Name-Utsav Singh Roll No-66 Subject-Hci (Human Computer Instruction) Assignment-04
Name-Utsav Singh Roll No-66 Subject-Hci (Human Computer Instruction) Assignment-04
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.
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.
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.
Many designers think writing is not in their job description, but this could
not be farther from the truth. Copywriting is part of design.
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.
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.
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.
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.
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.
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!
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
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.
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.)