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UX - UI Design Process and Principles

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UX - UI Design Process and Principles

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UX/UI Design Process & Principles Comprehensive guide to designing usable and smooth digital products design.cip UX/UI Design Process and Principles E-Book by Jan Mraz Property of Atheros Intelligence Ltd. Copyright © 2022. All rights reserved Table of Content Introduction Chapter1 Fundamentals Chapter 2 Design Industry Chapter 3 UX Principles Chapter 4 Design Thinking Chapter 5 UI Design Principles Chapter 6 UX Research Chapter 7 Product Architecture Chapter 8 Wireframing Chapter 9 Prototyping Chapter 10 Usability Testing Chapter 11 What's next? Table of Content 11 33 38 98 105 111 115 120 124 002 Introduction Hey designers, it's Jan here! | appreciate that you're reading this e-book. It has been almost four years since | started creating social media content, where you probably found this e-book. Based on the conversations | lead with designers of all experience levels, | composed content for this e-book, fitting mainly aspiring and junior designers to be well-oriented within the design industry, principles, and core processes. On the other hand, mid and advanced designers can find their core overview of the guidelines they will most likely be supposed to follow daily. The e-book provides a roadmap and knowledge which will help you get your first design job and be a designer who can deliver smooth and usable interfaces. The main emphasis is done on UX and UI design principles, enabling you to be confident during prototyping, which is the critical activity for you as a UX UI designer, not only at the beginning of your journey. Let’s start our design journey! ) Jan Mraz { @janm_ux Introduction 003 Chapter 1 Fundamentals Key learning: + UX and UI design definition + UX design sweetspot + Activities of UX designers + Soft skills of UX designers 004 Fundamentals Success in the UX/UI design industry is achieved mainly through practicing and working hard and smartly on your skills. On the other hand, the necessary aspect is being confident with basic theory and terms. In the first chapter of this guide, we will go through essential definitions and terms representing pillars of the world of UX/UI design. Just a few words before we start with the content, UXD is a very rich multidisciplinary field, where you will probably never have a feeling that you know everything or that you've faced every problem which must be solved. There is always something new to learn or a problem that has to be solved! Make sure you don't stop searching for new techniques and approaches because the industry is growing and evolving quickly. You already did a great first step - opening this book representing your starting point to the design industry. What is UX and UI design? Some wrong definitions could say that UX design is how a digital product, service, or system looks like. It's true, but it’s not complete. In general, UX design represents a much more complex process, where you should also care about the feelings of users and how a product works as a unit. We will understand UX design as a process of creating an interface of digital products such as apps, web apps, or websites, which delivers a positive and enjoyable experience for all groups of users. Usually, it's not that easy and clear because you should keep in your Chapter 1 / Fundamentals 005 mind three key UX design aspects determining a particular product. You should satisfy real user's needs, respect business goals with the interests of other stakeholders, and technical possibilities. If you achieve this state, designers call it a UX design sweet spot. Es Not. Desirable Business Technology Sweet Spot Not Not Feasible Profitable Users UX Design Sweetspot Make sure you will balance those three aspects not only at the beginning of the design process but also during designing every component of an interface or making decisions in the structure of the platform. Of course, finding a sweet spot could be tricky even for experienced designers, but it's important to keep those three aspects on your mind - Users - Business - Technology. The mentioned definition represents a broader perception of the UX design term, which is then divided into two groups of activities - user experience (UX) and user interface (UI). Of course, both of those groups of activities go hand in hand in the overall design process, but let's be concrete. The following picture shows particular design activities divided into two groups - UX and UI. Chapter 1 / Fundamentals 006 UX Ul Field Layout Research Typography User iref Research Wireframes Alignment Usability Prototypes Colors Testing Handoff Information el Architecture Branding UX & UI Activities Overall the UX part of the process is more focused on understanding user needs and transforming them into easy-to-use structures. On the other hand, UI design emphasizes visual aspects of design like colors, typography, iconography, or presenting visual branding aspects within the interface. The deliverable joining those two processes are wireframes, which connect all findings from the UX part of the process with UI design. Wireframes easily work as a bridge between those two groups of activities during the initial process. Later, once the core stuff is fully designed to the detail, we can also use more developed prototypes for backward testing and iterations. Many designers focus on particular parts of the process, like UI design or just researching users’ needs. Of course, you can choose what fits you the most later, but it's essential to know all those activities to understand the context of the whole process and have a base knowledge of all activities. Chapter 1 / Fundamentals 007 Soft skills of UX/UI designers Activities of UX designers never stay alone. It doesn't matter if you work as a freelancer or have a full-time job. You will work in teams, including other designers, developers, and managers, or you will directly cooperate on the project with clients. Not only working in teams brings requirements on soft skills of