Ui & Ux Design Notes (Unit1-5)
Ui & Ux Design Notes (Unit1-5)
REGULATION: 2021
YEAR: III
SEMESTER: VI
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What is UI?
UI design UX design
What is UI design?
User interface (UI) design is the process designers use to build interfaces in software
or computerized devices, focusing on looks or style. User interface design is
responsible for a product's appearance, interactivity, usability, behavior, and overall
feel.
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Many different types of UI design exist. The table below compiles a few of the most
popular and well-known.
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Guidelines:
1. Make buttons and other common elements perform predictably
(including responses such as pinch-to-zoom) so users can unconsciously use
them everywhere.
2. Maintain high discoverability. Clearly label icons and include well-
indicated affordances: e.g., shadows for buttons.
3. Keep interfaces simple (with only elements that help serve users’
purposes) and create an “invisible” feel.
4. Respect the user’s eye and attention regarding layout. Focus on hierarchy
and readability:
a. Use proper alignment. Typically choose edge (over center)
alignment.
b. Draw attention to key features using:
i. Color, brightness and contrast. Avoid including colors or buttons
excessively.
ii. Text via font sizes, bold type/weighting, italics, capitals and distance
between letters. Users should pick up meanings just by scanning.
Guidelines:
5. Make buttons and other common elements perform predictably
(including responses such as pinch-to-zoom) so users can unconsciously use
them everywhere.
6. Maintain high discoverability. Clearly label icons and include well-
indicated affordances: e.g., shadows for buttons.
7. Keep interfaces simple (with only elements that help serve users’
purposes) and create an “invisible” feel.
8. Respect the user’s eye and attention regarding layout. Focus on hierarchy
and readability:
a. Use proper alignment. Typically choose edge (over center)
alignment.
b. Draw attention to key features using:
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• Divergence creates space and possibilities, while convergence brings focus and
direction.
• Designers move back and forth between these two processes throughout the
design thinking process, building on the insights and ideas generated during
each cycle to refine and improve the solution.
• Divergent and convergent phases are non-linear.
Divergence Thinking:
• Divergence is the process of exploring and generating a wide range of ideas
and possibilities without any judgment or criticism.
• Divergent thinking allows designers to expand the possibilities and consider
different
perspectives, angles, and dimensions of the problem
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Convergent Thinking:
• Convergent thinking refers to the process of selecting, evaluating, and refining
the most promising ideas from the divergent phase.
• It involves narrowing down and refining possibilities by selecting the best ideas
and combining them to create a coherent and effective solution.
1. Diverge to ideate
• Generate a wide range of ideas without judgment or criticism in a
brainstorming session or other quick ideation exercise.
• Use this discovery period to identify the problem and encourage team
members to come up with many possible solutions.
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• The goal in this convergent phase is to clearly define the problem, then
understand and map any assumptions behind the ideas, and clarify the
requirements for an effective solution.
• Evaluate the ideas the team has so far with the Critique template.
The final divergent step involves refining the solution, testing it for viability,
and getting the buy-in and resources to implement it.
5. Implement
Implement the selected ideas and monitor their effectiveness, iterating the
process as needed to continue improving the customer experience.
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Definition of brainstorming
Purpose of brainstorming:
Benefits of brainstorming
• Encourages creativity
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1. Reverse brainstorming
In a typical brainstorming session, the group is asked to consider solutions to a
problem. Reverse brainstorming is simply the opposite: teams are asked to ideate on
the problem instead of the solution. This type of brainstorming is done before the start
of an important project, as it helps teams anticipate any future obstacles that might
arise.
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4. SCAMPER model
Developed by Bob Earle, an author of creativity books for kids, the SCAMPER
model was originally a game aimed at imagination development in adolescents. It has,
however, become popular in the corporate world as a means of improving and
encouraging creativity in team members when dealing with complex, defined
problems. Using this model, your team will view a problem through 7 filters:
substitute, combine, adapt, modify, put to another use, eliminate, and reverse.
5. Rapid ideation
Rapid ideation brainstorming is almost the exact same thinking model as
random word brainstorming. In this method, however, everyone writes down the
solutions they are thinking of instead of shouting them out. This gives participants a
bit more privacy with their immediate thoughts — possibly leading to even more
creative and revolutionary outcomes.
6. Starbursting
Once again, brainstorming can change based on the team’s perspective and each
session’s expected outcome. Starburst brainstorming focuses on getting the team to
ask questions instead of coming up with answers.
1. Assign a facilitator
When done as a group, a brainstorming session needs to have boundaries. You
need to choose someone who will facilitate the session and provide guidelines for the
thinking exercises. This is so the session doesn’t get too scattered and stays on the
right track. The facilitator should pose questions and guide the group from start to
finish.
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• Focus on quantity
People often like to say, "Focus on quality, not quantity," but it’s the opposite
when brainstorming. In a brainstorming session, you should focus on getting
as many ideas on the board as possible, even if they're only one-word ideas.
These can all be used to come to a holistic solution at the end of the session.
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• Mix it up
Brainstorming should be a fun and creative endeavor. You shouldn’t be
too rigid — though some ground rules are important. If your team has weekly
brainstorming sessions, try new brainstorming techniques and activities each
time you meet. This will keep your team members on their toes and help make
them excited about the next meeting.
• Avoid criticism
OBSERVATIONAL EMPATHY:
Empathy is defined as “the action of understanding, being aware of, being
sensitive to, and vicariously experiencing the feelings, thoughts, and experience of
another without having the feelings, thoughts, and experience fully communicated in
an objectively explicit manner.”
Designers need to build empathy for their users in order to take the right course
of action. It’s important to understand how the user feels when interacting with a
certain product or interface; does the layout of this website evoke feelings of
frustration? What emotions does the user go through when navigating this app?
• Empathy is considered the starting point for any design project, and constitutes
phase one of the Design Thinking process.
• During empathize phase, the designer spends time getting to know the user and
understanding their needs, wants, and objectives.
• The empathize phase requires you to set aside your assumptions.
• The first step in empathizing with your users is to suspend your own view of the
world around you in order to truly see it through your users’ eyes. When it
comes to Design Thinking and human-centered design, it’s time to stop
guessing and start gathering real insights about the user!
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Empathic research and design is not concerned with facts about the user, such as their
age or location. Rather, it focuses on their feelings towards a product and their
motivations in certain situations. Why do they behave in a certain way? Why do they
prefer to do this instead of that? Why do they click here rather than there when
presented with a particular screen or page?
• One option is to bring them in and observe them while they interact with
the product, or problem, you are trying to design for. You might video
them or record their screen as they navigate a website.
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3. Extreme users
In their quest to build empathy and truly understand the problem that their users face,
designers will often turn to extreme users. Extreme users help to reframe the problem
and uncover new insights: “Extreme users’ needs are somewhat amplified. They need
less or more of something to solve their problems. They often find workarounds to
existing problems, unlike average users.”
Engaging with extreme users can help you to identify problems and needs that so-
called mainstream users.
Throughout the empathise phase, you should constantly be considering the what, how, and
why of your users’ behaviour. The what-how-why framework can help you translate your
(assumption-free) observations into more abstract user motivations. Divide your page into
three sections and break down what you’ve observed as follows:
• What? Refers to the details of what has happened: for example, the user took
the following actions when entering their payment details on an ecommerce
website.
• How? Here you will consider how the user has completed these actions. What
were their facial expressions? Were they exerting a lot of effort? Did they seem
at ease, frustrated, or confused?
• Why? Now it’s time to make some educated guesses about the user’s
motivations and emotions as they complete these tasks.
5. Empathy maps
Empathy maps are another great tool not only for getting to know your users,
but for sharing this knowledge across the wider team. An empathy map is “a
collaborative visualization used to articulate what we know about a particular type of
user.
Empathy mapping requires you to consider your users in relation to four different
quadrants:
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1. Says: Contains direct quotes based on what the user has said, for example
during an empathy interview.
2. Thinks: Considers what the user might be thinking, but may not want to
explicitly reveal. For example: “Am I stupid for not being able to navigate this
website?”
3. Does: Looks at concrete actions the user takes, for example: refreshing a page,
clicking a button, comparing different options before making a purchase. 4.
Feels: Considers what emotions the user is experiencing at certain points. For
example: “Frustrated: Can’t find what they are looking for on the page.”
After the empathise phase, you’ll go on to define your problem statement based
on what you’ve learned about your users. This will then be followed by ideation,
prototyping, and testing
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UI elements are the visual elements that people can see on a website or app
interface (including the buttons, menus, text fields, progress bars, and so on). They
enable users to interact smoothly with the website or mobile app and get what they
want from it. They are also essential tools for designers looking to create a unique
visual language and to ensure consistency across different products.
The UI elements are grouped into four categories:
• Input controls
• Navigational components
• Informational components
• Containers
Input controls:
Input controls are a series of UI elements that enable users to input information
so that your website/app can react correctly and quickly to meet their needs. Many
basic UI components come under this category, such as buttons, text fields, images,
checkboxes, radius buttons, and drop-down lists. Some of the main input controls are:
1. Buttons:
A Button traditionally appears as a rectangular shape labeled with an icon,
text or both, and is typically used to handle user actions, like submitting, sending,
uploading, downloading, and so on.
2. Text fields
Text fields, also known as Input fields, are where users can enter text. This can
be a single or multiple lines. These are not limited to forms; any field that enables
people to input text or information comes under this heading, such as the commonly-
used "Search" field.
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4. Checkboxes
A checkbox is a basic UI component that allows users to make a binary choice
simply by checking or unchecking an option. Designers usually use a group of
checkboxes, grouped vertically or horizontally, to provide users with more options.
They are often a key feature of form or database design where they can
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Like a list box, a dropdown list is a common way of presenting a list. It is often
hidden, occupying only a single line of UI space before it is activated.
7. Toggles
Toggles are basic button components that enable users to turn something on or
off. They work just like an on-off switch. So they are often used to change website or
app settings where there are just two options, such as notifications, auto system updates,
and so on.
Navigational components
Navigation components are a range of UI components that can make it easy to
navigate through a website or mobile app. There are many navigational components,
such as:
1. Navigation bars: A navigation bar, generally located at the top of the
screen, is a section of the website or app interface that helps users navigate and get to
the information they are looking for. It contains many navigational buttons, such as
Home, Contacts us, About, Profile, and so on.
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3. Sidebars
Sidebars present a list of navigational actions or options located on the left or
right side of a website or app page. They often allow users to show or hide items or
even hide the entire sidebar if they wish. So, they are perfect to make a minimalistic
website or mobile app.
5. Accordion
The accordion is a navigational element that presents a list of navigational
items stacked vertically. This allows users to expand or collapse each item to check its
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6. Tree Menus
The Tree Menus are an advanced navigational component that displays all
navigational options in a tree structure. It is an intuitive way of presenting all related
options hierarchically. It is also another good option if you want to display large
amounts of information in a limited space.
7. Breadcrumbs:
A Breadcrumb provides users with a clickable trail of links to let them know
where they are within a website. Typically placed at the top of the page, it does a
great job of helping users see their current location and move between different
parts of the website.
8. Carousels
Carousels allow users to browse through a set of images, cards, or content in
limited webpage space. It is easy to click one of the images or cards to receive
more details from elsewhere. They can operate automatically or manually
according to individual requirements.
9. Search bars/fields
Search bars or fields allow users to search for pages, sections, or content by
entering key words or tags. These are used widely in UI design to create a more
pleasant browsing experience for users.
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10. Tags
Tags are often used in Blogs or Social websites to help users find content in
the same category quickly. While being used with Search bars, they serve more like
keywords that can help users find the content they are looking for with a few simple
clicks.
