UIX Unit - 4
UIX Unit - 4
SKETCHING PRINCIPLES
Sketching
Sketching is a distinctive form of drawing which designers use to propose,
explore, refine and communicate ideas.
Sketches are easy, fast, and cheap to create, iterate, and if needed, even discard
without much effort. Unlike written or verbal communication, sketches sidestep
rules of grammar and help clearly communicate ideas, all but eliminating
misunderstandings.
Sketches help you propose, explore, refine and communicate your design ideas.
Not all drawings are sketches.
Sketches are:
Quick: Don’t invest a long period producing them.
Timely: Produce them when and as the need arises.
Disposable: Rely on their usefulness to explore a concept and not on their
production costs.
Plentiful: Produce sketches as a collection that explores different aspects of
interaction over time.
Minimalist: Use sketches to clarify one concept at a time.
Enhancing Sketches — Annotations, Arrows and Notes
Types of Sketching
1.Scribble Sketching
The idea behind this technique is to capture, as fast as possible and with the
broadest of strokes, the essence of the object, design or action you are trying to
preserve. Leave out non-important details, decorations, text and other non-essential
elements.
Cons of sketches
Sketches lack detail and are ambiguous by design. As such, you cannot use
sketches to convey complex interactions of an app, for example.
Sketches are almost never of high enough fidelity to be useful with people
outside of the team, since they rarely have the context to understand what the
sketch is meant to convey.
Sketches are not very helpful in convergent processes where you want to select
a few best ideas—other forms of prototypes, such as paper prototypes or
wireframes, are more helpful.
When to Use Sketches
Use sketches in early, divergent stages of your design process.
Sketch out your rough ideas so you can discuss them with team-mates.
Sketching Principles
Best Practices and Tips for Sketching
Always sketch out your ideas, rather than store them in your head! Design
thinking emphasizes a bias towards action. Whenever you have an idea, sketch it
out, no matter how silly it seems—you will be able to evaluate it much better
when it’s on paper rather than in your head.
Use the right amount of detail: remember that a sketch should be rough and
quick. Don’t spend extra time adding details which are not required for your
quick sketch.
Draw diagrams to map out complex ideas or use cases, where many factors and
players affect one another. Journey maps, behavior maps, system flow diagrams
and a range of other mapping methods are at your service to help you scope out
complex situations.
Invite other team-mates to join in your sketching sessions, when appropriate.
Because sketches are so easy to create, they are great opportunities for you to
involve other stakeholders in the design process.
The best way to gain confidence in sketching is to practice.
Create a Record of Failed Design Efforts
Keep a record of failed design efforts. Gather objects and situations that annoy
you. Write down the reasons behind this negative effect.
Create a Record of Successful Design
Keep a record of successful design. This will help you draw inspiration from
multiple domains to ground your design work on features other than those of the
digital realm.
How to Perform a Sketch Test
The procedure is simple:
1. Content that is not easily perceptible in the document (e.g. using blue text
to annotate a screenshot made it difficult to notice against a similar
background),
2. Content that is not comprehensible
During a sketch test, notice if your participant exhibits any of the following
behaviors,
Dr. David Travis of User focus identified that the analogy of the red route. By
identifying the core paths users will take on a website should be identified as the red
routes. London’s Red Routes as a metaphor for frictionless user journeys.
How does Red route help in Designs?
“When applied to design, these red routes are the critical and frequent paths that users
take to complete their tasks”
We can decide if one of the product backlog items lies on a red route by asking
two simple questions:
Identifying red routes helps your team prioritise user needs and facilitate
alignment amongst your stakeholders.
It also helps avoid scope creep and the introduction of
extraneous/ancillary features.
Most importantly, it helps your team build and optimise product features
that deliver the most value to your customers and drive your key metrics.
RESPONSIVE DESIGN
Responsive web design (RWD) is a web development approach that creates
dynamic changes to the appearance of a website, depending on the screen size and
orientation of the device being used to view it. RWD is one approach to the
problem of designing for the multitude of devices available to customers, ranging
from tiny phones to huge desktop monitors.
RWD uses so-called breakpoints to determine how the layout of a site will
appear: one design is used above a breakpoint and another design is applied
below that breakpoint. The breakpoints are commonly based on the width of the
browser.
Definition
Responsive design is an approach to web design in which the interface adapts
to the device's layout, facilitating usability, navigation and information seeking.
Benefits of Responsive design
Reach a larger audience: nowadays, more users access the web through
mobile devices.
Save time and development efforts since designers and developers only focus
on one design version.
Improve SEO, as search engines reward mobile-friendly websites with better
search positions.