every designer. Let's look at the seven most important soft skills you should have as a designer. Empathy Solving a user's problems is the work of a UX designer. That's difficult without understanding the actual user's needs, pains or feelings. Do not overlook users who will benefit from the designed interface, talk with them, and always aim to have a clear view of them. Critical thinking Do not succumb to the first impression. Instead, solve problems systematically, evaluate arguments, ask questions, search for accurate data, and go to the heart of a problem. Critical thinking is closely related to cognitive biases, describing systematic errors in thinking, processing, and interpreting information. You can find the complete list on the following link wikipedia.org/wiki/List_of_cognitive_biases . Communication As we have mentioned, UX design is not a separate process. There are a lot of connections to various stakeholders like users, product owners, developers, etc. You will be supposed to communicate with them daily. Make sure that it's a joy to communicate with you. Be kind, brief, apt, and, last but not least, reliable. You will also need good communication skills to present your work's deliverables to clients or users. A good designer is a good speaker and a good listener. Chapter 1 / Fundamentals 008 Collaboration Designers aren't usually able to deliver a fully working digital product independently. However, based on my experience, team spirit is a highly evaluated aspect of a UX designer. Therefore, it could be your significant advantage mainly when applying for some full-time jobs in companies. Adaptation The world is changing at an enormous speed, especially in technology. As a UX designer, you should learn about trends in the field and search for new information daily. Get knowledge not only from experts, books, or courses but mainly from your mistakes. It's okay to make mistakes because it's actually through mistakes that you can grow. Feedback Designers who cannot deal with criticism and feedback will be stuck in one place during their careers. Therefore, feedback and criticism should be a source of improvement for you. Moreover, it would be best if you searched for the mistakes in the design, not only during testing sessions at the end of the process. Open-Mindness A closely related topic to feedback is open-mindedness. You should be able to deliver innovative solutions to a product design process. That's impossible without being open to new solutions, techniques, and principles. This ebook focuses mainly on presenting necessary theory on practical examples and helping you accelerate your hard skills. Mentioned soft Chapter 1 / Fundamentals 009 skills guarantee you some kind of professionalism and assumption for being successful on your design journey. On the other hand, improving those soft aspects might be quite a long process. Before we start with the design content, | would like to highlight that most of the visualization of mainly UI design principles is done in freemium software called Figma, which is today's industry-standard tool for most UX designers and design teams. The Figma software is essential for understanding the context of some practical examples and visuals like boxes for setting text properties, etc. Chapter 1 / Fundamentals 010 Chapter 2 Design Industry Key learning: + Industry statistics + Design education + Freelancing vs. Full-time job on Design Industry Before we start with the particular design examples, | would like to discuss some frequently asked questions about entering the UX/UI design industry. Future and statistics of the industry The speed of the design industry's growth is enormous. Companies now understand the value of UX design much better and know it's an essential process for every successful digital product development. That's connected to how companies value designers. According to the web uxdesignersalaries.com, the average yearly salary of a UX designer is $52,683. In some countries, you can earn much more. For example, in the United States, the average is almost 100,000 dollars. Moreover, you don't need many years of experience and a rich skillset to reach those numbers. Therefore, | want to explain that UX designers are highly valued professionals working in the prosperous IT industry with many opportunities. As a UX designer, you should be able to explain the value of UX design. To be able to do that, | recommend you learn some statistics about the industry. Let's take a look at some of them. According to McKinsey Design Index, design-centric businesses increase their revenue 32 % faster than industry counterparts. According to DMI and Motiv Strategies founded by Microsoft, design- led companies outperform the S&P 500 index by 211 % Chapter 2 / Design Industry 012 According to Capgemini’s report, 8 of 10 consumers are willing to pay extra for a better user experience. Those are relevant reasons why UX design has massive value for businesses and overall customer satisfaction resulting from using a digital product. Improving the product is your direct responsibility. Do I need university? | started with UX design when | was 19 and finished high school. Although | was impressed and motivated to work in this industry, | continued my education at the University of Economics in Prague. In parallel with studying economics and business, | still invested much more time self-taught exploring the UX design industry. | want to say with my short story that you don't have to study UX at university to be a designer. If you have an opportunity to learn design in a university program, go for it! It might help you on your journey, but it's not a must-have. Moreover, my economics and business background helped me not directly in my UX design career, as | can understand how the business works. | worked for small startups and big international companies such as the United Nations; my hard and soft skills were the most important. Yet, nobody asked me if | had a degree. On the other hand, | don't want to discourage you from learning design at universities because if | had this option, | would go for it. However, the context of my journey showed me a different