Informational components
Informational components are components that help share information with users,
including tooltips, progress bars, notifications, modal windows and alters, and many
more.
1. Tooltips
Tooltips provide users with hints to explain the name, use, or function of an
element. They appear when a user hovers the mouse over the element. Designers find
tooltips very useful for creating a more user-friendly product.
2. Progress bars
Progress bars are UI components used to show users how far along they are
in a process: for example, submitting, shipping, purchasing, or uploading, and so on.
They can also encourage users to carry on and complete all the steps to get to the
end.
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3. Notifications
A notification is a message that indicates a change, update, or error in a task, project, or
team. It is intended to encourage the user to check out what's new as soon as possible. It is
often automatically sent to participants when a change occurs.
4. Loader
A loader is often an animated component that tells users that the
website/mobile app is processing action in the background and asks them to wait
patiently. To make them wait enjoyable, loaders can have creative designs in
different forms and colors. For example:
Containers
Containers are UI components that can hold together a full set of components and
content that are related to each other so that you can use them as a whole.
1. Cards
Cards are typically rectangular or square module that contains different page
information, like buttons, texts, images and more, so that you can use them all as a
whole. These days, to create an intuitive yet clear layout and enhance UX
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2. Scroll boxes
Scroll boxes are UI elements used to create a scrollable content, enabling users
to view a large number of images, cards, or content in limited page space.
3. Forms
Forms are advanced components that can help collect user information, such as
shipping information, account information, registration information, contact
information, etc.
BRANDING
UI branding design is a set of assets and visual elements which make your
brand what it is, it could include logo, brand palette, typography, illustrations of a
specific style, animations & much more.
Logo
Logos are the backbone of a brand’s visual identity. Therefore when
designing a user interface, the logo should be one of the first things considered. It’s
standard for a logo to be placed somewhere in the header, as well as in the footer. As
a result, the logo is one of the first things a user sees when they load the webpage
and can instantly make the connection between the brand and interface.
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Imagery
Brand guidelines tend to include specifics as to what style of imagery should
be used within branding. UI designers will use the imagery guidelines when looking
for stock imagery to place within their designs.
Alternatively, UI designers can be provided with standard imagery and
illustrations that fit within the brand guidelines – which they will then take and insert
into the UI designs.
STYLE GUIDES:
A UI style guide contains all the rules and guidelines for the design of a
product’s user interface. It includes everything from typography to iconography to
color palettes and beyond.
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A grid system:
A grid system is a set of rules governing the placement of elements on a page. It
helps to create a sense of order and hierarchy and makes it easier for designers to lay
out content in an easily understandable format. The grid system includes everything
from the width of the margins to the size of the gutters.
Spacings: this is the distance between elements on a page and includes everything from
the margins to the padding. Proper spacing is important for creating balance and
harmony in your design. Use smaller spacings for tweaking elements within
components and larger spacings for placing elements on the page.
Breakpoints: a breakpoint is a point at which the layout of a page changes to
accommodate different screen sizes. This is important for responsive design, as it
ensures the content will look good on all devices.
Typography: typography refers to all the rules for formatting and place type.
This includes everything from the typefaces and font sizes to line spacing and the
hierarchy of headings and subheadings.
Text values: text values are the way words appear in your design, such as putting
all titles in title case. Button CTAs might be in all caps, and body text might be in
sentence case.
Define your rules and stick to them!
Numerical values: numerical values are your rules for numbers. For example,
you might decide all prices should appear with two decimal places, or dates need to
be written in a certain format. Again, define your rules and stick to them.
Rules for buttons: buttons are one of the most important elements in any UI, as
they’re the primary way users interact with your product. As such, it’s important to have
strict rules for how you’ll design them. This includes everything from the color and
shape of the button to the size of the text and the spacing around it. You should also
avoid having multiple buttons on one page (keep analysis paralysis at bay!) and get user
feedback on their actions. No one likes clicking ‘pay now’ only for nothing to happen.
Cue panic!
Iconography: an iconography system contains all the rules for using icons. This
includes everything from the style of the icons to their color to their size.
Colour palette: a color palette is a set of complementary colors used in your
product. A palette helps to create a unified look and feel and makes it easier for
designers to choose colors that work well together.
Layout guidelines: these should contain all the rules for how content is laid
out on a page. This includes everything from the size and spacing of elements to the
use of white space.
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Accessibility: accessibility guidelines contain all the rules for how you make
your product usable for people with extra needs. This includes everything from the use
of alternative text for images to the use of easily readable fonts.
Rules for forms: form design rules include everything from labels and input
fields to the spacing between elements. It should also encompass error messages, visual
cues (such as a longer field for ‘other comments’), and label placement.
Rules for tables: guidelines for tables should include everything from
headers and footers to the shading of cells. You should also specify text alignment
within cells and whether or not to use borders.
Gestalt principles and the law of similarity: the law of similarity states that
similar elements look like they’re part of the same group or related in some way. You
can use this to your advantage by grouping related items together and ensuring the
items in each group are similar. Why is it important to include this in your style guide?
Because it will make your product easier to use and help people understand how to
navigate it.
Creating a UI design style guide is no easy feat. But with our best practice tips,
you’ll be well on your way to success. Here’s what you need to do:
The first step in creating a style guide is to define its purpose. What are you
trying to achieve with it? Do you want to create a unified look and feel for your
product? Do you want to ensure all your designers are using the same rules?
(Probably both.) Once you know what you want to achieve, you can start planning
how to get there.
Who will use your style guide? Is it just for your design team, or will it also be
other teams, such as marketing and product teams? Knowing your audience will help
you decide what to include in your style guide and how to structure it.
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Before creating anything new, gather all your existing assets, such as product
logos, color palettes, and previous design guidelines. Having all of these in one place
will make it easier for you to create a new style guide consistent with what already
exists.
To start putting together the actual style guide, decide on its structure. How
are you going to organize all the information? There’s no right or wrong answer
here, but try and think about the order in which designers work.
1. Create a visual identity section
The first section of your style guide should outline your product’s visual identity.
This is where you’ll define things like your logo, color palette, and typography.
Including these elements in your style guide will help to create a unified look and feel
for your product.
The next section of your style guide should focus on the user interface. This is
where you’ll define things like your product’s layout, navigation, and buttons —
elements that shape the overall user experience.
The final section of your style guide should cover content, including elements
like the tone of voice and writing style. Having all of these in one place will help to
ensure your product’s content is consistent and on-brand.
Once you’ve created your style guide, make sure it’s easy to use. Add items
like a table of contents and an index so people can easily find what they’re looking
for. And make sure to keep it up to date as your product evolves.
Finally, don’t forget to get feedback from your team and iterate on your style
guide. As your product grows and changes, so too will your style guide. Getting feedback
and making changes can ensure that it always stays relevant and up to date.
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Diagramming tools can be a big help when creating a UI design style guide.
With Cacoo, you can create high-quality diagrams that are easy to share and update.
And because Cacoo runs in the cloud, you can access your diagrams from anywhere
on any device. That means the second someone changes the guide, everyone knows
about it — which is exactly what you want when consistency is your goal.
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UNIT III
FOUNDATIONS OF UX DESIGN
Introduction to User Experience - Why You Should Care about User Experience -
Understanding User Experience - Defining the UX Design Process and its Methodology
- Research in User Experience Design - Tools and Method used for Research - User
Needs and its Goals - Know about Business Goal
Saving users time and making more money in the process have always been
desires of for-profit companies. The time aspect has always been or will always be
important and can be optimized through UX. Time savings can be achieved, for
example, by improving and reducing process steps or on the basis of self-
explanatory interaction surfaces.
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Examples:
In e-commerce, the processing of orders
Contactless payment
Fingerprint login/payment
QR code tickets
Desirable: Image, identity, brand, and other design elements are used to evoke
emotion and appreciation
applying it to the user- centered design process, formulating the project team,
and efficiently guiding the team through all phases until project completion.
• User Research focuses on understanding user behaviors, needs, and
motivations through observation techniques, task analysis, and other feedback
methodologies.
• Usability Evaluation focuses on how well users can learn and use a product to
achieve their goals. It also refers to how satisfied users are with that process.
• Information Architecture (IA) focuses on how information is organized,
structured, and presented to users.
• User Interface Design focuses on anticipating what users might need to do and
ensuring that the interface has elements that are easy to access, understand, and
use to facilitate those actions.
• Interaction Design (IxD) focuses on creating engaging interactive systems
with well thought out behaviors.
• Visual Design focuses on ensuring an aesthetically pleasing interface that is in
line with brand goals.
• Content Strategy focuses on writing useful content by planning the creation,
delivery and governance behind it.
• Accessibility focuses on how a disabled individual accesses or benefits from a
site, system or application. .
• Web Analytics focuses on the collection, reporting, and analysis of website
data.
User experience (UX) design is the process design teams use to create
products that provide meaningful and relevant experiences to users. UX design
involves the design of the
User experience design begins with extensive UX research before any designs
are mocked up.
• User research: identify pain points, goals, blockers, and characteristics among
users, and draw up detailed user personas that inform design decisions to keep
the UX design process focused on users.
• Market research: understand t he mar ket and similar products avail able, what
those products share in terms of UX, and identify opportunities to differentiate
your product based on UX.
• Historical analysis: get a sense of the history of your product, and use previous
iterations to inform future design decisions, ensure mistakes aren’t repeated,
and continuously improve your product’s UX based on what you’ve learned.
Prototyping and wireframing—and then testing lets you get valuable user
feedback before you spend resources finalizing your product, potentially avoiding
a lot of work and time spent developing the wrong features and UX for your users.
3. Testing
Next, your product team will conduct user tests—like A/B tests, MVT, and split tests— to
identify existing or potential design issues that may cause friction for users.
Some user testing may include using product experience and behavior analytics tools like
heatmaps and session recordings and collecting user feedback that can help identify
blockers and pain points.
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4. Launch
Throughout the testing phase, you’ll refine your prototype based on results
and user feedback, make changes, and add final touches before launch.
Once your product is ready, launch is often done in stages. For example,
your UX team might release a beta version or ‘soft launch’, where a new design is
launched to a small group of users first, to get additional user feedback and usage
data before rolling it out to your whole user base.
5. Iteration
A/B and multivariate testing are often part of this stage, so your team can
see the impact of product changes and compare multiple versions of the design to
see which creates the best user experience. Then the winning version is rolled out.
• User research is all about discovering who your target audience is based on
a wide range of methods like ethnographic surveys and quantitative
research.
• It involves studying multiple interactions a user makes with your product
and utilizing this feedback for product improvement.
• User research is a practical approach to understanding customers’
behaviors, needs and pain points so you can create the best products for
them.
1. User research helps you to build empathetic products that meet the core
needs of your target market.
2. It gives you a clearer idea of how users utilize your product in everyday life
to achieve their goals.
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3. User research helps you to cut down costs by limiting the need for costly
product iterations along the way. When you have a clear idea of who your
users are and what they want, you’ll spend less time building a product they
will love.
4. It helps you to nail product usability design. You’ll create something that
people will actually use because it addresses their pain points.
5. User research gives you a clear idea about the features you should prioritize
for your product. Many times, organizations have a long list of features they
want to incorporate into a product. With user research, you can streamline
this list and have only important features that improve the product’s
functionality.
6. User research provides a clear path to understanding users’ mental models,
that is, what they are already familiar with. With this insight, you can create
a design that meets their expectations without sacrificing your creativity.
7. It’s an effective way to spot unexpected differences between user groups in
your target market, based on their needs and goals. This is very helpful for
companies building products that cut across multiple market segments.