Ensure brand and design consistency across devices, as there is no chance to
modify guidelines to fit different design boxes.
Why Responsive Design is so Popular?
More users were starting to access web material on handheld devices than on
desktops. There were two main design approaches to deal with designing across
devices:
Designers could craft several versions of a design optimized for different
devices and make each have fixed dimensions (adaptive design approach).
They could work on a single, flexible design that would stretch or shrink to fit
the screen (responsive design approach).
Understanding the Language of Responsive Design
Responsive design has three core principles:
1.Fluid Grid System
Grid systems are aids designers use to build, design, arrange information and
make consistent user experiences. In interaction design, multi-column,
hierarchical and modular are the most widely-used types of grids.
The principle of a grid is simple: every element occupies the same percentage
of space, however large or small the screen becomes, which means that the
components can be scaled up and down as the user switches devices.
In the below image, you can see that the fixed version of the content has the
same width regardless of the device whereas in the fluid version the content
fills the available space depending on the device size
2.Fluid Image
In responsive design, fluid images are images that scale to fit their container,
meaning that when the browser reaches a breakpoint, the image will scale up or
down to the current window size.
For non-photographic images, such as icons, you can use SVG files—these file
formats are lightweight, and you can scale them to any resolution without
losing quality.
Media Queries and Breakpoints
Media queries are filters that detect the browsing device's dimensions and
make your design appear appropriate regardless of the screen size. To aid
media queries, you have breakpoints: these are the values where the content of
your website will be rearranged to provide the user with the best possible
experience.
Media queries and breakpoints go hand in hand, and both can be defined in
your CSS style sheets. For designers, a breakpoint is a boundary where the
design will change to accommodate the features to the new size.
Best Practices & Considerations for Responsive Design
With responsive design, you design for flexibility in every aspect—images,
text and layouts. So, you should:
WIREFRAMING
Definition
Wireframing is a visual representation of the workflow of a website or mobile
application. This preliminary design step illustrates the page's structure, layout,
and functionality. It helps in planning the user experience without distractions
from color, graphics, or content.
The Elements of a Wireframe
The logo signifies brand identity. It usually sits at the top corner of a page and
anchors the brand's presence.
Navigation helps users explore different parts of the site or app. Commonly
seen as a menu bar or sidebar, it directs users to primary sections or features.
Search fields allow users to find specific content or features. It's especially
useful for content-heavy sites.
Buttons prompt users to take actions like "Submit," "Read More," or "Buy
Now."
Videos mark the areas on the wireframe where multimedia content, such as
videos or animations, will appear.
Weaknesses
Not as precise or scalable as digital versions.
Difficult to share and edit in remote settings.
Lacks interactivity features present in digital tools.
Strengths
Allows designers to quickly visualize product listings, calls to action, and user
journeys.
Encourages a focus on essential eCommerce elements like product images,
pricing, and checkout flow.
Great for brainstorming promotional placements or special features.
Weaknesses
Doesn't capture the detailed intricacies of product variations or filters.
Limited in representing interactive elements like dropdowns or sliders.
Often lacks detailed space allocation for promotional content or ads.
3.Creating Wireflows
Wireflows are a combination of wireframes and flowcharts. They can
document workflow and screen designs when there are few pages that change
dynamically.
In the UX field, wireframes are a common deliverable to show page-level
layout ideas, whereas flowcharts are useful for documenting complex
workflows and user tasks.
Wireflows are used when documenting mobile, desktop, or web apps that
don't have many unique pages, but instead feature a few core pages which
change content (or layout) dynamically based on user interaction.
BUILDING A PROTOTYPE
Prototyping
Prototyping is an experimental process where design teams
implement ideas into tangible forms from paper to digital. Teams build
prototypes of varying degrees of fidelity to capture design concepts and test on
users.
Prototype
A prototype is a simple experimental model of a proposed solution
used to test or validate ideas, design assumptions and other aspects of its
conceptualization quickly and cheaply, so that the designer/s involved can make
appropriate refinements or possible changes in direction.
Remarkable Reasons for Prototyping
The advantages of prototyping are that you:
Low-fidelity
Example: Paper prototypes
Pros: Fast and cheap; disposable; easy to make changes and test new
iterations; allow a quick overall view of the product; anyone can produce
them; encourage design thinking since prototypes are visibly not finalized.
Cons: Lack of realism, so users might have a hard time giving feedback; hard
to apply results from crude early versions; may be too basic to reflect the user
experience of the finished product; can oversimplify complex issues; lack of
interactivity deprives users of direct control; users must imagine how they
would use the product.
