone. 3. Designs should leverage conventions to reduce learning curves, though innovation is still possible within conventional frameworks. 4. Mobile designs must consider human factors like finger size and reachability. Buttons need sufficient spacing for accurate tapping.

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0% found this document useful (0 votes)
64 views9 pages

Name-Utsav Singh Roll No-66 Subject-Hci (Human Computer Instruction) Assignment-04

This document contains a summary of key principles for screen design, including: 1. Screens should answer where the user is, what they can do, and how to move forward. Visual hierarchy is important to guide the user's eye. 2. Copywriting is part of the design process and microcopy should use an informal, empathetic tone. 3. Designs should leverage conventions to reduce learning curves, though innovation is still possible within conventional frameworks. 4. Mobile designs must consider human factors like finger size and reachability. Buttons need sufficient spacing for accurate tapping.

Uploaded by

utsav
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as RTF, PDF, TXT or read online on Scribd
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NAME-UTSAV SINGH

ROLL NO-66
SUBJECT-HCI(HUMAN COMPUTER INSTRUCTION)
ASSIGNMENT-04
Q1.What are design goals in screen designing?

Ans-Eight basic principles of screen design: The three questions all screens
need to give an answer toThe importance of visual hierarchyThe copy is
part of the designConventions are important, we should use themWhen
designing for the mobile phone, we design for our hands, tooPay attention
to the effective surface area ratioAim at simplicity and transparencyBe
careful with animations and motion Let’s have a look at these in more
detail.

1. Three guiding questions of screen design

When we arrive at a new screen, we are looking for the answer to three
questions: Where am I?What can I do here?How can I move forward? After
arriving at a new screen, we instinctively take a look around to see where
we are. Many clues help answer this question. For example, we may
instantly see the logo of the page. Or, when we are moving between pages
within one application, similar structures and colors may reassure us that
we are on the right track. If we click on a link, and the text of the link is
echoed in the title on the next page, we know we arrived at the right place.
It is also usually highlighted in the menu which page the user is at. Example
of business website design screen The “Where am I?” question seems too
simplistic, but in many applications, the users don’t get any feedback about
what just happened. Just like when moving around in real life, in digital
space, they have to know what they reached at any given moment, what
processes are going on, or have ended. Applications which do not give a
continuous feedback about its status are very annoying to use. After coming
to understand where I am, the next question is what I can do on this screen.
What content can I see? What functions can I use? If I do not get a clear
answer to this question, I would rather step back and retreat from the
interface. The more things one is able to do on a screen, the more difficult it
is to understand what the given page is for. Users usually find the answer to
the third question (“How can I move forward?”) in a form of a call-to-action
button. They don’t just ask this question having already played enough on
the page and wanting to move forward – it’s useful at arrival, too, to see
where we can go from there. case study news content screen design Most
news pages get a passing grade in the three-question test. Let’s take a look
at NBC. When we arrive at the page, we instantly see in the upper left
corner that we landed on the page named NBC News. From the way the
content is displayed on the page we immediately realise we are on a news
page. It becomes obvious we can move forward by clicking on the titles.

2. Visual hierarchy and user experience

Visual hierarchy is one of the most important parameters in screen design.


We can rank the elements of a given screen according to how bold they are,
how emphasised, how easily we spot them. This is what we call visual
hierarchy. The bold and highlighted elements are at the top of the hierarchy
and the tiny stashed elements at the bottom. Visual hierarchy helps lead
the eye. It determines what order we notice things. This is why it’s
important to develop this hierarchy consciously. Think carefully what the
goal of a given page is, what the user wants to achieve and what we want to
call attention to. The previously introduced three questions can help you
with this. The illustration which follows is a very simple school example of
visual hierarchy: we read the title in capital letters before we read the text
in brackets. importance of hierarchy on interface design The hierarchy also
helps to understand. When our eyes run through a river of concise text,
there is no chance we will understand what it is about. If, however, we scan
through a text full of subtitles, we get an idea from them about the content.
How do we create visual hierarchy?

Most beginner web designers are only concerned with emphasizing certain
elements. And it’s even worse if they try to highlight too many elements.
Unfortunately, only one or two elements can be at the top of the hierarchy
and it is up to us which these elements will be. To make the right decision
we need to know what the most important goal of the screen is. We can
highlight certain elements like: size, color, position, texture, form and
orientation. shape and size for screen visual hierarchy Eye camera studies
revealed precisely how we scan a page. When we arrive at a page, we
browse through it twice from left to right at the top of the page and then
we scroll down. This is referred to as Nielsen F, as seen on the heat map
image below: design screen for better reading This also shows that things in
the upper left corner are more likely noticeable. Also, the left column and
the part above the fold (accessible without scrolling) are more emphasized.