8. User research is an important part of design strategy. It helps you to create
functional designs that are valuable to users and easy to use.
1. Observation
Advantages of Observation
Disadvantages of Observation
2. Focus Groups
The mediator sets the stage for the conversation and takes note of all the
views shared on the topic.
Pros
Cons
Cons
1. It is time-consuming.
2. It can be difficult to accurately interpret data from contextual interviews.
3. Usability Testing
Usability testing helps you to measure the range of your product and how
users can accomplish a variety of tasks with it. Usability tests are done repeatedly,
from the early developmental stages of the product until its release. Results from
these tests help you to build the best product for the market.
Pros
Cons
Pros
• You can get real-time feedback from a large number of users in a short time.
• It helps you to discover any usability issues with your product.
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Cons
1. You can’t test the whole website and website flow during first click testing.
2. Online Surveys
Pros
1. Participants get real-time access to online surveys and can fill them at their
convenience.
2. Online surveys are fast and affordable.
Cons
You cannot build a product that people would want to use without
knowing who your target audience is and what they like. At this stage, it’s
best to leverage qualitative research methods like face-to-face interviews
and focus groups to learn about users’ preferences. You can also send out
surveys with close-ended and open- ended questions.
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After collecting data from users, the next step is to organise this
information for useful insights. You should look out for preference patterns
that cut across multiple subgroups in your research sample. Your design
should address the primary needs you have highlighted from your research
data.
3. Be flexible
User research isn’t something you just do once and that’s it. At every
stage of the process, you need to keep testing your product features to make
sure you’re on track. It’s also important to conserve some budget and
resources to perform research later in the project as well.
5. Always communicate
Make sure everyone on your product development team has access to the
user research data, plus a clear idea of what you’re trying to achieve. On Formplus,
you can use the teams and collaboration features to coordinate communication
with relevant stakeholders who are working on the product. There’s nothing like
too much communication so use all the channels you have to keep everyone in the
loop.
UX RESEARCHERS TOOLS:
UX researchers have access to many different solutions to conduct user
experience research and manage different stages of their workflow. For instance,
there are user research tools for conducting usability testing, surveys, interviews,
or more specialized tests, such as card sorting or tree testing.
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Key features: Integrations with leading design platforms, remote testing, surveys,
IA testing, real-time reports, question repository, collaboration features, pre-built
templates.
Loop11: Loop11 helps you conduct moderated and unmoderated usability testing on live
websites, prototypes, and competitors’ websites, among others.
• With Loop11, you can start testing at the wireframing and prototyping stage
to ensure your designs are headed in the right direction.
• Beyond usability testing, Loop11 can help user researchers conduct
competitive benchmarking, A/B testing, and IA testing.
Key features: Online usability testing, prototype testing, benchmarking, A/B
testing, IA testing
2. Userlytics
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• Userlytics is a user testing platform that helps you conduct research at scale
by testing digital assets like websites, applications, mobile apps, prototypes,
etc.
• You can collect both qualitative and quantitative data and set up advanced
metrics and graphical reports.
• With Userlytics, you can run any combination of moderated or unmoderated
user experience studies, usability tests, card sorting, and tree testing using a
diversity of features.
Key features: Usability testing, user experience studies, prototype testing, live
conversations, card sorting, tree testing. Tools for user interviews
3. Lookback Lookback is a comprehensive user research tool that offers you the ability
to do live user interviews contextualized through a live recording of the user’s screen.
• Lookback helps you conduct moderated, unmoderated, and remote research
and includes a collaborative dashboard that lets you sync all your research
and customer feedback and share it with your team.
• Lookback sessions are recorded automatically, so you can rewatch them at
your convenience and create highlight clips to share with colleagues and
stakeholders. Key features: Remote user research in real-time, moderated
and unmoderated testing, collaborative dashboard, live note-taking
4. Userzoom
• Userzoom is a UX research platform for remote usability testing and
includes features such as participant recruiting, heatmap and analytics
recording, etc.
• You can use it to collect quantitative or qualitative feedback and create A/B
tests with mock-ups to get feedback from users before product development.
• With Userzoom, you can run unmoderated task-based studies with test
participants from all around the world on a website, prototype, wireframe,
or mock-up. Key features: Usability testing, interviews, surveys, intercept
testing, click testing, tree testing, card sorting, participant recruiting
5. dscout
• dscout is a remote qualitative research platform that helps you collect in-
context insights from the people who use your products.
• One component of the platform is dscout Live, which lets you run remote
user interviews and collect feedback from participants.
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• You can also use dscout Diary to see people’s everyday product experience
as it happens either on video or in photos.
• dscout is also helpful because it streamlines the most time-consuming parts
of interviews with research-centric features such as participant scheduling,
automatic transcriptions, on-call observers, and an interactive timeline for
taking notes and clips.
Key features: Unmoderated research, remote user interviews, participant
recruiting, automatic transcriptions, on-call observers, interactive timeline for
taking notes
7. Ethnio
• Another user research tool for selecting participants is Ethnio, which
enables you to create screeners for intercepting people on your website or
app so that you can find the right participants for user research.
• Ethnio provides various filters for screeners and automated scheduling
options that help streamline the process of getting in touch with users.
• Within the platform, Ethnio also includes a tool called Research Incentives,
a calculator that helps you reward your participants by instantly paying them
using different online services.
Key features: Participant recruitment, central participant database, incentives,
screeners, intercepts, scheduling options
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8. Ribbon
• Ribbon is an all-in-one participant recruitment and screening tool that
allows you to find users, screen them, and automatically schedule user
interviews.
• They’re also currently working on features including interview transcripts
and participant incentives.
Key features: Participant recruitment, screeners, automatic interview scheduling,
incentive management, moderated interviews
9. Optimal Workshop
• Optimal Workshop offers a suite of testing tools to help you conduct
information architecture (IA) tests.
• For card sorting, you can use their OptimalSort tool to understand how
people think your content should be organized and categorized.
• Another component of Optimal Work is Treejack, which helps you conduct
unmoderated tree tests to identify if users are currently getting lost on your
site and where they expect to find key information.
Key features: Card sorting, tree testing, first-click testing, IA testing, online
surveys, qualitative research, participant recruitment
10. UsabilityHub
• UsabilityHub is a remote research platform that offers a range of testing
tools, including first click testing, design surveys, preference tests, and five-
second tests. These tests enable you to collect data and validate design
decisions.
• With UsabilityHub’s Panel, researchers can recruit test users from a pool of
participants based on criteria such as age, gender, education, and more to
get feedback from a relevant target audience.
Key features: Remote user testing, first-click testing, design surveys, preference
tests, five- second tests, participant recruitment
11. kardSort
• kardSort is an online card sorting tool which offer moderated, unmoderated,
and hybrid card sorting.
• kardSort operates in a simple drag-and-drop function which makes card
sorting easy for researchers and participants alike.
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• Working on all browsers, you can set up and run a card sorting session
incredibly quickly, and it’s ideal for asynchronous sessions due to its
simplicity and ability to add pre or post-study questions.
Key features: Moderated, unmoderated and hybrid card sorting, pre and post-
study interviews, tool tips
12. Hotjar
• Hotjar is a remote research tool which allows you to view real-time user
behavior via heatmaps and screen recordings.
• With a huge amount of data available, plus in-app surveys, Hotjar is a great
solution if you’re looking to focus on heatmapping as a research method and
want to really understand the nuance of user behavior.
To create a great user experience, it's essential to understand the needs and
goals of your users. This helps you design a product that meets their needs and
provides a positive user experience. By understanding your users, you can design
an intuitive, easy-to-use, and enjoyable product, increasing engagement and
customer satisfaction.
You can use several methods to understand your users' needs and goals. Here are
three common methods:
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• User Interviews: User interviews involve asking your users questions about
their needs and goals and their experience using similar products. This helps
you gain insight into their thoughts and feelings about your product and
what they need from it. User interviews are a great way to understand your
users' perspectives and create a product that meets their needs.
Personas are fictional representations of your users, and they help you keep
their needs and goals in mind throughout the design process. Personas can be based
on data from user research and user interviews. They help you make design
decisions, such as which features to include and how to structure the interface.
User Research
User research is the process of gathering information about your users and their
needs to inform the design of your product. It helps you understand how users
interact with your product, their pain points, and what they need from it.
By conducting user research, you can create a product that meets the needs
of your users and provides a great user experience.
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There are several methods you can use to conduct user research. Here are three
common methods:
• Surveys: Surveys are popular for gathering quantitative data about your
users. They involve asking a series of questions to a large group of users.
Surveys can be conducted online or in person and are useful for gathering
information about user demographics, usage patterns, and satisfaction
levels.
• Analytics: Analytics involves gathering data about how users interact with
your product, such as how long they spend on certain pages or which
features they use most often. This type of research can be conducted using
tools like Google Analytics or Mixpanel.
• User Testing: User testing involves observing users as they interact with
your product and asking them questions about their experience. This type of
research can be conducted in-person or remotely and is useful for gaining
qualitative insights into how users interact with your product. User testing
can help you identify pain points and areas for improvement in your product
design.
User Interviews
User interviews are a method of qualitative user research involving one-on-
one conversations with users to gather information about their needs and goals.
User interviews can provide valuable insights into user behavior and
preferences and help you better understand how to design a product that meets
your users' needs.
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• Planning: Define the purpose of the interview and what you hope to learn
from it. Create a list of questions that will help you achieve your goals.
Consider factors like the length of the interview and the location where the
interview will take place.
• Analyzing the Data: Once you have completed the interviews, review your
notes and look for patterns and themes in the data. Use this information to
identify areas for improvement in your product design. Consider sharing
your findings with your team to help inform product decisions.
Usability Testing
Usability testing is a method of evaluating a product's usability by testing it
with real users. This involves observing users as they attempt to complete tasks
with the product and noting any areas where they experience difficulty or
confusion.
Usability testing can help you identify areas where your product design can be
improved and provide valuable feedback for future iterations.
• Conducting the Test: Begin the test by introducing yourself and explaining
the purpose of the test. Ask users to complete your defined tasks and observe
them as they work. Take notes on any areas where users experience
difficulty or confusion. Be sure to allow time for users to provide feedback
on their experience.
• Analyzing the Data: Once you have completed the tests, review your notes
and look for patterns and themes in the data. Use this information to identify
areas for improvement in your product design. Consider sharing your
findings with your team to help inform product decisions.
Personas
Personas are fictional characters representing different types of users who
might interact with your product. They are created based on user research and help
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you better understand your target audience. Personas are typically created with a
name, photo, and brief description, including demographic information, goals,
behaviors, and pain points.
Benefits of Personas
• They provide a shared understanding of your target audience among team
members.
• They help you to design products that meet the needs of your target
audience.
• They help you identify the most important features and functionalities for
your users.
• They help you to prioritize design decisions and features based on user
needs and goals.
Steps for Creating Personas
Goal-setting frameworks can help you get the most out of your business
goals. Common frameworks include SMART, OKR, MBO, BHAG, and KRA.
Here are the common frameworks for writing business goals with examples:
Use the table below to compare the pros and cons of each goal-setting framework
to help you decide which framework will be most useful for your business goals.
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A business goal is any goal that helps move an organization toward a desired
result. There are many types of business goals, including process goals, development
goals, innovation goals, and profitability goals.
• Growth: A growth goal is a goal relating to the size and scope of the
company. A growth goal might involve increasing the number of
employees, adding new verticals, opening new stores or offices, or generally
expanding the impact or market share of a company.
• Process: A process goal, also called a day-to-day goal or an efficiency goal,
is a goal to improve the everyday effectiveness of a team or company. A
process goal might involve establishing or improving workflows or routines,
delegating responsibilities, or improving team skills.