High-fidelity
Example: Digital prototypes created on software such as Sketch or Adobe XD
Pros: Engaging—all stakeholders have the vision realized in their hands and
can judge how well it matches users’ needs and solves their problems; testing
will yield more accurate, more applicable results; versions closest to the final
product enable you to predict how users will take to it in the marketplace.
Cons: Longer/costlier to create; users are more likely to comment on
superficial details than on content; after hours of work, you the designer are
likely to dislike the idea of making changes, which can take considerable time;
users may mistake the prototype for the finished product and form biases.
Prototyping to Test
This will be the most common prototype you will create in a design project.
Create iteratively improved prototypes in order to test out solutions quickly, and
then use the test results to improve your ideas.
Prototyping to Decide
Sometimes in your design project, you may face conflicting ideas from
different team-mates or stakeholders. Prototyping can be an effective tool for
enabling your team to compare the ideas and prevent any disagreements from
developing.
When building a prototype to decide, you can see how each of the solutions
will work better. You will be able to see whether the prototypes lack in some areas;
for example, you may realise that the prototype would not work in the natural
environment of users. Your team will also be able to see the different ideas tangibly,
and hence discuss the ideas and build on them, or suggest ways to merge the best
aspects of each prototype.
Mockups look like screenshots from a completed, real app, they are
little more than images Mockups are fully polished visual designs sometimes
rendered in realistic devices that include branding, colors, images and
typography.
Advantages:
Mock-ups incite criticism from users because they are low-cost (can be made
of cardboard) and low-fidelity. If a user is presented with an early version of a
system that has required substantial work, he/she is likely to be more
reluctant (as well as able) to critise it.
When using mock-ups of cardboard or similar materials, the user and
designer can collectively change the design using familiar tools such as pens,
scissors etc. As such, mock-ups are a discussion medium and a discussion
facilitator between designer and user.
Not only can the mock-up function as a discussion medium between designer
and user but also between the members of the design team. Thus, mock-ups
may help facilitate work across disciplinary borders, bringing together a
disparate team.
Mock-ups make it possible to do usability testing early in the development
process.
Mock-ups incite and legalise experimentation as they are inexpensive to alter.
Mockups focus on content and functionality and turn attention away from
details of graphic design
Examples of mockups
After a couple of tests with the mock-up, it was made into a prototype
programmed in Macromedia Flash (figure 2). The prototype was more 'polished' and
allowed for more interactivity. Using prototype, various scenarios of use (use cases)
were tested with the users, after which the Flash prototype was built into a real
application (programmed in Java).
What you do matters more than the tool you choose – UX tools are
instrumental to—not guarantees of—your success. As a designer, you can
only make impressive and useful solutions if you know what goes where and
why. UX experts and recruiters agree that skills come first. So, you should
always start with important UX considerations and know what you want to
achieve. Then, you select the best tool for the job at hand, even if it’s only
pencil and paper. Otherwise, you’ll constrict your vision because the tool can
frame your ideas and blind you to users’ needs. Beautiful, trendy-looking
products won’t necessarily prove you empathize with users.
UX tools are constantly evolving – New tools and third-party add-ons to
existing ones keep appearing on the market. So, it’s vital to stay grounded in
the timeless principles of human psychology and your craft, instead of chasing
the fleeting shadows of software’s freshest updates. Software will keep
changing; users’ brains won’t.
Organizations use different tools –Company practices—including choice of
UX tools— vary. Moreover, with time, they’ll switch to the next best thing for
them.
Adobe XD: This all-in-one UX/UI design software allows for wireframing,
prototyping, and collaboration in the same platform
Figma: Known for its cloud-based interface, Figma enables real-time
collaboration, making it a favorite among design teams.
Sketch: Although the Sketch app is only available for macOS, Sketch has a
robust set of features and an extensive plugin ecosystem, making it a powerful
tool for user experience design.
InVision: InVision offers a suite of tools for prototyping, collaboration, and
workflow management, making it a comprehensive solution for design teams.
Axure RP: This tool stands out for its advanced prototyping capabilities,
allowing designers to create highly interactive and dynamic prototypes.
INTERACTION PATTERNS
In order to understand the role of patterns in interaction design, we look into
experiences with objects from the real world: repetitive patterns can be found in wild
nature, interior design, fashion, and even human behavior.
On a basic level, a pattern is a replication of an elementary composition in an
obvious way. When it comes to user interface design we can apply similar decisions
to solve typical problems. No need to reinvent the wheel, 99% of design issues
already have a well-known solution.