3. Copywriting is part of the design process

Many designers think writing is not in their job description, but this could
not be farther from the truth. Copywriting is part of design.

Sketching the copy

During the screen design process, the best method for writing is similar to
the one in case of drawing: we need to make sketches first. In other words,
you should write down at least 6-8 versions of the copy. If we are ready with
that, we need to choose the best. It is worth spending time on formulating
the text. The best results usually come out from melting the previous
versions together. You should make your colleagues read the copy as well,
so you will discover if something is incomprehensible or weird. It also helps
a lot if you read it out loud. The most important goal of the copy is to be
comprehensible. And we can ensure this one way only: if we test it with real
users. We will talk about this more in the chapter about research. The next
is to use the expressions people use during the tests. When doing
interviews, we need to note the words used by our interviewees, so we can
use their own words later in the product or marketing.

Microcopy – part of the screen design

We call the copy you can read on interfaces microcopy. It’s the text on a
button, a tiny piece of instructions, or the label on a form field. In our
experience here at UX studio, you should avoid using terminology as much
as possible (except when designing only for professionals). An informal tone
is useful, but do not exaggerate and become cheesy. Well-written
microcopy has a human touch. It gives the feeling that there’s an actual
person on the other side. In short: it builds trust. These principles of
microcopy are relevant in any screen design scenario. The copy of a form
should be encouraging. Assuring you that you don’t need much to finish the
form. Write error messages with empathy and solidarity. Be careful with
being funny in a stressful situation, and never blame your users. There
always has to be a sense of us all being in it together. And don’t forget to
offer a solution.

Create a style guide

If there are more than one people writing copy for the same product, you
should create a short style guide, that describes the tone of voice they
should use. You can collect adjectives, and list a few good and bad
examples. It’s also useful to search for other websites or blogs with the
same tone of voice and read it frequently. When you have to write you can
hit them up to get in the mood. Granted, copy also needs testing.
Microcopy is just a few words, but with a huge impact. That’s why many
people think UX writing is the new superpower.

4. Use conventions!

The web and the mobile world are the most recent achievements of
humankind, but even during this short period of time, plenty of solutions
were born which the majority of apps use in general. These de facto
standard solutions are called conventions.
Conventions for better user experience

Conventions in screen design are like this: “logo goes in the upper left
corner”, “links should be in blue”, the “links should be underlined”, etc.
Most users are already used to these conventions. We use them because
they shorten the learning curve. Solutions different from conventions
usually get on people’s nerves.

Innovation versus convention

People often ask if this contradicts innovation. The answer is simple. It is


not the conventions you need to be innovative about. We don’t have to
reinvent the wheel and we don’t have to change proven, tested things. We
should build new castles with these building blocks instead. The illustration
shows an old and a new screen design of Amazon. Note how many
interfacial elements we are still using today (links, tabs, search box, basket,
drop-down menu). screen design principles - old amazon home search
screen amazon search screen design example

5. When designing for touch, we design for our hands (too)

When designing for touch screens, the most important parameter is our
own hand, with which we are using the product. We can only design an
easy-to-use interface if we take into account the size of our hands and how
they function. We especially have to pay attention to the size and
movement of our fingers: what can we reach and when can we safely tap
on certain button.

Can we safely tap on a button?

Let’s start with the latter. When we tap on something, our finger covers a
fairly large space on the screen. In order to feel it is safe to click, we have to
have only one thing under our fingers when we click. If our finger covers
more elements, we will feel discomfort because we can never be sure
enough what we clicked on. good mobile ui screen design tap area If we
study a modern phone’s screen and look at how many times our thumb fits
the screen breadthwise, we see that we can put 4 clickable things in one
row.

Can our finger reach the button?

Another interesting point is reachability, namely, what we can reach with


our fingers. There has been an observational study: notes were made about
people walking on the street and holding their phones. There were three
basic positions – nothing new here. The first is when we hold our phones
with one hand. The sub-versions are supporting the phone with our small
finger and one where we hold the phone fully. The small finger support
gives a sense of safety, but in return, we can only reach the lower bottom of
the screen. touch screen design for all sizes with one hand Another
position is holding on to the phone with both hands. This way we are safe
because of the helping hand, but in return, we do not always have the
possibility to hold it in both hands. The third version: both hands holding
the phone at the same time and both thumbs used at the same time. The
illustrations above show which areas we can easily reach and which not at
all. The following diagram illustrates which was the most common holding
position among people on the street, besides listening to music and
speaking on the phone. It may not be so surprising that the one-hand
position won. flexible design for touch screen When designing for mobile,
we cannot know how the users will hold the phone, so it is worth creating
interfaces which can be used in the majority of cases. In other words, we
should not design clickable elements which aren’t reachable in certain
positions. Looking at all the illustrations, this is the upper-left part of the
screen and the lower right corner, which is only reachable by bending the
thumb uncomfortably.