• Problem-Solving: Problem-solving goals address a specific challenge.
Problem- solving goals might involve removing inefficiency, changing
policies to accommodate a new law or regulation, or reorienting after an
unsuccessful project or initiative.
• Development: A development goal, also called an educational goal, is a
goal to develop new skills or expertise, either for your team or for yourself.
For example, development goals might include developing a new training
module, learning a new coding language, or taking a continuing education
class in your field.
• Innovation: An innovation goal is a goal to create new or more reliable
products or services. Innovation goals might involve developing a new
mobile app, redesigning an existing product, or restructuring to a new
business model.
• Profitability: A profitability goal, also called a financial goal, is any goal
to improve the financial prospects of a company. Profitability goals might
involve increasing revenue, decreasing debt, or growing the company’s
shareholder value.
• Sustainability: A sustainability goal is a goal to either decrease your
company’s negative impact on the environment or actively improve the
environment through specific initiatives. For example, a sustainability goal
might be to decrease a company’s carbon footprint, reduce energy use, or
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Examples:
•Reduce Paper Waste: All businesses produce waste, but company leaders
can take actions to reduce or combat excessive waste. Reducing your
company’s paper waste is a good short-term goal for companies that have
long-term sustainability goals.
• Increase Social Media Engagement: High social media engagement is
essential for businesses that want to increase brand awareness or attract new
customers. This is a good short-term goal for companies with long-term
marketing or brand goals.
What Are Long-Term Business Goals?
Every business needs to set clear goals in order to succeed. Business goals
provide direction, encourage focus, improve morale, and spur growth. We’ve
gathered some common benefits of goal-setting for your business.
Here are some benefits you can expect from setting business goals:
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UNIT IV
SKETCHING PRINCIPLES
• User experience (UX) designers use UX sketching as a tool for the design
thinking process.
• It’s usually a step early on in the process.
• And it’s an essential skill and common practice that can help individuals or
teams.
• The practice of UX sketching brings creativity and teamwork to the table
and inspires motivation for the project at hand.
• It also creates more purposeful solutions and increases usability which
translates to higher engagement and retaining users
What is UX sketching?
Sketches are:
Types of UX sketches:
1. Rich pictures
2. Storyboards
3. Maps
Maps come in handy when you are trying to visualize a particular process,
hierarchy or timeline with different points. As a UX designer, these include
mindmaps, information architecture, site maps, user journey maps and empathy
maps.
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Sketching, drawing and prototyping may seem like similar activities. Even
though they are similar and related, they are different processes and sequential,
where designers should move from sketching to drawing, then to prototyping.
Here are the differences.
When and why
the end product, with little flexibility for change as the foundations may be difficult
to alter.
Sketching is more often of low quality, and it can be messy, with a little
amount of detail. Drawings would have more intricate details, with higher
accuracy and precision in the sizes or colors of different elements. In terms of
prototypes, they hold the highest amount of detail and accuracy, making sure
everything is pixel perfect. It is ready for the developers to create the solution in
code, and very much similar to the actual product.
Benefits of UX sketching:
• Generate ideas
UX sketching helps you and your team generate ideas by being able to
visualize the problem or idea. You can also use it for planning how the flow or
process will go, narrating the scenarios of the problem and brainstorming.
• Communicate ideas
UX sketching allows you and your team to align on ideas. Being able to
visualize the process can help get the designs right. It’s useful to document the
successes and failures so that others in the team can learn lessons from them, or as
a reference to come back to.
• Refine ideas
With UX sketching, you and your team can also validate your ideas and
make any improvements before you get to the details. It is a fast way of getting
feedback and evaluating the practicality of the solution.
• Fast iterations
UX sketching is done fast, cheaply and the idea is to fail fast. It’s not ideal
to keep iterating on one specific idea but rather to generate as many ideas as you
can. Failing fast makes sure you would not be overly committed to one idea and
generate the most ideas possible. That way once you pick the best ideas you won’t
wonder “what if” later on.
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Requirements:
• People:
First off, gather up the people if you are working in a team! It’s a team
activity to brainstorm and generate better and more creative ideas. It’s also
more fun and keeps productivity high.
• Stationeries
The real basics are simply just pen and paper. You can also gather
different colored post-its and pens, markers, highlighters and anything else you
want to use to differentiate priorities or categories of what you are working on.
• Digital software
If you are working remotely, there are options for digital sketching like
Figjam by Figma, Invision Freehand, Jamboard, and AutoDraw, which utilizes
artificial intelligence technology that turns your rough sketches into drawings
fast.
• Practice!
As with any other skill, the best piece of advice is to practice, and
keep practicing.
• Write clearly
It might get messy when you try to scribble something fast when UX
sketching. Nevertheless, your handwriting should be clear enough to be
legible for others and yourself.
Within the red routes method, the tasks you need to focus on can be simply
identified by 2 criteria.
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• Red routes help us solve a common problem like “We’ve got so many
users, they want to do so many things, how can we possibly deal with
tons of need?” by designing for the most common use case.
• A second great thing about red routes is they produce actionable results.
It affects the feature within the product and focus on a few critical
functions that are needed by most of the user.
• Critical. Without these routes, your product would not deliver any
value.
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• Built for scale. They are high volume user journeys that funnel a
majority of your product traffic.
• Tied to critical product metrics. Your red routes directly impact your
bottom line and have a substantial impact on user experience.
Here are some examples of red route matrixes that you can build. The top
right is your most frequently and widely used feature, while the bottom left is
your least used and more narrowly tailored feature.
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RESPONSIVE DESIGN
In this 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.
• Fluid Images:
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
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the new size. Commonly, designers use three sizes when designing
responsive websites: 1024 & upwards, 1023-768, and 767-320 px.
WIREFRAMING:
What is Wireframing?
• Wireframing is a process where designers draw overviews of interactive
products to establish the structure and flow of possible design solutions.
• These outlines reflect user and business needs.
• Paper or software-rendered wireframes help teams and stakeholders
ideate toward optimal, user-focused prototypes and products.
• Wireframing is a fundamental step in UX design.
• They're the blueprint for digital projects.
• These sketches provide a visual guide to the layout of a website or app.
• It shows where elements will go before detailed design work starts.
• They save time, reduce errors, and ensure a clear vision.
• Good Wireframes are Skeletons for Powerful Prototypes & Delightful
Designs
1. Low-fidelity Wireframes
Low-fidelity wireframes are the first you create. They provide the
basic visuals of the design, but lack scale, grid, or pixel accuracy. The
main aim is to strip away distractions. You’ll find simple images, block
shapes, and placeholder text in this wireframe. An example is sketching
an app layout on paper. This approach is beneficial for initial tests.
2. Mid-fidelity Wireframes
Among the three, mid-fidelity wireframes are the most prevalent.
They offer a clearer layout view, though they still omit visuals like
images or specific typography. But, components have more precision,
and features stand out.
Designers might use varied text weights. It helps distinguish between
titles and body text. They don't use colors, but different shades of gray
can indicate elemental importance. While suitable for early product
stages, designers usually craft these using digital tools like Miro or
Figma.
3. High-fidelity Wireframes:
High-fidelity wireframes are detailed. They provide pixel-specific
layout views. Unlike the low-fidelity version, which might use
placeholder text and symbols, these wireframes present actual images
and relevant content.
Their intricate detail makes them apt for exploring and recording
complex ideas. Think of detailed menu systems or dynamic maps. Designers
reserve high- fidelity wireframes for the design cycle's advanced stages. They
refine and finalize design concepts using these.
design team, and potential users can provide valuable insights before you move
on to the next step.
Plan functionality: Wireframes map out where you will place functional
elements like buttons or interactive features. It helps you understand how to
create an interaction design for usability.
Structure content: Wireframes help plan where content will appear. For
instance, positioning text, images, or multimedia is easier.
Customer journey mapping: Wireframes are tools to plot user journeys. They
enable designers to envision how users will navigate a site or app.
Usability testing: Before final designs, wireframes can undergo usability tests.
It helps identify and rectify usability issues early.
Wireframing tools help you map out the user experience, layout, and overall flow.
1. Figma
Figma is a top-tier, cloud-based design tool. It's a favorite among solo
designers and teams alike. Even free users benefit from its comprehensive feature
set.
FigJam, an online whiteboard, integrates with Figma, and you can use it
for brainstorming and user flow mapping. Best Features
• Generous free plan
• Online whiteboard companion (FigJam)
• Seamless team collaboration
• Vector-based pen tool
• Integrated team conversations
2. Mockflow
MockFlow is an online wireframe tool with real-time collaboration. Its
clean, intuitive interface makes wireframing simple with many UI packages. The
platform has design controls placed on the left, which maximizes the space for the
design. Beginners find it easy to use due to the precise placement of its diverse
elements.
The platform offers unique features, like organizational functionality. It allows
you to create separate spaces for each project. You can also export in various
formats, including Word and PowerPoint. Best Features
• Intuitive interface
• Multiple project management
• Diverse design elements
• Slack and Microsoft Teams integration
• AI image and text generators
3. Lucidchart
Lucidchart is a diagramming tool accessible via web browsers. It empowers
users to draw, do revisions, and distribute charts and diagrams collaboratively.
This platform is ideal for enhancing organizational structures, systems, and various
workflows. With a user-friendly interface, it's a top choice for those seeking visual
collaboration tools.
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4. Miro
Miro is a dynamic AI-powered virtual whiteboard platform. It fosters real-
time team collaboration with features like sticky notes, wireframe libraries, and
mind-mapping tools. With diverse integrations and templates, Miro provides a
holistic solution for brainstorming and design. The free version is generous, and
additional perks come with the team plan. Best Features
• Collaborate in real-time on whiteboard
• Extensive wireframe library
• Versatile mind-mapping tools Diverse built-in templates
• Seamless integration options (Slack, Dropbox, etc.)
• Realistic sticky notes for brainstorming
This step is crucial for deciding what elements will make it to the wireframe.
Make a list of prioritized features to guide the design process. This ensures you
focus on what’s most important for users and the business.
Step 6: Build on It
Upon reaching a mutual agreement on the wireframe design, progress to the
next stages. Create detailed mockups and interactive prototypes and transform
them into minimum viable products. This progression helps refine the user
experience so that the final product is functional and user-centric.
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CREATING WIREFLOWS:
What is a Wireflow?
This wireframe gives a good idea of what elements should appear and where
they should be laid out on product pages for a store. However, some of these
interface elements trigger actions.
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Flow diagrams
There are several types of flow diagrams that are useful in designing software
products — task flows, user flows, and flowcharts. The lines between each of
these have become blurry, and we’ve seen the term user flow used interchangeably
with both task flows and flowcharts. This class of diagrams is great for showing
directional flow and/or decision-based logic.
Task flows
Task flows are useful for designing how a user will complete a task.
Task flows are usually shown as a linear sequence of steps, and can be designed at
a high level, or be very detailed, dividing a task into sub-tasks. They may be the
result of task analysis activities, which are designed to observe how users complete
tasks.
Task flows are also useful in planning the optimal paths for task completion,
particularly since they can be easily expressed in natural language. You might also
think of them as visual answers to user stories, because they’re written in a similar
way.
If your user story is: User would like a fast way to buy single pieces of apparel,
you might propose a task flow such as this:
While task flows are suited to predicting how the user completes a task, they
usually don’t explore deviations from those ideal paths.
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Flowcharts
Flowcharts are good diagrams for indicating the path the user takes when
interacting with the system (the user task flow), decisions they make on that
journey, and the reactive back-end processes they may trigger.