way. Therefore, | believe that not having a degree in design isn't a handicap in my design career. Chapter 2 / Design Industry 013 Do I need coding skills? Many aspiring designers ask me if they must implement the code design. The short answer to this question is: You don't need coding skills to be a great UX/UI designer, but it might give you an advantage. | also focus mainly on the UX/UI design process, and simply implementing the design takes some time and focus, which | want to keep on the design process, not its development. On the other hand, being confident in HTML, Javascript, Reach, etc., might give you a significant advantage, mainly if you want to start your freelancing career. The design process usually takes less time than development, so you need multiple streams of inquiries for your design services or have an extensive client with great products requiring continuous maintenance of the design, adding new features, testing, and improving the design system. Being able to implement the design allows you to help on a project in more phases of the product life cycle. Another advantage of coding skills is that you will understand the development process much better, so you can create more efficient features as they will require less time for their implementation. Moreover, you can easily speak the same language as developers, and you know the technical possibilities, which we have already mentioned in the UX design sweet spot topic. Last but not least, | want to point out that having coding skills is a valuable skill for the future as the importance of digital is still growing fast. Chapter 2 / Design Industry o14 Freelancing vs. Full-time job In the UX/UI design industry, you have two basic work options - freelancing or a full-time job. Of course, you can also establish a design or digital agency, but let's leave this option for now. We will also discuss this topic in the last chapter of this ebook, but | would like to mention some of the advantages and disadvantages of both options. Overall | would point out that getting a full-time job is a little bit easier. Bigger companies have no problem with hiring junior designers. Especially platforms like Linkedin or Behance might be rich sources of opportunities for finding full-time jobs and clients for your freelance work. On the other hand, finding quality clients might be a long process, especially when you have just started with design, because you need a solid portfolio and online presence. Design freelancers handle lots of benefits like working from anywhere, managing your workday and workload on your own, in some cases, you can make more money as well. | would like to say that freelancing is not stressful and there are no problems, but I can't. You will have to face challenges like being able to say no to working 12 hours every day in a week, managing your cash flow, caring about your mental health, inconsistent workload, and many more. This topic is much broader, and we will discuss particular steps of being an attractive designer for companies in one of the last chapters of this ebook. Chapter 2 / Design Industry 015 Chapter 3 UX Design Principles Key learning: + Usability + Hierarchy + Consistency + Repetition + Accessibility + Balance 016 UX Design Principles UX design is a creative industry where you should always search for innovative techniques and solutions, but you should know a few principles before starting. Principles are guidelines you should have in mind during the design process. If you align your thinking with those principles, they will lead your approach to create easy-to-understand and easy-to-use products. Usability As a UX designer, you should remember the most important task of this profession. It's problem-solving. The usability of a product refers precisely to this ability. It's how a user can accomplish a given task or goal with your product. This is a critical indicator, which we will also measure during the testing activities of your designs. Excellent usability is achieved by following five aspects. Learnability This aspect refers to how quickly users can understand the essential functions of an interface and how quickly they understand the product's structure. The better the learnability, the less training and time required to understand the platform. Efficiency It refers directly to usability testing, where we will measure how fast users are completing particular tasks. Chapter 3 / UX Design Principles 017 Memorability How quickly can users remember the interface's functionality and structure? The answer refers to the memorability of your design. Errors Are there any errors? What errors do users make? How easily can users understand and rebound from those errors? All those questions you should ask during the design process. User Satisfaction How do users report satisfaction with the digital product afterward? | mean after using your product. Ask them and learn from their feedback. Those were five aspects of the usability of the product. To summarize all those five attributes, we can perceive usability as more like an overall feeling of using the particular interface. There are many bad usability examples, like the navigation on the following screen. aA & A Nic Jordan HghOG thee Mike Jorden HighOG hase S20 $169 sus § $20 $169 sus § A® B© Usability - Navigation Chapter 3 / UX Design Principles 018 On the first try, they look similar, but the problem is the navigation. If we look a little bit closer, we recognize that within screen A, there are more than seven items in the bottom navigation. Within screen B, there are just four navigation items. You're absolutely right if you wonder if B provides better usability than A. Having too many items and also very similar items does not provide great usability because users have too many options in the decision process. They are just not sure where to click to complete some of their goals. It will increase the time needed to complete a task. Navigation was just a short example; of course, usability is much more complex than the number of items in navigation. On the other hand, | think it's an excellent demonstration for presenting usability as a practical example. Hierarchy The hierarchy