Growing screen sizes

The situation is even more nuanced if we look at how these positions have
changed due to the growing size of the phones. Reachable spaces are
becoming smaller on large screens. We have to get our second hand in for
reaching things in the upper third of the screen. reachable area for design
screens Consequently, the screen design needs has to be controllable from
the lower half of the screen. Frequently used functions should not appear
on top of the screen. Want to learn about the specific challenges of
designing for text-free interfaces? Read our designer Luca’s take on the
subject!

6. Effective surface area ratio

During the screen design process, we have to work with the space at our
disposal. A first obvious question to answer is for what device we should
design, which depends on who we are designing our screens for (design for
your audience first, the masses second). Current trends of responsive
design and development help solve the old dilemmas of what is the most
common screen size for website design, or mobile. The aim of the game is
to see which content element appears where, in what form and how big of
a space it takes up. Note how small the effective surface area ratio is on a
given screen! We grayed out areas on a news page showing you the content
which is not the priority. screen design content optimal location Menu or
sharing buttons are only secondary functions on this page. Nobody arrives
at this page to read the menu. Visitors come to read the articles.
Consequently, everything else is a “necessary evil”, especially when we
open the page. Though this

7. Simple and clear screens

The best user-friendly interfaces are simple and clear. Interfaces like these
are easy to understand, people get familiar with them easily, they get used
to using them, and feel joy when opening them the next time, too. This
simplicity in screen design is not easy to reach, though. In a design project,
new ideas and new information need to appear on the interface appear one
after the other. It may be the case that the different departments of the
company (or the different participants in the project) consider different
things to be important to appear.

The designer’s responsibility


The responsibility of the designer is to govern the participants during the
planning phase to achieve clear, easy-to-understand interface. You probably
guessed that in the majority of cases, this is only possible if the designer
reaches a consensus among the participants which makes this possible. This
is a diplomacy or management task, but still remains the designer’s task.
But what do you need to make all this possible? First of all, straightforward
business objectives, and a very clear idea of what the given product’s goal
is. If we have these, the interfaces can be easily managed. Then, it’s also
more simple to determine which elements are important and which not so
much.

Defining goals

Not knowing what the product is for may appear as a huge problem for the
first time during the design of the interfaces. It is the designer’s
responsibility to realize that this is the real reason of problems, and to
convince the others to step back and establish the main goals. The
designer’s second important task is to continuously educate other team
members. He needs to explain the difference between a packed screen and
a beautiful sleek minimalist screen. The designer is the one to dismiss ideas
and to manage related fears. (For example, a huge logo at the third step of
the sign-up process is not relevant, since branding doesn’t happen here.)

An example for setting user goals

An example: the next picture shows two different versions of a mobile


application screen. At first glance, the screen design on the left seems a bit
more exciting due to the colourful icons, but when we try to understand
exactly what the page is for, the one on the right is more useful. Here the
same content appears in a more clear, simpler structure. Note the
difference between the two screens and how the one on the right achieved
this: app design screen example

8. Motion and Animations

UI animations are one of the most controversial areas of screen design.


Many people just want to use animations because they look cool. I don’t
recommend that. Others use them to communicate how the interface
works, or have some emotional impact on the users. Google’s material
design guide has a wise, moderate standpoint of animations, but even some
Google products use them so heavily, it is annoying. The first and most
important rule: don’t use animations for just the sake of animations. People
are wired to focus on moving objects. We needed this reflex to survive
when a tiger surprised us in the jungle. It’s easy to distract people with
some moving objects from their original goals. So you have to be very
careful with motion, and use it with purpose. Every animation has to be
meaningful. Animations can explain how your interface works. One of the
well-known examples is how you minimize the window in your desktop
operating system. The window shrinks down to an icon on the tray, so you
will know where to find it later. macOS screen animation When you select
an item on a list, it can grow and expand to full screen. This animation will
tell the users that they see the detailed view of the same element. In many
mobile applications the menu is sliding in from the left side of the screen
and it hides back there too. The sliding animation shows where the menu
panel is, and it teaches us to swipe from the left to get it back. Animations
can also add to the character of your application. Cartoon animators are
very good at expressing feelings with just the motion of characters. You can
also do movement in a playful, aggressive or modest way. This can amplify
the style of your app. But still: be careful. As always in design, less is more.
Keep animations for the best moments only.

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