The diagrams include starting and endpoints, decisions points, the directional flow
of the system, and the reaction of the system as it responds to the user’s input,
including how data is handled and transported.
Flowchart example
This type of flow diagramming is good for indicating the user/system flow more
thoroughly, showing the branching of paths at decision points and how data flows
through the system. While they’re good at representing this complexity within the
product, they do not show the design of the interface at different points. This is
where wireflows help to bridge the gap between wireframes and flowcharts.
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Wireflows
Product designers have been using hybrid methods for wireframing for a long time.
Most commonly, we see people breaking out of the single view to show what
happens to the dynamic portions of the view.
A good way to start is to work with words to think through sequences. Often
times, we start from describing the need and problem in a user story. Then,
express a solution in words, or using a simple task flow.
Next we might start to think of key screens in the interface. A good way
to approach this is to think in terms of starting and ending points.
The goal is to identify screens where the interface changes its state, for instance
when data is dynamically updated during a process like checking out of a store.
You might see a form that progressively asks for more input, e.g. contact
information, shipping information, and billing information in one view. Each of
those would need design.
3. Connect screens
Next we might start to think of connecting the key screens. Draw arrows between
the boxes to define the space between the key screens and move the user forward
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through their task. We might include decision points and show what happens in
different cases if the user chooses one option, and what happens if they choose
another.
An example
Let’s say we are designing a cat photo-sharing app and we want to design the sign-
up and first-time user experience. Let’s break this approach down:
3. Wireflow
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BUILDING A PROTOTYPE:
What is a prototype?
• A prototype is a preliminary model of something from which later iterations
are developed or copied. It’s essentially a way to show design intent.
• In UX design, a prototype is usually some sort of simulation that shows
developers, stakeholders and other team members how users will interact
with the final product.
• A prototype is not wireframes or mockups.
• In UX Design, prototypes are expected to have some level of interactivity.
• Mockups and wireframes are considered static, non-interactive design
assets..
Purpose of prototyping:
Prototyping allows for testing before development for maximum efficiency
throughout the building process. Effective testing during the research phase will
save the product’s reputation. Plus, it’ll make the time and money spent on
developing the product much more efficient.
What is fidelity?
Fidelity refers to how precisely a prototype lines up with the final product.
The fidelity of a prototype might vary in its functionality, visual design or content.
Benefits of Prototyping
• We can overview the working system early in the process.
• It can be used to test each component of the finished product before it is
constructed.
• Results in higher user satisfaction
• Problems are detected before launch of the product.
• Reduces development time and cost.
• Missing functionality can be identified prior to the launch of the product.
Scope of considering new requirements
Types of Prototyping:
1. Low-fidelity prototyping:
A product that is not autonomously interactive, has an incomplete
visual design or lacks content would be considered a low-fidelity or lo-
fi prototype.
Lo-fi prototypes are an easy method to communicate a high-level
design concept tangibly.
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Lo-fi prototypes are generally used for testing functionality rather than
visual design.
Lo-fi prototypes are affordable, speedy and helpful for team
collaboration.
2. Medium-Fidelity Prototyping:
Medium fidelity prototyping has limited functionality but clickable
areas which present the interactions and navigation possibilities of an
application.
It is a more detailed and realistic prototype than Low-fidelity
prototyping.
3. High-fidelity prototyping:
• High-fidelity or hi-fi prototypes are essentially functional prototypes.
• They look and act as closely as possible to the final product.
• A hi-fi prototype is realistic, detailed, dynamic and functional.
• They look like a real app or website, have the same content that will
appear in the final design and are interactive.
• Once a team has tested, iterated and clarified their designs, they create
a hi-fi prototype.
• Generally, hi-fi prototypes are more expensive because they take more
time and work to develop.
• They’re great for usability testing with real users. They allow
designers to test very specific aspects of their design choices like
animated transitions, stages of the user’s journey.
How are prototypes made?
Prototypes can be made analog – on paper – or digitally. Digital prototypes
are typically made using wireframe software and prototyping tools like Figma,
Sketch, Framer or Adobe XD.
Paper prototype
Paper prototyping is when a digital product or interface is sketched out on
paper. This is a low-fidelity form of prototyping. Usually, designers create hand
drawings of the different screens they want to explore.
Linked wireframe prototype
To create a linked wireframe prototype, designers create digital mockups of
each part of an app or website and link them together. When users click on
something, they will be taken to another corresponding wireframe, mimicking how
the final product will work.
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Digital prototype
Digital prototypes are high-fidelity mockups of an entire app. They can be
created with prototyping software.
Coded prototype
Coded prototypes are typically a hi-fi mockup of the proposed final product.
They are the closest thing you can get to the ready-to-launch design.
• Define goals and criteria: Before starting prototyping and testing, make a
clear idea of what you want to achieve and what are the specifications
needed.
• Prototype only what is needed: Don’t put all the details in an attempt to build
the perfect prototype. Sometimes adding too many details can be act as a
negative asset in the Prototype.
• Only build the essential functions: It is not necessary to create a flawless
and comprehensive product. Start with the fundamental components, such
as menus, CTA buttons, and crucial links.
• Understand users and their needs: Use various methods, such as user
research, personas, scenarios, and user journeys, to gain insights into users’
behavior, preferences, and expectations. These insights will help to define
the main tasks and to organize them in a logical and meaningful way.
• Design for different devices and screen sizes: UI navigation should adapt to
different devices and screen sizes, such as desktops, tablets, and
smartphones. Use responsive design principles and techniques to ensure that
UI navigation is usable and accessible on different devices.
• Test and Iterate: Testing and iterating are the core activities of UI
prototyping. Check usability testing, analytics, and take feedback, how well
UI navigation works for users. Identify and fix any issues or problems that
users encounter, and improve the navigation and functions accordingly.
1. ClickUp
ClickUp is a productivity platform designed to provide wall-to-wall
solutions for any teamor product roadmap. From daily tasks to complex projects,
ClickUp offers hundreds of features to help facilitate the various stages of the
design thinking process. Whether your team works asynchronously or in real-time,
you’ll have the context and tools needed to keep projects moving!
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• Image, video, and PDF annotation tools to centralize feedback and expedite
approval processes
• Collaborative Whiteboards, Docs, and Mind Maps to develop ideas in real-
time alongside the team
• Flexible time tracking from any device, window, app, or task with the global
timer
• Over 15 project views, including Calendar, Board, and the unique Workload
view
• A vast Template Library for every use case, from creative
briefs, design briefs to customer journey maps
• Multiple assignees on tasks for total transparency into all progress
• Visual collaboration features available on every pricing plan ClickUp
limitations
• So many powerful collaboration tools can pose a learning curve
• Not all views are available in the mobile app—yet!
2. Hotjar Hotjar is a design thinking tool helping businesses gain a better understanding of
their customer’s behavior and preferences. It provides a suite of tools for user research
data and heatmaps to identify pain points, optimize user experiences, and drive
conversions. One of the key features of Hotjar is its ability to create visitor recordings,
which allows businesses to see exactly how users are interacting with their website or
application.
In addition to visitor recordings, Hotjar also offers a variety of other tools
for collecting feedback, including surveys, polls, and forms. This allows
businesses to gather insights directly from their users and get a better
understanding of their needs and preferences.
3. Figma
Design consistency is a critical aspect of any successful design project, and
Figma makes it easier for teams with searchable assets and shareable styles. Figma
allows designers to create a centralized library of assets, including icons, logos,
and other design elements. Everyone can use the design-approved assets and
maintain a consistent look and feel across their designs!
Figma also comes with features to create and share styles for typography,
color, and other design elements. Designers can apply consistent styles across all
their designs, regardless of the designer working on them. These styles can be
updated in one place and automatically applied to all designs.
Figma best features
• Cloud-based design collaboration and sharing
• Component and style libraries for efficient design workflows
• Version history and file backup
• Team management tools and user permissions
• Integration with third-party tools like Slack and ClickUp
Figma limitations
• Limited offline functionality, as it is primarily a cloud-based tool
• Limited plugin library compared to other design thinking tools
• No mobile application
4. Make My Persona
MakeMyPersona is a design thinking tool developed by HubSpot to help
businesses create detailed buyer personas. Buyer personas are fictional
representations of an ideal customer and are essential for businesses to understand
their target audience better.
But the fact of the matter is MakeMyPersona allows businesses to create
detailed personas by answering a series of questions related to the customer’s
demographic, interests, goals, and pain points. The tool then generates a detailed
persona report that includes the customer’s name, age, job title, and more.
5. Optimizely
• A/B testing and experimentation platform for website and app optimization
• Visual editor for creating and deploying experiments
• Personalization tools for tailored user experiences
• Experiment analytics and reporting for usability testing
• Integration with other analytics and marketing tools Optimizely limitations
• Limited functionality for non-technical users who may need to rely on
developers for more complex experiments
• Small library of integrations compared to other different design thinking
tools
• Expensive pricing model, making it less accessible for smaller businesses
6. SessionLab
•Facilitation and workshop planning tools for the design thinking process and
Agile methodologies
• Customizable agenda templates to create a user research platform
• Collaboration tools for team-based workshop planning
• Private templates on the paid plans
• Team activity overview
SessionLab limitations
• Limited customizability of agenda templates compared to other workshop
planning tools
• Limited functionality for project management beyond workshop planning
No offline functionality
7. Stormboard
Stormboard is a cloud-based collaboration and brainstorming tool helping
teams generate ideas and turn them into actionable plans. The tool is built to
collaborate in real- time, making it an ideal solution for remote teams working on
design thinking solutions.
Stormboard provides a range of features, including sticky notes, virtual
whiteboards, and drawing tools. The tool also offers a voting system, allowing
team members to vote on the best ideas, and a prioritization feature to help teams
identify the most important ideas to focus on.
Miro limitations
• Lacks functionality to build an in-depth knowledge hub
• Pricing is steep for smaller agencies
• Limited offline functionality
9. Mural
Mural is a digital workspace and design thinking tool for teams to ideate and
iterate their ideas. The platform is designed to support a range of design thinking
stages, including problem-solving, brainstorming, mapping, and visualization.
Mural provides a range of features and tools to help teams work together
effectively, regardless of their location.
Mural’s canvas templates provide teams with a structured way to approach
different design thinking stages, while its frameworks help teams to organize as
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many ideas and identify patterns. Additionally, Mural provides a range of tools for
sketching, annotating, and commenting, making it easy for team members to
communicate and collaborate in real-time.
Mural limitations
• Expensive pricing plans compared to other design thinking process tools
• Lacks the option to create interactive charts, tables, or reports
• No video chat feature
10. InVision
Wrapping up our best design thinking tools list is InVision—a digital
product design platform for designers, product managers, and other stakeholders
to create and collaborate on different types of projects. It offers a suite of tools that
simplify the design process, including prebuilt templates organized by categories
and role types.
InVision limitations
• Small integration library compared to other design thinking tools
• No feature to create a flowchart or sitemap for a prototype
• Lacks team management and workload capabilities
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There are different methods for usability testing. Which one you choose
depends on your product and where you are in your design process.
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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.
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
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your designer’s mental model is accurate: Does what you think users can do with
your design match what these test users show?
If you choose remote testing, you can moderate via Google Hangouts, etc., or use
unmoderated testing. You can use this software to carry out remote moderated and
unmoderated testing and have the benefit of tools such as heatmaps.
2) Create a test report – Review video footage and analyzed data. Clearly define
design issues and best practices. Involve the entire team.
Overall, you should test not your design’s functionality, but users’ experience of it.
Some users may be too polite to be entirely honest about problems. So, always
examine all data carefully.