represents one of the critical principles, allowing users to learn and understand content much more quickly. In UX design theory, we understand the hierarchy in two basic ways - visual and infromation hierarchy. Visual Hierarchy Achieving proper visual hierarchy is done through the right typography, color usage, alignment, etc. The key factor influencing the expression of hierarchy is the importance of particular elements in the interface. We will later analyze all the specific aspects like right typography, color usage, and alignment, but for now, let's look at the practical examples. Chapter 3 / UX Design Principles 019 A® Prague Introduction Prague is political, cultural and economic centre of central Europe complete with a rich history. Founded during the Romanesque and flourishing by the Gothic, Renaissance and Baroque eras, Prague was the capital of the Kingdom of Bohemia and Visual Hierarchy B® eat a Prague Introduction Prague is @ political, cultural and economic contro of contral Europe complete with a rich history. Founded during the Romanesque and flourishing by the Gothic, Renaissance and Baroque eras, Prague was ‘the capital ofthe Kingdom of Bohemia and ‘the main residence of several Holy Roman Emperors, most notably of Charles V(t ‘the main residence of several Holy Roman Emperors, most notably of Charles I(r. YAAB-127R) Ht wae an imnartant city tn the, The classical example demonstrating visual hierarchy is the usage of typography. As we can see, both options show a short article about Prague. In the first picture, there is no scale of typography styles. The heading has the same font size and color as the body text. On the other hand, example B uses visual hierarchy to prove better readability and overall user experience of the article. We can see that the Headings are more significant than the body text, and the spacing is slightly different compared to example A. The screen on the following page may be a little familiar to you because it's the login screen of the Atheros Learning platform. Let's focus on the highlighted part. We can see three buttons there and three different visual presentations. The first one, "Log | has the highest importance, so it's big and bold with the primary color. Users will use this button most frequently. The second one is a Create Account button, which still has high priority, so it's in the primary color but limited only to the text. The last one is Reset Password. This one has the lowest priority, so we use just white as it doesn't bring that attention as the previous buttons. Chapter 3 / UX Design Principles 020 Buttons Hierarchy What | want to say with those examples is that If you identify the importance of the content, you can communicate it through its visualization. Information Hierarchy The second meaning of hierarchy refers to information architecture, which means the navigation of an interface or how a product is structured. To show interface structure, designers use sitemaps representing pages and their connections. For example, the following picture shows a simple sitemap of a mobile app for e-learning. This app is composed of the main navigation items such as “Home’ My Courses”, “Explore”, or “More” destinations. As mentioned, the sitemap also visualizes the connection between the pages. The link is usually done with interactive elements such as buttons within the pages. Chapter 3 / UX Design Principles 021 Peer een Pee Cenc el eee Cer eee roe Pn es nes om foo Sitemap The main takeaway is that we can understand the hierarchy in two ways - visual hierarchy and hierarchy as a structure of the whole interface represented by a sitemap. Consistency & Repetition Designers value users’ time as well as their own time spent on the design of an interface because it might mean additional costs to your clients or company. I'm mentioning it, because we will talk about consistency and repetition. Repetition and consistency are not boring. Chapter 3 / UX Design Principles 022 It creates concepts in the mind of a user, improves understanding and learnability of a designed product, and it could capture the user's attention. In the UX design field, this principle is represented by design systems. Lots of companies create their design systems. Moreover, they share them publicly. One of the most famous design systems is material.io from Google. A design system is a practical collection of best practices, principles, and rules, usually about particular Ul elements and patterns, creating the whole interface of a digital product. The following list shows well-known design systems. Overall the main idea of creating a design system is reusing components and principles across the whole system. Usually, design system components also include developers’ code for faster design implementation. ( Material Design materiaLio <) Carbon System Mailchimp System OO catvondesgnsystem.com vmalchimp.com Atlassian Design atlassian.design Fluent System microsoft.comidesigni/tluent Apple Guidelines developer.apple.com/design Famous Design Systems Chapter 3 / UX Design Principles 023 Accessibility Accessibility is a really important aspect of UX design. Through accessibility, we ensure that our final design could help everyone who might use the platform. | will explain what it means in the following examples. Accessibility means dealing with colors in the first place. The first problem represents color contrast, which affects almost all users. A BO og In og In Color Contrast, In the image above, you can see two buttons. On the first look, they look pretty similar, but there is a problem with button A. The white text blends in with the light blue background. It's because there is a missing contrast ratio between those two colors. This case is evident, and we can see on the first look that something is not okay with the first button, but there might be more difficult color combinations, where we should not be sure if the color meets the contrast ratio. You can use external platforms to check the contrast ratio for those cases. Chapter 3 / UX Design Principles 024 Contrast Checker @ rectnoc Foreground color sackground color + Base ace = ee) =" pheress > gniness + Mascotte 8.59:1 secmalnk