0% found this document useful (0 votes)
9 views35 pages

Unit IV - Class

Uploaded by

Vicky Vignesh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views35 pages

Unit IV - Class

Uploaded by

Vicky Vignesh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 35

UNIT IV

Designing Web Interface


Designing Web Interface
Designing a web interface involves several steps in the UI/UX (User
Interface/User Experience) design process. Here's a simplified breakdown of
the steps involved
1.Understanding the Users and Goals:
• Identify the target audience for the website.
• Understand their needs, preferences, and pain points.
• Define the goals of the website and what actions you want users to take.

2. Research and Analysis:


• Conduct competitor analysis to understand what works well and what can be
improved.
• Perform usability testing on existing designs if available.
• Gather user feedback through surveys, interviews, or analytics data.

3.Information Architecture:
• Define the structure and organization of content on the website.
• Create sitemaps to visualize the hierarchy of pages.
• Consider user flow and how users will navigate through the website.
4. Wire framing:
• Create low-fidelity wireframes to outline the layout and structure of each page.
• Focus on functionality and content placement without getting into visual design
details.
• Iterate on wireframes based on feedback and usability testing.

5.Visual Design:
• Develop high-fidelity mock-ups that incorporate branding elements, colour schemes,
typography, and imagery.
• Ensure consistency in design elements across the website.
• Use design tools like Adobe XD, Sketch, Figma, or even pen and paper.
6. Prototyping:
• Create interactive prototypes to simulate user interactions and
flows.
• Test usability and gather feedback from stakeholders or users.
• Iterate on prototypes based on feedback and make necessary adjustments.

7. Testing and Iteration:


• Conduct usability testing with real users to identify any usability issues.
• Gather feedback and iterate on designs to improve user experience.
• Test across different devices and screen sizes to ensure responsiveness.

8. Development Handoff:
• Prepare design assets and specifications for developers.
• Provide detailed documentation on design elements, interactions, and animations.
• Collaborate with developers during the implementation phase to ensure design fidelity.
9. Launch and Post-launch Activities:
• Deploy the website.
• Monitor analytics data to track user behavior and performance.
• Gather user feedback post-launch and make necessary adjustments.

10. Continuous Improvement:


• Regularly review and analyze user feedback and analytics data.
• Iterate on design based on insights to continually improve the user experience.
Drag and Drop
Drag and drop is a common interaction pattern used in UI/UX design to enable
users to move elements within a digital interface. This interaction is intuitive and
user-friendly, as it mimics physical object manipulation.

1.Identify Use Case:


• Determine where drag and drop functionality will enhance the user experience.
• Common use cases include reordering items in a list, rearranging elements on a
canvas, or uploading files by dragging them into a designated area.

2. Design Visual Cues:


• Use visual cues to indicate draggable elements. This can include icons, hover
effects, or shadows to signify that an element can be moved
• Provide feedback when an element is being dragged, such as changing its
appearance or displaying a ghost element that follows the cursor.
3.Define Dragging Behavior:

• Decide how the dragged element should behave. It can either be moved directly
by following the cursor or snap to predefined drop zones.

• Consider whether to allow dragging multiple elements simultaneously and how


they should interact with each other.

4.Set Drop Targets:


 Define drop zones where dragged elements can be placed.
 Highlight drop zones when a draggable element is dragged over them to
indicate where the element can be dropped.
 Consider providing visual feedback when an element is successfully dropped,
such as animations or color changes.
5.Accessibility:
 Ensure drag and drop functionality is accessible to all users, including those using

assistive technologies.
 Provide keyboard alternatives or fallback options for users who cannot perform
drag and drop interactions. .
6. Testing and Iteration:
 Test the drag and drop functionality across different devices and browsers to
ensure consistency and responsiveness.
 Gather feedback from users through usability testing and iterate on the design

based on their input.


7. Performance Optimization:
 Optimize the performance of drag and drop interactions, especially when dealing
with large amounts of data or complex UI elements.
 Consider lazy loading or pagination to improve performance when dragging and
dropping multiple items.
8. Documentation and Handoff:

 Document the drag and drop behavior, including visual designs,

Interaction details, and technical specifications, for developers to

implement.

 Collaborate with developers during the implementation phase to ensure


the drag and drop functionality is implemented accurately.
Direct Selection
 Direct selection in UI/UX refers to the ability for users to directly interact with
individual elements or objects within a digital interface. It allows users to
manipulate elements without needing to go through intermediate steps, such as
selecting them from a menu or using keyboard shortcuts. Direct selection is
commonly used in graphic design tools, drawing applications, and interactive
prototypes.
 1. Clickable Elements:
 Ensure that all interactive elements within the interface are clickable or tappable, allowing users
to directly interact with them using a mouse, touch, or stylus.
 Use familiar visual cues such as buttons, icons, or links to indicate interactive elements.

2.Draggable Elements:

 Enable elements that can be moved or rearranged within the interface to be draggable.
 Provide visual feedback when an element is being dragged, such as changing its appearance or
displaying a ghost element that follows the cursor.
3. Resizable Elements:

 Allow resizable elements, such as windows, panels, or images, to be directly resized by


dragging their edges or corners.
 Provide visual indicators, such as resize handles, to show users where they can interact
to resize the element.

4. Text Selection:
 Enable users to select and manipulate text directly within text input fields or text areas.
 Provide standard text selection behaviors, such as click-and-drag to select text, double-
click to select a word, or triple-click to select a paragraph.