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5. Qualitative research
Qualitative research uses non-numerical data and focuses on gaining a
deeper understanding of user experience and their attitude toward the
product.
Usability testing
Usability testing helps you evaluate how easy it is for users to complete their tasks
in the product.
There is a range of techniques that you can leverage for usability testing:
• Guerilla testing is the easiest to set up. Just head over to a public place like
a coffee shop or a mall where your target users hang out. Take your
prototype with you and ask random users for their feedback.
• In the 5-second test, you allow the user to engage with a feature for 5
seconds and interview them about their impressions.
• First-click testing helps you assess how intuitive the product is and how
easy it is for the user to find and follow the happy path.
• In session replays you record and analyze what the users do in the app or
on the website.
• Eye-tracking uses webcams to record where users look on a webpage or
dashboard and presents it in a heatmap for ease of analysis.
As with all the qualitative and quantitative methods, it’s essential to select a
representative user sample for your usability testing. Relying exclusively on the
early adopters or power users can skew the outcomes.
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Beta testing
Beta testing is another popular evaluation research technique. And there’s a good
reason for that.
By testing the product or feature prior to the launch with real users, you can gather
user feedback and validate your product-market fit.
Most importantly, you can identify and fix bugs that could otherwise damage your
reputation and the trust of the wider user population. And if you get it right, your
beta testers can spread the word about your product and build up the hype around
the launch.
You can run testing after you’ve done your initial sketches, after your basic
wireframes are done, after you add high fidelity content, or colours, or full UI
elements, etc.
• The target audience — so make sure you qualify your participants first.
• And you can test with your non-target audience, but they’ll have to
“pretend” to be your target audience
• You shouldn’t use the same people for each round of testing, because they’ll
have seen your product so their feedback won’t be as genuine.
How many tests should you run? And at what stage should you run them?
At each stage through the design process that you want to test your product,
you should do so with 5 different people. With 5 people you’ll identify 80% of the
major issues, so there are diminishing returns after that.
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Before we talk about the steps of synthesis, it’s worth noting that you should
record your test sessions. Make sure to ask your test subjects if it’s ok to record
them and tell them what the recordings will be used for — likely just to provide
abstracted feedback that will shape your product going forward. No personal
information or auditory sound (or video) will be shared, transparency is important.
Use sticky notes (or a spreadsheet) to extract quotes that speak to pain points
or general confusion (we’ll call these “findings”) encountered during each test.
Now put all of your findings about similar topics together, creating clusters
of findings. You may find that as you cluster your findings that sub-clusters
immerge, or that you may want to re-cluster them in a different way and name
them, we’ll call these “themes”.
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Now that your themes are defined, you should see that the same pain points,
frustrations and confusion happen over and over again. Combine all findings that
are about a single thing into one and denote the issue (we’ll call this an “insight”).
Now it’s time to start thinking about how to solve the problems that have
come to light. Review each insight and list possible solutions. In some cases, you
may not be able to visualize the fix and may need to go back to the drawing board.
Much like how you designed the original approach, you may need to sketch,
wireframe and test any new approaches depending on their complexity.
Of the solutions that are explored in step 4, you’ll likely be able to make
some assumptions on the perceived value of each one to the user (and the
business), and how much time each one will take to design (and build!). Some
solutions that involve going back to the drawing may turn out better, but they may
equally not yield an improvement. The simple truth is that you may not have time
to design the ideal solution for everything now — also, some things are just better
solved only after you have real users using your product. So, you need to decide
which solutions to attempt, and which to defer or ignore.
Anything that fell in the top right I focused on (fast and high value). If I had
time for items in the top left (fast, but low value) or bottom right (lengthy, but high
value), I’d choose to tackle them next. Anything in the bottom left was unlikely to
get tackled (lengthy, and minimal value)
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PROTOTYPE ITERATION:
Iteration is the technique of testing and refining the prototypes based on user
feedback and evaluation. Iteration allows you to identify and solve problems,
improve usability, and enhance user satisfaction. Iteration can occur at any stage
of the design process, from the initial concept to the final product.
contexts. This way, you can gather valuable feedback and insights on how
users perceive, understand, and use your product.
• Prototyping also helps you to measure the effectiveness of your designs in
terms of user goals, needs, preferences, and expectations.
• Define the problem and the goal. Before creating any prototype, you
should have a clear understanding of what problem you are trying to solve
and what goal you are trying to achieve with your design. This will help you
to focus on the most important aspects of the product and avoid unnecessary
distractions.
• Select the appropriate tools and methods. There are various tools and
methods available for creating UI/UX prototypes, such as sketching,
wireframing, mockuping, prototyping software, HTML/CSS/JavaScript
coding, etc. You should select the tools and methods that best suit your
needs, skills, budget, and time constraints.
• Analyze the results and iterate. After testing the prototypes with users,
you should analyze the results and identify the strengths and weaknesses of
your designs. You should also prioritize the issues that need to be addressed
and decide on the actions that need to be taken. Based on the analysis, you
should iterate your prototypes by making changes or creating new versions
until you reach a satisfactory solution.
encouraging designers and engineers to iron out serious flaws in the design as early
as possible.
5. More User-Friendly Products: Because end users are typically involved much earlier in
the process, you’re more likely to create an end product that they actually find useful.
Sometimes it’s quite difficult to know what end users’ pain points are, and if you overlook
these pain points, your product will be less effective.
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Many great business ideas begin with a crucial problem that needed solving. One
of the best ways to properly diagnose and solve problems is to write a problem
statement. What is a problem statement(also known as a Point Of View (POV))?
Problem statements summarize a challenge you want to resolve, its causes, who
it impacts, and why that’s important. They often read like a concise overview managers
can share with stakeholders and their teams.
Problem statements help you share details about a challenge facing your team.
Instead of rushing to a solution, writing a problem statement enables you to reflect on
the challenge and plan your response.
The high-level perspective a problem statement offers lets teams focus on the
factors they need to change. Managers also use this top-down vantage to oversee their
teams as they work out solutions.
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• Refine project proposals: Managers write project proposals to solve user issues.
Problem statements inform these proposals, shaping their goals, plans, and
approaches.
• Develop your product offering: Many startups build their business model on
solving a long-standing problem. Problem statements help clarify a company’s
mission and core product design.
• Clarify the outcome of solving a problem: Problem statements point out the long-
term benefits of solving the issue, which can help you put the problem into context
for stakeholders and secure necessary resources.
• Collaborate with multiple teams: You can rally teams around a common goal if
you frame it as a shared problem. Collaboration ensures you examine the problem
and reach solutions from all possible angles.
• Improve the user experience: Problem statements can identify pain points and
ways to enhance a product. When teams act on problem statements, this can improve
UX. What are the elements of a problem statement?
You can break problem statements into a few core elements. While the format of a
problem statement is flexible, aim to include the following:
• Gap: the challenge, issue, or pain point you currently face
• Orientation: a description of when and where you found the problem and the trend
it creates or follows
• Impact: a measure of your problem’s consequences in cost, time, quality,
environment, or personal experience
• Importance: why this problem matters to your organization and customers
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After seeing the problem for yourself, interview others who know about it. Start
with employees who run into the problem or offer support for it. In some cases, they
may have a design brief with more information on the issue. Beyond that, customer
testimonials and stakeholder interviews can lay out the full scope of your problem.
• Ask your team if the proposed solution matches their understanding of the problem.
• Consider more than one solution. Sometimes, you can choose between multiple
options or apply more than one solution at once.
• Include long-term financial, intangible, and operational benefits the solution
provides.
• Consider whether your solution has blind spots or causes changes that could lead to
more issues.
Problem statement examples
Now that you know how to write problem statements, here are some examples.
Suppose you’re a support manager at a midsize SaaS company. Ideally, you want to
respond to every support request within a few hours. However, your team can’t reach
turnaround times fast enough to meet customer expectations. Start by breaking down
the elements of your problem statement:
• Gap: Customers have long wait times for their support tickets to get a response.
• Orientation: This problem began in the last few months and has only worsened.
• Impact: Customers aren't happy with their quality of service, and your teams feel
burnt out from trying to keep up.
• Importance: Retaining customers with support is essential for sustaining your
business.
Now that we’ve laid out the details, we can format it as a problem statement:
1. Identify the problem: You have high support ticket turnaround times. Gather data by
tracking how the time has lengthened in the past few months and talking to customers
about inconsistencies in wait times.
2. Put it into context: Customers upset about their wait could switch to competitors. You
initially assumed it was seasonal demand rising, but wait times haven’t tapered off,
which could cause reputational and financial problems.
3. Find the root cause: You initially assumed demand had increased. Support tickets have
remained steady, but your AI support designed to solve minor problems has had fewer
tickets. This lack of AI support has your teams stretched thin.
4. Describe your ideal outcome: AI support should be able to handle more advanced
queries. This way, your service teams can focus solely on tickets too advanced for AI.
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Qualitative research also typically involves a smaller sample size than quantitative
research (40 participants, as recommended).
1. User interviews
User interviews are a qualitative research method that involves having open-ended
and guided discussions with users to gather in-depth insights about their experiences,
needs, motivations, and behaviors.
Typically, you would ask a few questions on a specific topic and analyze
participants' answers. The results you get will depend on how well you form and ask
questions, as well as follow up on participants’ answers.
• Start with a wide context: Make sure that your questions don’t start with your
product
• Ask questions that focus on the tasks that users are trying to complete
• Invest in analysis: Get transcripts done and share the findings with your team
2. Field studies Field studies are research activities that take place in the user’s
environment rather than in your lab or office. They’re a great method for uncovering
context, unknown motivations, or constraints that affect the user experience.
An advantage of field studies is observing people in their natural environment,
giving you a glimpse at the context in which your product is used. It’s useful to
understand the context in which users complete tasks, learn about their needs, and
collect in-depth user stories.
3. Focus groups A focus group is a qualitative research method that includes the study
of a group of people, their beliefs, and opinions. It’s typically used for market research
or gathering feedback on products and messaging. Focus groups can help you better
grasp:
• How users perceive your product
• What users believe are a product’s most important features
• What problems do users experience with the product
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• As with any qualitative research method, the quality of the data collected through
focus groups is only as robust as the preparation. So, it’s important to prepare a
UX research plan you can refer to during the discussion.
4. Diary studies
Diary studies involve asking users to track their usage and thoughts on your
product by keeping logs or diaries, taking photos, explaining their activities, and
highlighting things that stood out to them.
A diary study helps you tell the story of how products and services fit into
people’s daily lives, and the touch-points and channels they choose to complete their
tasks.
• Open, ‘freeform’ diary: Users have more freedom to record what and when
they like, but can also lead to missed opportunities to capture data users might
overlook
• Closed, ‘structured; diary: Users follow a stricter entry-logging process and
answer pre-set questions
5. Surveys
Although surveys are primarily used for quantitative research, they can also
provided qualitative data, depending on whether you use closed or open-ended
questions:
• Closed-ended questions come with a predefined set of answers to choose from
using formats like rating scales, rankings, or multiple choice. This results in
quantitative data.
• Open-ended questions are typically open-text questions where test participants give
their responses in a free-form style. This results in qualitative data.
• Closed card sorting: Participants are given predefined categories and asked to sort
the items into the available groups
You can run a card sorting session using physical index cards or digitally with a UX
research tool like Maze to simulate the drag-and-drop activity of dividing cards into
groups.
Running digital card sorting is ideal for any type of card sort, and moderated or
unmoderated sessions.
7. Tree testing
During tree testing a text-only version of the site is given to your participants,
who are asked to complete a series of tasks requiring them to locate items on the app or
website.