Normal Text wen —— Large Text WeAG aX wobaim.org ncue ‘The five boring wizards jump quickly. AIM contrast checker is my favorite tool, but there are tons of other websites that you can use for this purpose, but WEBAIM is really simple in my point of view. You can copy the HEX code of colors and see the contrast ratio score with cases where you can use those colors without a problem with contrast. As you can see, the requirements depend on the colors’ usage for particular elements and text styles. HEX code is a text representation of a web color. Besides, HEX code designers use RGB, RGBA, HSL, or HSB. We will learn how to use HEX codes later in the UI design principles chapter. As we've mentioned, color contrast affects almost everyone, but we should also take care of minor groups. For example, think about people with color blindness, like Protanomia. It would be best if you carefully chose a color palette to make an interface accessible for those people. Chapter 3 / UX Design Principles 025 Simulation with Stark Again many tools are helping you emphasize people with the colorblind disease. A good example is Stark, enabling you to simulate those specific views instantly. For now, the most important thing to know is that you should make the design accessible to all groups of users, even if it's a minority. But it's not only about physical handicaps. Think also about devices that are used by the target users. You should make your design responsive and easily adjustable for all devices, whether desktop, tablet, mobile, Apple, Samsung, or whatever. Context Through this design principle, we will go just very briefly. In. the book The Design Studio Method, Brian Sullivan describes context as the key for UX designer, and | agree. By the way, | recommend this book. It's one of the first books I've read about UX design. Chapter 3 / UX Design Principles 026 The Design Studio Method Context includes all internal and external factors influencing a user's behavior. For example, it could be a mental state, health, belief, location, or device. The key takeaway from this UX design principle is that you should research your target users and try to understand the context accompanying particular user groups during, before, and after your design usage. Balance In UX design, we understand balance as a distribution of all elements in a particular layout. For example, some elements seem bigger and heavier; others look lighter. The distribution of those elements directly influences how your users perceive the design. You can choose from 3 basic ways how to achieve a balanced design. Chapter 3 / UX Design Principles 027 Symmetrical Using symmetry is the most common method to balance the layout. Simply, you match the weight of elements on the right with elements on the left side. As you can see in the following example all components in the create account form are centered and symmetrically balanced. symmetrical Balance Chapter 3 / UX Design Principles 028 Asymmetrical Repeating the symmetrical balance in all cases could sometimes be boring, so designers use an asymmetrical approach, but the layout should still look balanced. For example, you can use an object's color or size to indicate its weight. The hero section of the following fintech company is an excellent example of asymmetrical balance. There are different objects on both sites, but the proportions and color make the screen still balanced. platform of the future | Asymmetrical Balance Chapter 3 / UX Design Principles 029 Off-balance You will probably not face this type of balance very frequently. The field where designers use the off-balance principle is logo design. The Nike Logo is a perfect example of using off-balance to communicate motion, which is connected to sportswear and overall brand identity. We don't usually use off-balance for UI design because users might feel disharmonious, so use this approach carefully. Off-balance, nike.com White Space Last but not least UX design principle is white space. White space, or if you want, “negative space” is an area around, inside, and between the design elements like text fields, buttons, and many more. So don't Look at white space as an empty space, which has to be filled. Look at the white space as a design element. We achieve enough white space in UX design with padding, margin, letter size spacing, and line height. Chapter 3 / UX Design Principles 030 CT wargn ti«id Padding errors Box Model If you're unsure what padding or margin is, developers and designers, use a box model to provide a clear view of the differences between those terms. You can see the box model in the picture above. Let's take a look at a practical example. AQ B® Headphones MOR BSSOAP Headphones MOR- ara bass" XBSSOAP EXTRA BASS™ White Space Chapter 3 / UX Design Principles 031 In the Previous picture, you can see two screens with the same content, but example B doesn't provide enough white space. As you can see, the text and components are too big, so users might have cramped feelings and simply feel like they can't breathe. There are many approaches to setting proper spacing, but that's the topic for one of the following chapters. Chapter 3 / UX Design Principles 032 Chapter 4 Design Thinking Key learning: + Design thinking definition + Phases within the design process + Design activities 033 Design thinking To deliver usable interface designs, you must understand, define, and follow a UX design process framework. The most popular approach is the Design Thinking methodology, which established fundamental principles for most other frameworks. ‘As we mentioned, we will understand UX design as a creative process. So if you have misgivings about your creativity, don't panic. Everyone has. Luckily, many frameworks were created fitting the creative process, like the UX design process. Those frameworks will lead your creativity and align all needed activities to achieve products solving real problems. As mentioned, probably the most famous framework is the Design Thinking method. The Design Thinking process is based on the book The Sciences of the Artificial written by Herbert Simon in 1969. Designers and design teams use design thinking to solve problems