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Uiux 2

The document discusses several principles and best practices for user interface design. It covers topics like consistency, universal usability, providing feedback, preventing errors, and making designs easy to remember. Measurement of usability is also discussed through objective metrics like task completion times and number of errors.
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0% found this document useful (0 votes)
22 views6 pages

Uiux 2

The document discusses several principles and best practices for user interface design. It covers topics like consistency, universal usability, providing feedback, preventing errors, and making designs easy to remember. Measurement of usability is also discussed through objective metrics like task completion times and number of errors.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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golden rules:

1. *Be Consistent/ Strive For Consistency*


- Do the same things in similar situations.
Use the same words, fonts, colors, and layouts all the time.
Exceptions should make sense and not be too confusing.

2. *Make it for Everyone / Seek Universal Usability*


- Think about different people using your design.
From beginners to experts, young and old, with or without disabilities –
design for all of them.
Adding helpful features for beginners and shortcuts for experts makes the
design better.

3. *Give Feedback / Offer Informative Feedback*


- Keep users informed about what is going on.
Provide feedback for every user action.
Use appropriate feedback within a reasonable amount of time.

4. *Finish Actions Clearly/ Design Dialogs to yield Closure*


- Actions should be like stories with a beginning, middle, and end.
If we consider an example of an e-commerce website that provides users with
product information from selecting a product to the checkout ending with same
information.

5. *Stop Big Mistakes / Prevent Errors*


- Make sure the user interface is as user-friendly as possible.
such that user doesn’t make any serious errors.
For example, if a user is filing a form and if he types an mobile nu or pin
code then he should be redireted to update only the specific mistake and all other
details must be saved and need not be entered again.

6. *Let Users Undo Things / Permit Easy Reversal of Actions*


- If users make a mistake, they should be able to undo it.
This makes users feel more comfortable exploring the design.
Make sure the actions are as much as reversible. such that user doesn’t feel
anxiety.

7. *Keep Users in Charge/ Keep Users in Control*


- Experienced users want to feel like they are in control.
They don't like surprises or changes in how things work.
Users should never feel lost.

8. *Make it Easy to Remember / Reduce Short Term Memory Load*


As Humans have a limited capacity for Information processing in short-term
memory.
- People can only remember a few things at a time.
For example, phones should remember numbers, websites should stay visible,
and forms should fit on one screen.

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Title: 4 Pillars

1. Four Pillars of Design:


- User Interface Requirements:
- Clearly specifying user needs is crucial for successful development.
- Describing system behavior, using requirements to create the design.
- Guidelines Documents and Processes:
- Guidelines for words, icons, layouts, and more ensure consistency and
usability.
- Tailored to project needs, they contribute to effective design processes.

- User-Interface Software Tools:

- Tools help visualize and modify designs before implementation.


- These tools are an essential part of a designer's toolkit.

- Expert Reviews and Usability Testing:


- User testing, surveys, and reviews validate design decisions.
- Prioritizing user perspectives, this pillar emphasizes continual improvement
and user satisfaction.

2. Ethnographic Observation:
- Preparation:
- Understand organizational policies and work culture for effective
observation.

- Field Study:
- Observe and interview users, collecting diverse data for design insights.

- Analysis:
- Compile data into databases for a comprehensive understanding of user needs.

- Reporting:
- Prepare a report and present findings for impact, considering diverse
audiences and goals.

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Usability Testing:
1) Imagine you're designing a cool app or website. Usability testing is like having
a bunch of friends try it out before you launch it for everyone.

2) Usability testing is like a structured exploration where real users interact


with a potential design. There are a few ways to do this:

1. Paper and Pencil (Paper Prototype):


- Users interact with a basic paper version of the design, helping designers
understand how it work.

2. Heuristic Evaluation:
- Experts review the design based on established usability principles,
highlighting potential issues.

3. Cognitive Walkthrough:
- Designers imagine themselves as users and walk through the design, user
actions and identifying potential problems.

4. Usability Lab (Functional Prototype):


- Users engage with a more advanced, working version of the design in a
controlled environment.

What's in Usability Testing?


- Users:
- Real users who are given tasks to do using the design.
This helps understand how it works for actual users.

- Design:
- This could be a fully working version or a simple paper version of the design.
It's what users are interacting with during the test.

- Tester:
- The person or team overseeing the test. They observe how users interact, note
any issues, and insights for improvement.

3) In simple words, usability testing is like a practice run for your design. You
get to see how real people use it, fix any problems, and make it the best it can be
before showing it to the world.

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*Practical Measures of Usability:*

1. *Efficiency:*
- How well the software helps users do things without wasting time or effort.
It's like getting things done quickly and easily.

2. *Effectiveness:*
How accurately and completely users can finish tasks with the software. It's
like hitting the target every time.

3. *Productivity:*
- Getting the most out of the software compared to the time and effort put in.
It's about being efficient while getting useful results.

4. *Satisfaction:*
- How happy users feel when using the software. It's like asking, "Did you enjoy
using it?" in a survey.

5. *Learnability:*
@@- How easy it is for users to figure out and use the software, both at the
start and when learning new things. It's like quickly getting the hang of a new
game.

6. *Safety:*
- Making sure the software doesn't cause harm to people or things. It's like
using a tool without worrying about accidents.