Once you gain an understanding which pattern solves what problem, you’ll
start saving time by working effectively. Lots of designers at the beginning of their
carriers make the same mistake – they spend a lot of time producing a unique
solution. It’s better to search for the right one instead. In this case unique doesn’t
mean the best. There is no shame in learning from someone else, so don’t forget to
check yourself — do the results you get overrun affords you applied?
It’s also common for a designer to choose a pattern without having a deep
understanding of the problem. As a result, a chosen pattern is inappropriate and
instead of solving a problem, it causes a chain reaction of issues that will be hard to
resolve.
Do not forget about those who will work with your design afterwards –
developers, support service and of course — users. They will appreciate it.
Help users interact with the system by filling the data and receiving results
(for instance: text fields, select boxes, drag and drop, pickers, etc).
3. Dealing with data patterns
Organize content for quick review, easy search and processing (samples:
galleries, tables, cards).
4. Social patterns
Optimise users’ communication between each other online (chats, boards,
testimonials, follow).
There are different methods for usability testing. Which one you choose
depends on your product and where you are in your design process.
Usability Testing is an Iterative Process/How to do
usability test
To make usability testing work best, you should:
1) Plan
a. Define what you want to test. Ask yourself questions about your
design/product. What aspect/s of it do you want to test? You can make a hypothesis
from each answer. With a clear hypothesis, you’ll have the exact aspect you want to
test.
b. Decide how to conduct your test – e.g., remotely. Define the scope of what
to test (e.g., navigation) and stick to it throughout the test. When you test
aspects individually, you’ll eventually build a broader view of how well your
design works overall.
2) Set user tasks
a. Prioritize the most important tasks to meet objectives (e.g., complete
checkout), no more than 5 per participant. Allow a 60-minute timeframe.
b. Clearly define tasks with realistic goals.
c. Create scenarios where users can try to use the design naturally. That
means you let them get to grips with it on their own rather than direct them
with instructions.
3) Recruit testers
Know who your users are as a target group. Use screening
questionnaires (e.g., Google Forms) to find suitable candidates. You
can advertise and offer incentives. You can also find contacts
through community groups, etc. If you test with only 5 users, you can still
reveal 85% of core issues.
4) Facilitate/Moderate testing
Set up testing in a suitable environment. Observe and interview
users. Notice issues. See if users fail to see things, go in the wrong direction
or misinterpret rules. When you record usability sessions, you can more easily
count the number of times users become confused.
Ask users to think aloud and tell you how they feel as they go through the
test. From this, you can check whether your designer’s mental model is
accurate: Does what you think users can do with your design match what
these test users show?
1.Qualitative or quantitative
Any user research will fall into the category of qualitative or quantitative. You
ideally want usability testing to gather both kinds of data, to provide a rounded
evaluation of the user experience.
2. Moderated or unmoderated
Moderated and unmoderated usability testing are two different approaches to
usability. In moderated usability testing, a moderator guides the users through the test
(in-person or remotely). They answer any questions participants may have, ask follow-
up questions, and record observations during the test.
Unmoderated usability testing, as the name suggests, doesn’t involve a
moderator. Users complete tasks independently, typically using usability testing
tools that record their actions and responses.
3. Remote or in-person
Research can be done remotely or in-person, depending on the type of product
you're testing and your research goals.
Remote usability testing can be moderated or unmoderated, and is done using
online tools or software that allows users to share their screens, record their activity,
and provide feedback. It’s useful because your team and test participants can be based
in entirely different locations.
In-person usability testing, on the other hand, is conducted in a physical location,
usually a usability lab or other research facility. For that reason, it can be more
expensive, time-consuming, and limiting in terms of sample size and geographic reach.
Many researchers opt for remote research, however in-person testing may be necessary
for products that require safety considerations, supervision during use, or physical
testing.
Qualitative usability testing, a popular UXR method in which participants think
aloud as they interact with a prototype or product.
The best method for answering the question: Can people actually use
this thing?
Preference testing. This method is used to find out which version of a design
people like better.
Subjective but useful tests for measuring user opinions about your
designs.
Surveys, a deceptively simple process for collecting data from respondents
through a questionnaire.
How to use this (deceptively simple) research method correctly.
Tree testing, a technique for testing your information architecture (IA). Tree
testing often follows card sorting.
Understand your information architecture by watching your users
swing from branch to branch.
First click testing, which is just what it sounds like. First click studies help assess
the usability of a product by whether users are able to efficiently complete a task.
First click, best click—or at least, it better be. When the first click fails,
the rest of the session tends to tank as well.