that are not common and hard to define. It means you will face problems that weren't already solved. That's perfect for UX designers because every company and user group is unique. As a UX designer, you will be supposed to deal with those context inconsistencies within the problems. Design Thinking is a great fit for you to solve problems systematically. The Design Thinking process is divided into the six following steps, determining the UX design approach. Chapter 4 / Design Thinking 034 Design Thinking i aN =) aS / gs sf _¥# Prototype Test Implement |e Emphasize In this step, you should understand the user's needs and problems that should be solved with the designed platform. Usually, it's done through UX research techniques like interviews, surveys, or focus groups. Emphasizing is important because, in this step, you will uncover all customers’ expectations, which might significantly impact the overall business success. Define Then there is the defining step, where designers collect all information gained in the previous step, choose and define the most significant user problems. The output of this process can be user personas, empathy maps, customer journey maps, and many more. Most likely you will create user personas, which are fictional characters presenting a particular group of users. Usually, we include more detailed information about demographic data, goals, pain points, frustrations, motivations, favorite brands, ete. Chapter 4 / Design Thinking 035 Ideate & Prototyping Once we have a clear view of users, we should find some solutions for them. In the ideation phase we differ two steps. First, you should generate ideas and find new or traditional ways to help your target users. The best way and the second step of the phase are to design prototypes showing the real structure and functionality of the final product. There are various types of prototypes based on how detailed they are, but all those stuff we will discover later. Test Once your prototype is ready, you should test it on real users to know if the design works as expected. Very often, it just happens that it's not like you've imagined. Not only in the stage, you should keep in mind that the design process is not linear. We will validate our findings. We will research users again and develop new solutions. Then the prototype can be pushed to the implementation stage, where developers implement your design. You can jump back and forward through all mentioned steps. Those steps might seem quite vague and general. That's why I collected the following overview, showing particular design activities, divided into the mentioned steps. Chapter 4 / Design Thinking 036 so @¢ . 8 7 Emphatise Define Ideate Prototype Testing User interviews Empathy maps Bralnstorming stetches Usability testing Stakeholder interviews Userstores Information Wiretrames SUS suneys architecture Surveys Personas errors AA testng User fos Data analyse Surveys Mockups vals Card sorting Focus groups bs tbe done Mirointeractions Eye tracking Mind mapping Competitor analysis _Problem statement Customer journey maps UX Activities & Design Thinking Some of those activities are on the border of two phases, but the key takeaway is to know what activities you can imagine behind the steps of a general design thinking method. The design thinking method is not the only one. Designers lead a never- ending discussion of which of those frameworks is the best. From my point of view, there is no correct answer. Every framework has some advantages, but if a company or designer can adapt a framework precisely to the conditions of a project, you can't say that it is wrong to use Double diamond, Design thinking, or whatever. My tip is to be open- minded to new principles and study frameworks and always take the best from each. Chapter 4 / Design Thinking 037 Chapter 5 UI Design Principles Key learning: + Typography + Colors + Icons + Spacing + Shadows + Buttons + Forms & Inputs + Navigation 038 UI Design Principles Also, while creating your interface design, you should follow some principles and rules to keep the design smooth, accessible, and visually attractive. Let’s discover the most crucial UI design principles. Typography Typography is very broad and not an easy discipline, but the effect on the final design is enormous. Therefore, when we talk about typography, we should mention choosing the proper typeface in the first place. The first rule you should keep in mind is that there should be a limit on typefaces that you use in the particular interface. Some resources state that it shouldn’t be more than three typefaces. My advice is to have a maximum of two different typefaces in the design - One primary font for almost all texts and typography styles and the second one for very long texts like a body of articles. This will hugely improve readability. v9 veo agus ven od Heading Regt Heading / 14/5 Heading Regular 4 Heading Bold 4 Heading / Regular / 3 Heading / Bold / 3 Heading / Regular / 2 Heading / Bold / 2 Heading / Regular / 1 Heading / Bold /1 Font Styles / Nile Design System Chapter 5 / UI Design Principles 039 SANS SERIF Sans and Serif Typeface Make sure you understand the difference between typeface and font. Easily typeface is a proper design of lettering. On the other hand, a font is a particular typeface represented in defined font size, weight, etc. Typeface: Arial Font: Arial, 24 pt, SemiBold, line-height 140%, letter spacing 0% There are two primary sources of fonts. The first and probably the biggest resource is Google fonts, containing more than one thousand fonts. You can find all these fonts in the Figma prototyping tool by default, and usage of most of them is entirely free. That's a significant advantage, as premium fonts might be qutie expensive. My favorite Sans Google fonts are Red Hat Display, Mulish, Sora, Open Sans, Poppins, Inter, or Cabin, but there are tens of other awesome sans Google fonts. Chapter 5 / UI Design Principles 040 Mulish Georgia Sora Merriweather Open Sans Lora Poppins Bitter Inter Noto Serif Cabin Playfair Display Google Fonts Some designers criticize Google fonts because they are used frequently if we look at the interfaces nowadays. On