7. *Trustfulness:*
- How much users can rely on the software. It's like trusting a good friend –
dependable and faithful.

8. *Accessibility:*
- Making sure the software can be used by everyone, including those with
disabilities. It's like ensuring that everyone can join the fun.

9. *Universality:*
- Considering and welcoming users from different backgrounds and cultures. It's
like making a product that suits everyone.

10. *Usefulness:*
- Whether the software helps users solve real problems in a good way. It's like
having a tool that's not just cool.

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*Objective Usability Measures:*


We focused on specific, measurable aspects to gauge the system's usability.

1. *Number of Queries Issued:*


- What it measures: How many times user asked the system for information.
- Why it's important: Shows how engaged users are in searching for what they
need.

2. *Amount of Search Time:*


- What it measures: The user spent lot of time for searching until they found
what they were looking for.
- Why it's important: Helps us understand how quickly users can get satisfying
results.

3. *Amount of Browsing Time:*


- What it measures: The time spent navigating or browsing through the system.
- Why it's important: how efficiently users can move around the system.

4. *Number of Search Steps:*


- What it measures: The number of actions users to before finding relevant
results.
- Why it's important: Reveals the complexity of the search process and user
interactions.

5. *Number of Browsing Steps:*


- What it measures: The number actions users to check the information they
wanted.
- Why it's important: how smoothly users can navigate through the system.

## 6. *Number of Zero-Hit Pages:*


- What it measures: How many times the system couldn't find any matching
information for users.
- Why it's important: Helps identify situations where the system might struggle
to provide relevant content.

7. *Number of User Errors:*


- Examples of errors:
- Clicking on the wrong link.
- Making mistakes in the search query.
- Why it's important: Pinpoints areas where users might be getting confused or
difficulties.

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Development methodologies in UI/UX involve various roles and phases of activities


to ensure the creation of user-friendly and effective digital products. Here's an
overview of the typical roles and phases in UI/UX development methodologies:

### 1. *Waterfall Methodology:*

#### Roles:
- *UI/UX Designer:* Designs the user interface and experience.
- *Developer:* Implements the design into the application.
- *Tester:* Ensures the final product meets quality standards.

#### Phases of Activities:


1. *Requirements Gathering:*
- Define project goals, user needs, and features.
2. *UI/UX Design:*
- Create wireframes, mockups, and prototypes.
3. *Development:*
- Implement the design into the application.
4. *Testing:*
- Verify the application against specifications.
5. *Deployment:*
- Release the final product to users.

### 2. *Agile UX Methodology:*

#### Roles:
- *Product Owner:* Represents the user's perspective and defines priorities.
- *UI/UX Designer:* Works on design sprints and iterative improvements.
- *Developer:* Collaborates in cross-functional teams for rapid development.
- *Tester:* Ensures the ongoing quality of the evolving product.

#### Phases of Activities:


1. *Backlog Refinement:*
- Prioritize user stories and features.
2. *Design Sprint:*
- Rapidly design and prototype specific features.
3. *Development Sprint:*
- Implement and release features in short cycles.
4. *User Testing:*
- Collect feedback and iterate on designs.
5. *Continuous Deployment:*
- Regularly release updated versions with new features.

### 3. *Design Thinking:*

#### Roles:
- *Empathizer:* Understands and empathizes with users.
- *Definer:* Reframes and defines the problem based on user insights.
- *Ideator:* Generates creative solutions.
- *Prototyper:* Creates prototypes for testing.
- *Tester:* Collects feedback and iterates on designs.

#### Phases of Activities:


1. *Empathize:*
- Understand user needs through research.
2. *Define:*
- Define the problem and user requirements.
3. *Ideate:*
- Generate creative design solutions.
4. *Prototype:*
- Create prototypes to visualize ideas.
5. *Test:*
- Collect user feedback and iterate on designs.

### 4. *Lean UX Methodology:*

#### Roles:
- *Product Owner:* Defines goals and priorities.
- *UI/UX Designer:* Creates minimum viable designs for quick testing.
- *Developer:* Implements MVPs for rapid user testing.
- *Tester:* Gathers user feedback for continuous improvement.

#### Phases of Activities:


1. *Hypothesize:*
- Formulate hypotheses about user needs and preferences.
2. *Build:*
- Create minimum viable designs and prototypes.
3. *Measure:*
- Test designs with real users and collect feedback.
4. *Learn:*
- Analyze user feedback and iterate on designs.

### 5. *Scrum (Adapted for UX):*

#### Roles:
- *Product Owner:* Represents user needs and sets priorities.
- *Scrum Master:* Facilitates communication and removes impediments.
- *UI/UX Designer:* Collaborates on design sprints within development cycles.
- *Developer:* Implements designs in short iterations.
- *Tester:* Ensures quality through continuous testing.

#### Phases of Activities:


1. *Backlog Refinement:*
- Prioritize user stories and features.
2. *Design Sprint:*
- Design and prototype specific features within a sprint.
3. *Development Sprint:*
- Implement and release features in short cycles.
4. *Testing and Review:*
- Regularly test and review features.
5. *Sprint Review and Retrospective:*
- Gather feedback and plan improvements for the next sprint.

These roles and phases provide a general overview, and the actual implementation
may vary based on the specific needs of the project and the chosen development
methodology.

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