The data collected from a tree test helps you understand where users intuitively
navigate first, and is an effective way to assess the findability, labeling, and information
architecture of a product.
We recommend keeping these sessions short, ranging from 15 to 20 minutes, and
asking participants to complete no more than ten tasks. This helps ensure participants
remain focused and engaged, leading to more reliable and accurate data, and avoiding
fatigue.
9. Usability testing
Usability testing evaluates your product with people by getting them to complete
tasks while you observe and note their interactions (either during or after the test). The
goal of conducting usability testing is to understand if your design is intuitive and easy
to use. A sign of success is if users can easily accomplish their goals and complete tasks
with your product. There are various usability testing methods that you can use, such as
moderated vs. unmoderated or qualitative vs. quantitative—and selecting the right one
depends on your research goals, resources, and timeline.
Usability testing is usually performed with functional mid or hi-fi prototypes. If
you have a Figma, InVision, Sketch, or prototype ready, you can import it into a
platform like Maze and start testing your design with users immediately.
five-second test, you can quickly determine what information users perceive and their
impressions during the first five seconds of viewing a design.
A/B testing, also known as split testing, compares two or more versions of a
webpage, interface, or feature to determine which performs better regarding
engagement, conversions, or other predefined metrics.
It involves randomly dividing users into different groups and giving each group
a different version of the design element being tested. For example, let's say the primary
call- to-action on the page is a button that says ‘buy now’.
You're considering making changes to its design to see if it can lead to higher
conversions, so you create two versions:
• Version A: The original design with the ‘buy now’ button positioned below the
product description—shown to group A
• Version B: A variation with the ‘buy now’ button now prominently displayed above
the product description—shown to group B
Concept testing is a type of research that evaluates the feasibility, appeal, and
potential success of a new product before you build it. It centers the user in the ideation
process, using UX research methods like A/B testing, surveys, and customer interviews.
There’s no one way to run a concept test—you can opt for concept testing surveys,
interviews, focus groups, or any other method that gets qualitative data on your concept.
CREATING PERSONAS
What are Personas?
Personas are fictional characters, which you create based upon your research in
order to represent the different user types that might use your service, product, site, or
brand in a similar way. Creating personas helps the designer to understand users’ needs,
experiences, behaviors and goals.
Personas are distilled essences of real users. In user experience (UX) design, you
use personas to build empathy with target users and focus on their world. You should
always create personas from observations about real users, personas should never be
invented out of your assumptions about your users. Because you must map your users’
needs to your design’s functionality, you must first clearly define both the needs and
the users.
a) A picture.
b) User’s values, interests, education, lifestyle, needs, attitudes, desires,
limitations, goals and behavior patterns.
c) Extra details about the persona (e.g., interests) – anything to make
him/her more real and relevant and help build empathy. A written story
is better than bullet points.
7. Describe several situations/scenarios prompting the persona to use your product
– put him/her in contexts with problems to overcome.
8. Include everyone involved in the project so they’ll accept the persona or advise
revisions.
9. Send them the persona to use in their work.
10. Ensure everyone develops scenarios – these should expose the persona optimally
to potential use cases.
11. Make continuous adjustments – revisit the persona; add new features; add
required new personas; discard outdated personas.
When you bring personas into projects, you help prevent stakeholders from
designing for themselves. It also keeps them from stretching generic users to fit designs.
Personas help in quick prototype testing, too. You’ll confirm a persona works well when
you ensure that “he/she”:
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1. Stays in context – What specific points about his/her situation can you map to
how he/she can use your product now?
2. Reflects a target user’s real behavior patterns, attitudes, skillset, motivations and
goals within the product’s domain.
3. Has an end-goal – What does the user want to achieve? What features would help
him/her do that best?
4. Faces realistic, relevant scenarios—written from the persona’s perspective—
to envision how users would find they’d use the product to attain a particular
goal.
5. Occupies a clear setting – a day-in-the-life approach that shows what he/she
encounters in what environment.
6. Has visible pain points – What’s the hardest/most frustrating aspect of his/her
situation/context?
SOLUTION IDEATION
What is Ideation?
Ideation is the process where you generate ideas and solutions through sessions such as
Sketching, Prototyping, Brainstorming, Brainwriting, Worst Possible Idea, and a wealth
of other ideation techniques. Ideation is also the third stage in the Design Thinking
process.
Ideation is often the most exciting stage in a Design Thinking project, because
during Ideation, the aim is to generate a large quantity of ideas that the team can then
filter and cut down into the best, most practical or most innovative ones in order to
inspire new and better design solutions and products.
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• Ask the right questions and innovate with a strong focus on your users, their
needs, and your insights about them.
• Step beyond the obvious solutions and therefore increase the innovation potential
of your solution.
• Bring together perspectives and strengths of your team members.
• Uncover unexpected areas of innovation.
• Create volume and variety in your innovation options.
• Get obvious solutions out of your heads, and drive your team beyond them.
Even though Design Thinking is not a linear process, it is crucial to take into
account the first two stages or modes in Design Thinking before you start ideating. If
you neglect to take these two modes and their guidelines into account before an Ideation
session, you risk becoming lost. The Empathize and Define guidelines will help you
develop the sufficient background knowledge and set a clear goal for your ideation
sessions.
Design Thinking’s first two modes or stages can help us prepare for the Ideation
session. The first part of the preparation is the Empathize mode, which is all about
researching and observing in field studies – and watching, engaging with and listening
to your users:
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The Empathy mode will help you conduct relevant research and become an
instant- expert on the subject and gain invaluable empathy for the person you are
designing for.
2nd Mode: Define
The next stage, which you should to take into account when preparing an ideation
session, is the Define mode, which is all about making sense of the widespread
information you have gathered in the first mode.
Defining involves synthesizing and making sense of all the available information
you gathered during the Empathize mode, by discovering connections and patterns. You
will often want to use methods such as Affinity Diagrams, and Sharing Inspiring User
Stories and Personas. By the end of the Define mode, your goal is to construct a
meaningful and actionable problem statement, also known as a Point Of View (POV).
• You extract and synthesize your users’ most essential needs, which are the most
important to fulfill. Remember that needs should be verbs.
• You work to express insights you developed through the synthesis of information
that you gathered during your initial Empathize mode. The insight should
typically not simply be a reason for the need, but rather a synthesized statement
that you can leverage in your design solution.
Step 2
Write your definitions into a Point Of View template like this one:
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You can articulate a POV by combining these three elements – user, need, and
insight – as an actionable problem statement that will drive the rest of your design work.
It’s surprisingly easy when you insert your findings in the POV Madlib below. You can
articulate your POV by inserting your information about your user, the needs and your
insights in the following sentence:
Example: An adult person who lives in the city… needs access to a shared car 1-4 times
for 10-60 minutes per week … because he would rather share a car with more people as
this is cheaper, more environmentally friendly, however it should still be easy for more
people to share.
When you’ve developed your POV it’s time to start ideating. Begin with your
Point Of View or problem statement. Break that larger challenge up into smaller
actionable pieces.
Look for aspects of the statement to complete the sentence, “How might we…?”
“How Might We?” Questions Frame and Open Up Your Design Challenge
You start using your POV by reframing the POV into a question: Instead of
saying, we need to design X or Y, Design Thinking explores new ideas and solutions to
a specific design challenge. It’s time to start using the Ideation method that involves
asking, “How
Examples of How to Generate HMW Questions
When you’ve defined your design challenge in a POV, you can start opening up
for ideas to solve your design challenge. You can start using your POV by asking a
specific question starting with, “How Might We?” or “in-what-ways-might-we?”. For
example: How might we… design a driverless car, which is environmental friendly,
cheap and easy for more people to share?
You then break the POV into smaller and actionable pieces as follows:
1. You might start coming up with too narrow questions, such as: “HMW create a
taxi which does not need a chauffeur”.
2. Or you questions might become too broad: “HMW redesign transportation”.
3. “HMW design a car which has a digital code as a key which is safe to share
among a lot of varying users.”
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1. Begin with your Point of View (POV) or problem statement. Start by rephrasing
and framing your Point Of View as several questions by adding “How might
we?” at the beginning.
2. Break that larger POV challenge up into smaller actionable and meaningful
questions. Five to ten How Might We questions for one POV is a good starting
point.
3. It is often helpful to brainstorm the HMW questions before the solutions
brainstorm.
4. Look at your How Might We questions and ask yourself if they allow for a
variety of solutions. If they don’t, broaden them. Your How Might We questions
should generate a number of possible answers and will become a launch pad for
your Ideation Sessions, such as Brainstorms.
5. If your How Might We questions are too broad, narrow them down. You should
aim for a narrow enough frame to let you know where to start your Brainstorm,
but at the same time you should also aim for enough breadth to give you room to
explore wild ideas.
• Adapting: Be able to switch how you see, understand, and extend thinking as
new input gets generated.
• Connecting: Be able to connect seemingly unrelated concepts, attributes or
themes in order to create new possibilities.
• Disrupting: Be able to overturn commonly held beliefs, assumptions or norms
in order to re-think conventional approaches.
• Flipping: Turn dead-ends or deadlocks into opportunities by flipping them over
or rapidly changing direction towards greater viability.
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User stories are short statements about a feature, written from a user’s
perspective. A well-defined user story does not spell out the exact feature, but rather
what the user aims to achieve, to give agile teams the freedom to identify the best
possible way to implement the feature.
Ideally, the team should draft the stories in collaboration with all stakeholders,
and be informed by research. While there is no standard format for creating user stories,
teams commonly write them as single-line statements. Some teams may also include
design deliverables such as personas, storyboards or short movies and include details
about the users’ activities, thoughts and emotions.
User stories are commonly used in agile teams to facilitate planning. Each story
should be small enough to fit into one sprint. The most common format for framing the
story is:
The User
While user stories are mostly written from the end users’ point of view, that’s
not always true. Teams can write them from the perspective of business stakeholders,
partners and even employees and team members.
User stories are problem- or goal-oriented and do not include specific solutions
or features. Instead, they aim to serve as a springboard for teams to ideate and arrive at
the most optimal solution to solve the problem for the user.
“As an online gamer, I want to have a multiplayer option so that I can play online with
friends.”
“As a design team lead, I want to organize assets, so I can keep track of multiple creative
projects.”
Example 3: An e-commerce shopper
“As an e-commerce shopper, I want to filter my searches so I can find products quickly.”
The Outcome
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The best stories are ones that lead to measurable outcomes. Examples of good
outcomes are an X% increase in profile completion rates or an N% drop in payment
flow errors. Outcomes that are tied to users or business goals free up the team to think
about solutions to problems instead of churning out features for the sake of shipping
something.
When the team begins work on a user story, they need not always understand the
full scope of work since user stories are vague about what features the team should
implement. To ensure that all team members are on the same page about what the user
story should accomplish, product managers, designers and researchers often include
acceptance criteria— what conditions the feature should fulfill to consider it done.
The definition of done is the set of criteria that needs to be fulfilled for your user
story to be considered complete. Define the specific acceptance criteria and use it as a
checklist.
Conduct extensive user research by creating surveys, hosting focus groups, and
reading user forums. Analyze your data and search for patterns to identify your key
personas.
Break your story down into numerous tasks to make it more manageable. If it is
a complex requirement, you can also add subtasks. Include detailed descriptions, so your
team is aligned on what each task requires.
Use user story mapping to structure work in a large process. In this case, your
stories will take the form of ordered steps.
CREATING SCENARIOS
What are User Scenarios?
User scenarios help you understand the user and how they interact with the
product.
Designers need to understand their users if they want to make products that
people will use. By understanding them, you can help create solutions that help them
achieve their goals. And when users are able to achieve their goals, they will want to
use your product again – but for that, you need to truly understand the user.