the other hand, choosing some paid fonts might be very expensive. From my point of view, it’s no shame using Google fonts. Moreover, if you choose correctly, you can be sure about providing a great user experience with your typography. Let's look at some Google serif typefaces, which you can use as a secondary for your UI design. My favorites are Georgia, Merriweather, Lora, Bitter, Noto Serif, and Playfair Display. Those fonts are great mainly for long texts like articles, but serif typefaces might fit for some company websites design as well. The second enormous resource of popular fonts is the Adobe package. If you already use some Adobe software like Photoshop, or Illustrator, and have an Adobe subscription, you have free access to those typefaces. However, if you don't use Adobe software and don't have access, don't worry. There are great alternatives in the Google package. Anyway, | would like to mention my two favorite Adobe fonts. Chapter 5 / UI Design Principles 041 Sofia Pro Proxima Nova Adobe Fonts And finally, some additional resources, because there are never enough typefaces! Font Squirrel fontsquirrel.com 1001 Fonts 1001fonts.com fontfabric fontfabric.com 8 @ Once we have chosen a typeface for an interface, we should focus on scaling typography and defining styles we will use across an interface. It's necessary to create a visual hierarchy of texts in the system. Chapter 5 / UI Design Principles 042 It means that we define particular fonts. For that, you should determine the following aspects: + Name/Scale category + Typeface + Weight + Size + Case + Letter spacing + Line height Heading 1 Text n karla ° e=a Font Scaling As mentioned, typography is not an easy discipline, but you can follow some standard rules, helping you to make your typography usage much smoother. Those rules are related precisely to the aspect of typography scaling mentioned above. Chapter 5 / UI Design Principles 043 Line spacing or line height is the vertical distance between lines of text. Fonts require different settings, but you should choose 140-170% line height for excellent readability. The percentages are based on particular fonts, but overall small fonts require more spacing. Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Duis pulvinar. Et harum Text quidem rerum facilis est et expedita distinctio. Nulla non lectus sed nis! molestie malesuada. Duis ante orci, molestie vitae vehicula venenatis, tincidunt ac pede. Itaque earum rerum hic tenetur a sapiente 80% Ld delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat. Sora Regular 32 Line height When talking about line spacing, we should mention the maximum line length, which shouldn't be longer than 80 characters in a single line. It means that line length is flexible based on the font size. For bigger fonts sizes you can use wider text blocks. Max 80 Characters Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Duis pulvinar. Et harum quidem rerum facilis est et expedita distinctio. Nulla non lectus sed nis! molestie malesuada. Duis ante orci, molestie vitae vehicula venenatis, tincidunt ac pede. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis dolorib lat. joloribus asperiores repellat Line length Chapter 5 / UI Design Principles 04a Then there is letter spacing, which means horizontal spacing between text characters. | personally don't edit this aspect for most of the styles. On the other hand, there is no rule saying that you can't adjust it. Mainly for styles using all uppercases increasing letter spacing might improve its readability. Random Text Random Text Line length Accessibility represents a design principle influencing most of the other design disciplines, and it’s the same for typography. Ensure you provide enough contrast to make the readability of your designs on a proper level! A® BO© Lorem ipsum Color Contrast Chapter 5 / UI Design Principles 045 When discussing typography, avoiding extremes like using bold or thin font weights is good. © m lorem Lorem Lorem Font Weight From a readability perspective, you should prioritize alignment on the left. On the other hand, a center-aligned text might be okay for some websites, but preferring left-aligned text is a safer choice. Right-aligned text blocks are used only for interface in the Arabic alphabet or tables with columns containing number and date values. Lorem ipsum dolor sit amet, Lorem ipsum dolor sit amet, _Lorem ipsum dolor sit amet, consectetuer adipiscing consectetuer adipiscing elit. consectetuer adipiscing elit. Aliquam erat volutpat. Fusce Aliquam erat volutpat. Fusce _—_—Aliquam erat volutpat. Fusce dui leo, imperdiet in, aliquam dui leo, imperdiet in, aliquam dui leo, imperdiet in, aliquam sit amet, feugiat eu, orci. sit amet, feugiat eu, orci. sit amet, feugiat eu, orci Text Alignment Ensure you understand and apply all the mentioned principles and rules, as the typography game might be pretty tricky and significantly impact the user experience. Chapter 5 / UI Design Principles 046 Colors Colors are with typography, one of the critical aspects of good interface design. We've already discussed colors in the accessibility topic, where we learned about the importance of color contrast. Color contrast ratio is the first aspect you should think about when you want to apply some colors to proper elements. To identify a particular color, designers usually use HEX codes. This code contains a six-digit number with a hashtag symbol in the beginning, This code is also crucial for developers, who can copy and implement them within the entire design. a = Hex ~ — [ oaoc2e 100% HEX Codes The first step for successful color usage is to choose the right colors for an interface. For this process, you should know the meanings of proper colors to match them with the purpose of an interface and the company's branding. In the following picture, you can see some examples of emotions asociated and stimulated by particular colors. Chapter 5 / UI Design Principles 047 Fr .dom, trust, loyalty, joy, winsdom Imagination, mystery, sensitivity Energy, passion, attention, courage Growth, harmony, kindness, safety Hapiness, spontanity, positivity, enthusiasm Optimistic, fun, creativity, Intependency