Task analysis. This method, which is often paired with other methods, helps you
understand user goals and the steps they take to achieve them.
Break it down for me—understand how users accomplish and think
about complex tasks.
A/B testing, for when you need to know which version of your product performs
better in a test.
Apples or oranges? Night or day? Big or small? A/B testing will help
you decide which variable is better.
Unclear goals
Synthesizing data can become time-consuming and problematic when your user
experience (UX) research doesn’t have defined goals.
Data should link back to core goals to continually problem-solve for users. This
ensures you create user-centric products and limit the data you collect to the most
crucial areas.
Bias and assumptions
Teams may bring biases or rely on assumptions when synthesizing data. To
avoid this, all team members must stay objective to ensure any insights are evidence-
based.
Contradictory insights
Sometimes, throughout the synthesis process, you may discover conflicting
findings. It’s helpful to cross-validate the data sources to discover why these
contradictions may have occurred.
A deeper analysis may explain the discrepancies. Considering the context of
different data sources can be insightful.
Insufficient reviews
When making investment decisions, it’s essential to review the data thoroughly.
Mistakes can understandably occur when handling large amounts of data.
It’s helpful to use advanced tools, use AI to boost accuracy (but be wary of
relying on it entirely), and have multiple people review the findings.
How to synthesize data, analyze it, and gain insights
To get started on synthesizing your user research data, follow these best practice
steps:
1. Define the research goals
All UX research projects should have clearly defined goals. This ensures data is
relevant to improving your products’ UX and isn’t speaking to issues your users don’t
have. In UX, all goals should keep the user front-of-mind, so any insights speak directly
to their experiences.
Remember also that all goals should be SMART (specific, measurable, achievable,
relevant, and time-based) to be effective.Some examples of research goals could be:
Identify the pain points associated with the shopping cart to streamline the
process and prevent drop-offs.
Understand user privacy concerns and define better ways of managing user
data securely and communicating those measures to customers.
Identify core issues in customer sentiment to highlight how the business
can improve across key areas.
2. Collect and organize data
Once you’ve defined your goals, collect data from a range of sources like:
Surveys
Interviews
Focus groups
Usability testing
Website analytics
A/B testing
Diary studies
Social media comments
Call center notes
Chatbot conversations
Ideally, gather quantitative and qualitative data to gain a full understanding.
These research types help you see how users think, feel, and behave in certain
situations.
Researchers should collect all of the data with the project's core goals in mind.
3. Use a UX research repository
Gaining data from diverse sources is important, but it can make management
tricky. To simplify things, gather and store data in one platform where all relevant team
members can manage it. This will also allow your team to group the data in meaningful
ways.
An all-in-one platform to store, manage, and analyze data is critical. Dovetail
allows teams to bring all customer data into one streamlined platform to collaborate,
discover insights, and act on them quickly. This can vastly speed up the process of
managing disparate data sets.
4. Develop a UX research taxonomy
To synthesize data effectively, develop a categorization system known as a
research taxonomy. This coding system can help your team quickly identify data trends
and patterns.
A taxonomy ensures that you can organize and classify data from many sources.
Creating a taxonomy means you can analyze the data as one group set to boost
efficiency and draw deeper insights.
To develop a UX research taxonomy, keep these three best practice steps in
mind:
Define clear terminology to understand how disparate pieces of data can
logically and accurately fit together. This will keep the information uniform and legible
to all team members.
Make it relevant: The best taxonomy for your organization’s project may differ
from another’s. Ensure your taxonomy is relevant to the project’s aims.
Provide documentation to ensure all core stakeholders can access and
understand the terminology. Documenting the process also enables teams to review and
reuse the research in the future.
5. Look for patterns and trends
Group similar pieces of information into distinct categories or levels based on
common characteristics, themes, or patterns. Use codes/tags that can be inductive
(data-driven codes) or deductive (predefined codes).
Once you’ve synthesized the data into one coded set, it’s significantly easier for
your team to discover patterns and trends. Common and specific pain points for
customers will become more evident. And you’ll likely discover trends that you didn’t
expect.
As you analyze the data, keep the core goals and end users in mind. The insights
you gather throughout this process should link to the goals, which should always benefit
the end user.
6. Share your findings
Once you’ve gathered insights, it’s essential to communicate them. Insights are
wasted if core stakeholders can’t act on them. After all, they’re the ones who will drive
change.
Collate all findings into an easy-to-understand report with critical insights,
actions, and project owners highlighted. Consider different learning styles by adding
color, images, and graphs to communicate the information simply and clearly.
Creating timelines can ensure that change happens in a timely way.