One way to understand the people you’re designing for better is to map out and
create user scenarios. On a more practical side, a user scenario tends to include who
the user is and what their goal is at that moment. Generally, scenarios are concise and
represent a snapshotof the user experience.
There are different takes on user scenarios, with some designers going for more
task- focused scenarios while others prefer a more complete and detailed scenario. The
right fit for you will depend on how much you know about your users, and how you
prefer to organize all that information.
Some prefer short and sweet user scenarios that focus only one the user goal or
task. Others claim we can obtain even more benefits from a more complete scenario,
with additional information about users that adds value – like their main source of
income. Like many aspects of UX design, there’s plenty of wiggle room to make user
scenarios that fit well for your team and project.
Like we mentioned before, the biggest plus of having user scenarios is that they
can give us quite a bit of insight into the user’s mind, needs and wants – but many
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different research tools do that too. User scenarios are all about getting the context of
use right and tailoring the experience to the user’s needs and motivations.
Before you can actually write anything about the possible scenario, there’s a
fair amount of user research needed. You’ll want to have a clear definition of who your
users are by the time you start wondering when they’ll use your product or what they’d
do with it.
Most teams tend to have a clear user persona (or two) before they start creating user
scenarios, for example.
This is a long and detailed user scenario that includes much more information
than a user’s identifying trait and final goal. Depending on the project, this type of user
scenario can add a lot of value in setting the right environment and context of use for
the product.
“Mr. and Mrs. Macomb are retired school teachers who are now in their 70s.
Their Social Security checks are an important part of their income. They’ve just sold
their big house and moved to a small apartment. They know that one of the many chores
they need to do now is tell the Social Security Administration that they have moved.
They don’t know where the nearest Social Security office is and it’s getting harder for
them to do a lot of walking or driving.
If it is easy and safe enough, they would like to use the computer to notify
the Social Security Administration of their move. However, they are somewhat nervous
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about doing a task like this by computer. They never used computers in their jobs.
However, their son, Steve, gave them a computer last year, set it up for them, and
showed them how to use email and go to websites. They have never been to the Social
Security Administration’s website, so they don’t know how it is organized. Also, they
are reluctant to give out personal information online, so they want to know how safe it
is to tell the agency about their new address this way.”
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Scenarios are a useful UX design artifact that can help you cultivate empathy
for your user and design the best solutions for them. They can be used to figure out
where to do usability testing and understand key tasks in a product.
When you map your scenarios intelligently to your users’ journey, you can
create a user experience that they’ll want to repeat. And in the end, that’s what it’s all
about.
FLOW DIAGRAMS
A User Flow Diagram is a visual representation of the path a user takes while
interacting with a product. The diagram maps out each and every step the user takes,
from the entry point to the final interaction. User flows help designers understand and
anticipate the cognitive patterns of users in order to create products that enable a state
of flow.
User flows, UX flows, or flowcharts, as they are sometimes called, are diagrams
that display the complete path a user takes when using a product. The user flow lays out
the user’s movement through the product, mapping out each and every step the user
takes—from entry point right through to the final interaction.
The flowchart begins with the consumer’s entry point on the product, like an
onboarding screen or homepage, and ends with the final action or outcome, like
purchasing a product or signing up for an account. Depicting this process allows
designers to evaluate and optimize the user experience and therefore increase client
conversion rates.
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Each touchpoint on the user’s journey is represented by a node in the flow chart.
These nodes are characterized by shape, and each shape indicates a particular process.
For instance, a diamond means a decision is being made and is therefore followed by
“Yes” and “No” arrows. A rectangle indicates a task or action that needs to be taken,
like “Log in” or “Purchase”.
1. Task flows
Task flows focus on how users travel through the platform while performing a
specific task. They generally show only one path and don’t include multiple branches
or pathways like a traditional user flow might. These are best used when the task being
analyzed is accomplished similarly by all users. When using task flows, it is assumed
that all users will share a common starting point and have no variability in the way the
task is carried out.
2. Wire flows
Wireframes on their own help convey the layout and design on each individual
page, but lack the ability to communicate the page-to-page flow of heavily dynamic
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interfaces. Wireflows add page context to UX flows, since what users see on each screen
greatly impacts their experience through the app or website.
Wireflows are especially great when creating mobile screens. The relatively small size
of the mobile screens are easily used to replace the more abstract shapes of flow charts.
3. User flows
User flows focus on the way your target audience will interact with the product.
They emphasize that all users might not perform tasks the same and may travel in
different paths.
They are typically attached to a specific persona and entry point. Therefore, when
using this type of flowchart, you may have many different scenarios that start at different
places. However, the main task or accomplishment is usually always the same.
UX flows are synthesized early, during the planning stages of your design—after
user research has been conducted. They form an important part of the foundation on
which your product is built, and can serve as a reference for other designers.
Once you have gathered your data from user testing, user flows help determine
how many screens are needed, what order they should appear in, and what components
need to be present. By the time you get to creating a user flow, your affinity diagrams
and empathy mapping as well as persona development have all been completed.
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Flowcharts can also be made for existing interfaces to enhance the user’s experience or
clear up any trouble users are having with the interface.
FLOW MAPPING
Creating a flow map is simple and can be done on paper or using workflow
management software and templates. The steps below explain how to create a process
map from scratch.
Now that you’ve compiled a list of all the activities, the next step is to arrange
these activities in the proper sequence, until the full process is represented from
beginning to end. This is a good place to check if there are any gaps you may have
missed in the previous step.
Select the appropriate mapping format and draw out the process, representing the
steps with process mapping symbols. There are around 30 standard symbols you can
use to represent different elements of a process, but we’ll cover the most common ones
in more detail later on in this article.
Once you’ve finished drawing your process map, review it with other
stakeholders involved in the process to make sure everyone understands it and agrees
with how the process is mapped. Make sure no steps have been left out and there are no
redundancies or ambiguities.
Flow mapping allows you to solidify ideas and streamline processes by visually
communicating the steps needed to execute an idea.
Here are some ways that flow mapping can be useful for you and your team:
• Identify inefficiencies: Helps you identify bottlenecks, gaps, and other issues in
a process flow.
• Simplify ideas: Breaks down complex ideas into smaller steps.
• Increase comprehension: Promotes thorough understanding of a process.
• Plan for contingencies: Allows for contingencies and provides problem-solving
guidance.
• Delegate responsibilities: Coordinates responsibilities between various
individuals or entities.
• Create documentation: Provides documentation of the process.
• Communicate clearly: Simplifies communication through a user-friendly, visual
format.
• Make decisions faster: Enables faster decision making due to faster
communication.
• Assist employees: Improves employee performance and job satisfaction.
• Meet standards: Helps businesses comply with ISO 9000 and ISO 9001
standards.
Flowchart
The simplest form of a process map is a basic flowchart. The basic flowchart
uses process mapping symbols to illustrate the inputs and outputs of a process and the
steps included in completing the process.
Basic flowcharts can be used to plan new projects, improve communication between
team members, model and document processes, solve problems in a current process,
and analyze and manage workflows.
A high-level process map, also known as a top-down map or value chain map,
provides a high-level overview of a process. Steps are limited to the essentials of the
process and the map includes minimal detail.
High-level process maps can be used to define business processes and identify the key
steps involved. These process maps are also useful for discussing processes with
superiors or third parties who don’t need to know the specifics of the operation.
In contrast with the high-level process map, a detailed process map provides all
the details of each step and includes sub processes. It documents decision points and the
inputs and outputs of each step. This process map provides the most thorough
understanding of the mapped process and is most effective in pinpointing areas of
inefficiency due to its high level of detail.
Swimlane map
A value stream map is a lean management tool that visualizes the process of
bringing a product or service to the customer. Value stream maps tend to be complex
and use a unique system of symbols to illustrate the flow of information and materials
necessary to the process.
SIPOC diagram
The acronym SIPOC stands for Suppliers, Inputs, Process, Outputs, Customers.
A SIPOC diagram is not so much a process map as a chart identifying the key elements
of the process, which may be created as a precursory step to crafting a detailed process
map.
As the acronym suggests, the SIPOC chart should feature five columns which
include the basic steps in the process, the outputs of the process, the customers, the
inputs of the process, and the suppliers of each input. In addition to preparing for a more
detailed process map, a SIPOC diagram is also useful for defining the scope of complex
processes.
Process mapping uses symbols from the Unified Modeling Language (UML) to
represent key elements on a process map, such as steps, decision points, inputs and
outputs, and participating team members.
Here are the most common process mapping symbols and their usage:
• Manual input: A rectangle with a slanted top line indicates a step in which data
must be manually entered.
• Subprocess: A rectangle with double vertical lines indicates a subprocess which
is predefined elsewhere.
You can customize process maps to match your needs and preferences, but there
are also general tips to keep in mind when process mapping to maximize effectiveness.
Here are a few process mapping best practices to apply as you get started:
INFORMATION ARCHITECTURE
relevant and contextual information to help people understand their surroundings and
find what they’re looking for online and in the real world.
Language in this instance means visual elements, labels, descriptions, menus, content.
Good information architecture is informed by all three areas, all of which are in
flux depending on the information environment.
8 Principles of information architecture
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In order to determine goals of creating IA you can ask yourself two questions:
why do you want to do it, and what do you want to achieve with it? Work with all key
stakeholders to determine that. You want them to feel involved and agree on the final
version.
Who are the people that will be using the website? Follow UX practices:
conduct user interviews, create personas, create scenarios and answer the questions:
3. Analyze competitors
Sometimes inventing hot water all over again is very unnecessary and can
actually hurt you. Go all out and make sure you know your competition.
4. Define content
If a website already has content, go through that first and decide what to keep
and what to get rid of. If the website is new, start from scratch. You need to have a clear
understanding of the content.
How to design the information architecture of your site Step 1: Group and label
the content
Once you have a list of all content, prioritize it and group. Use card-sorting
techniques to help you group the content.
To create a sitemap, you need to have content, which is grouped and labeled, and
then presented in a diagram.
Once that is done, you can create navigation – collection of UI elements that are
connected in a meaningful way. Those can be anything from global navigation – menu,
to local navigation, breadcrumbs, filters, footer…
There are a couple of ways how to test to see if the information architecture
works. The Nielsen Norman Group suggest four different types of testing, depending
on the design phase and goals:
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• Tree testing
• Closed card sorting
• Click testing
• Usability testing
The test is used to determine how and why users use a website (or a product). It
is one of the qualitative testing techniques.
2. Realtimeboard.com
Cheap and easy to use, Realtime Board is my daily go-to tool. You can use it to
create charts, agile boards, customer journeys, personas, empathy blueprints, mind
maps, organizational charts and more. It’s focus is in supporting collaboration and
offers good integration with Slack, Jira, Google drive, Dropbox…
3. Lucidchart.com
Lucid chart is a flowchart maker and online diagram software. They offer
different sorts of charts and diagrams, and support creation of mind maps, and
wireframes. Their price for a single user is pretty low and the enterprise prices are not
bad at all. It’s definitely a good competitor to the Real-time Board.
4. Xmind.net
Xmind is a mind mapping web software is the only one in the selection that
doesn’t offer a subscription, but a one-time purchase option, which could be a good
choice in the time of subscriptions. They offer mind mapping, business charts, and
brainstorming support. With your purchase you also get free templates, clip arts, a useful
presentation mode, and more.
5. Coggle.it
Simplest of all 5, except for the pen and paper, Coggle’s collaborative mind maps web
app is definitely a good choice if you need to get lots of people involved, and collaborate
to create useful diagrams.