Purity, simplicity, peace, precision Power, control, elegance, authority emotion & col We can identify specific industries using concrete colors based on history and emotions associated with the colors. In the following picture, you can find some bright examples. Of course, there's no rule to use blue if you design a finance app. On the other hand, it's a great source of inspiration for your picks. Security finance, technology, accounting, banking, health Physic, humanitarian, technology Food, sport, children products, health Enviroment, banking, realestate, non-profit, Food, travel ransportation, creative industries Art, food, sport, entertainment. Heath, luxury brands, fashion, jewels Automotive luxury brands, fashion Industries & Colors Chapter 5 / UI Design Principles 048 Once you choose a proper color palette, you should follow some principles to implement it. This process should be based on your sense of smooth color usage, but a pattern called 60-30-10 offers you a general key to how to set the colors. It states that 60% of the screen should be a dominant color, 30% should be a secondary color, and the last 10% should be an accent color. Of course, the 60-30-10 ratio is only approximate. You don't have to measure objects to achieve precisely this ratio. Also, the mentioned color assignment is flexible, so you can use the secondary color as an accent if it's suitable for a particular screen. 60-30-10 Color Rule Another topic related to the colors in UI design refers to gradients. Gradients were, for a long time, a no-go thing in UI design, but in recent years, gradients have turned into modern usage of colors in interface design and branding. A bright example is Instagram, with its logo released in 2016. Many people didn't like it at first, but everyone has become accustomed to the new logo these days. From my point of view, Chapter 5 / UI Design Principles 049 the new one is much better than the previous logo. | love its simplicity and the color gradient combination. For gradients, | recommend you choose neighboring colors in the general color wheel to preserve the nature of the colors. You can also see the smoothness of the second gradient, which looks much better in comparison with the first option. Those rules are closely inspired by colors in nature, where many designers find their inspiration. oO a But it's not only about choosing the right colors for your gradient. It would be best if you aimed to keep the transition smooth. In Figma, you can adjust it by customizing the color picker's distance, which should be relatively high rather than small. Gradient Colors Chapter 5 / UI Design Principles 050 = of as 7 7 = i eS Color Distance Ensure you don't use too many colors within the gradient. | usually don't go beyond 2-3 colors within the gradient. A® BO eee oe Number of Colors Chapter 5 / UI Design Principles 051 We've mentioned that color gradient is a trendy way to use colors in UI design. Another trend is dark mode interfaces, which may be absolutely casual color usage these days. Moreover, some of the platforms on the market offer to switch between light and dark modes to meet all user requirements. I'm sure you will face designing some interfaces using dark mode, so let's go quickly through some tips on properly using colors for dark interfaces The first very important rule is to avoid using saturated colors. As you can see in the examples, saturated colors don't meet contrast ratio requirements and look very distracting and vibrant. Colors Saturation Dark Mode According to the material design system by Google, you should avoid using pure black #000000 for background. On the other hand, Apple uses pure black as a background in their products, so it's up to you if you follow Google or Apple guidelines in this way. | would rather follow the Apple ones, so using pure black is fine with me Chapter 5 / UI Design Principles 052 The following rule is the same for all dark mode interfaces, no matter which design system you follow. You should avoid using white shadows for the elements inside. This rule is different from light mode interfaces, where designers use dark shadows to communicate the depth of the components inside. In the examples, you can see that white shadows do not look so natural. Drop Shadows Dark Mode There are many great resources and tools if you need inspiration for finding the best color palette, checking a contrast ratio, or running a color blindness simulation. Get inspired by my favorite resources to help you improve your color usage + Color palettes & colors - colorhunt,com, picular.com, coolors.com + Gradients - grabient.com , gradienthunt.com, gradienta.io + Colors accessibility - webaim.org, getstark.co, colourcontrast.cc Chapter 5 / UI Design Principles 053 Icons Icons are small elements with a significant impact on the overall user experience. Icons are like shortcuts providing an easy-to-understand interface, for example, in navigation or system messages. At first sight, it might look like an easy discipline, but sometimes choosing suitable icons might take a lot of time and effort. We can define system icons as small symbols that stand in an interface to communicate some information quickly. You can be creative in choosing a style of icons in the system, but you should be conservative in the course of its meaning If we look at the following icon in the context of an interface design, | think most of us will imagine the same purpose. A cog icon usually stands for some settings or customization. You shouldn't reinvent the wheel. Follow the habits and practices developed during the years of interface design and try not to confuse users with some revolution in the meaning of icons. Cog leon Chapter 5 / UI Design Principles 054 It's not an icon like an icon. There are many types, but we can differentiate five basic types of icons. There are no strict rules on when you should use particular style, but overall we can say that using linear icons is the safe choice. On the other hand, you can combine types of icons as well. The key is to stay consistent with the icon design aspects like line width or its complexity. 2. a —

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