5. Object Selection:

 In graphic design tools or drawing applications, allow users to directly select individual
objects or elements within a canvas or artboard.
 Provide selection handles or bounding boxes around selected objects to indicate their
selection status.
6.Live Preview:
 Provide live previews or real-time feedback when users interact with elements, such as
resizing an image or adjusting a slider.

 Show changes immediately as users manipulate elements, allowing them to see the results
of their actions in real-time.

7. Gestures and Touch Interactions:


 If designing for touch interfaces, consider incorporating touch gestures for direct
manipulation, such as pinch-to-zoom or swipe-to- delete.
 Ensure that touch interactions are intuitive and consistent with user expectations.

8. Accessibility:

 Ensure that direct selection interactions are accessible to all users, including those with
disabilities or using assistive technologies.
 Provide alternative interaction methods or keyboard shortcuts for users who may have
difficulty with direct manipulation.
Contextual Tools

Contextual tools are user interface elements that appear or change based
on the context of the user's actions within an application or interface.
These tools are typically designed to provide relevant options, actions,
or information related to the specific task or content being interacted
with.

Contextual tools help streamline user workflows by presenting relevant


options without cluttering the interface with unnecessary elements.
1. Dynamic Presentation: Contextual tools appear or change based on the user's current context or actions

within the interface. For example, when a user selects a specific object or item, a contextual toolbar or

menu may appear with relevant options for manipulating or interacting with that object.

2. Relevance: Contextual tools are tailored to the specific context of the user's interactions. They provide

options or actions that are directly related to the task at hand, reducing cognitive load and

streamlining user workflows.

3. Space Efficiency: Contextual tools help conserve screen space by only appearing when needed, rather

than cluttering the interface with permanent elements. This allows for a cleaner and more focused user

interface.

4. Task-Oriented: Contextual tools are task-oriented, providing users with the tools and options necessary

to accomplish their current task effectively. By presenting relevant options within the context of the user's

actions, contextual tools help guide users through the interface and facilitate task completion.

Examples: Common examples of contextual tools include context menus that appear when right-clicking on
an object, toolbars or ribbons that services. change based on the selected tool or object, and sidebars or
panels that display additional options or information related to the current context.
Overlays
Overlays are temporary graphical elements that appear
on top of the main content or interface to provide
additional information, options, or interactions.

Overlays are commonly used to present modal dialogs,


notifications, alerts, tooltips, or lightboxes that temporarily
shift the user's focus to a specific task or piece of content.

Overlays often dim or blur the background content to


draw attention to the overlayed information or interaction.

Overlays can be dismissed by the user or automatically


disappear after a certain period, allowing users to return
to the main content or interface.
1. Temporary Visibility: Overlays are designed to be temporary and appear only when triggered by a user action or system event. They

typically overlay the main content or interface but can be dismissed by the user or automatically disappear after a certain period.

2. Attention Focus: Overlays help draw attention to specific information or interactions by visually separating them from the rest of the

interface. This helps guide the user's focus and directs their attention to important content or actions.

3. Modal Interaction: Many overlays are modal, meaning they require user interaction before the user can interact with the underlying

interface. This ensures that the user's attention is fully focused on the content or interaction presented in the overlay.

4. Content Variety: Overlays can contain a variety of content, including forms, messages, images, videos, or interactive elements.

They are versatile and can be used to present different types of information or interactions depending on the context.

5. Responsive Design: Overlays should be designed to be responsive and adapt to different screen sizes and devices. They should be

positioned and sized appropriately to ensure a consistent user experience across various devices and screen resolutions.

6. Accessibility: When designing overlays, it's important to consider accessibility requirements to ensure that all users can access

and interact with the content presented in the overlay. This includes providing keyboard accessibility, ensuring proper focus

management, and considering users with visual or motor impairments.

7. User Feedback: Overlays are often used to provide feedback to the user, such as error messages, success notifications, or

confirmation dialogs. They help improve the user experience by providing timely and relevant feedback based on user actions.
Inlays
 Inlays are graphical elements that are inserted into the
main content or interface to provide additional information,
context, or functionality. Unlike overlays,

 inlays are integrated directly into the main content or


interface and do not cover or obscure the underlying
content. Inlays are commonly used to display inline
tooltips, popovers, or expandable panels that provide
additional details or options related to specific elements
within the interface.

 Inlays enhance the user experience by providing contextual


information and options without disrupting the flow of the
main content or interface.
1. Integration with Main Content: Inlays are seamlessly integrated into the main content or interface, appearing within the
context of the existing layout and design. They are often designed to blend in with the surrounding content to create a
cohesive user experience.

2. Inline Presentation: Inlays are presented inline with the main content, typically as tooltips, popovers, or expandable panels
that provide additional details or options related to specific elements within the interface. They are triggered by user actions,
such as hovering over a specific element or clicking on a designated area.

3. Contextual Information: Inlays are designed to provide contextual information or options related to the user's current
interaction or task. They offer additional details, explanations, or actions that enhance the user's understanding or ability to
interact with the interface.

4. Non-Disruptive: Inlays are non-disruptive and do not obstruct the user's view of the main content or interface. They appear
temporarily and can be dismissed by the user if desired, allowing the user to focus on the main content without interruption.

5. Variety of Content: Inlays can contain a variety of content, including text, images, links, buttons, forms, or interactive
elements. They are versatile and can be used to present different types of information or interactions depending on the context
and user needs.

6. Responsive Design: Inlays should be designed to be responsive and adapt to different screen sizes and devices. They should
be positioned and sized appropriately to ensure a consistent user experience across various devices and screen resolutions.

7. Accessibility: When designing inlays, it's important to consider accessibility requirements to ensure that all users can
access and interact with the content presented in the inlay. This includes providing keyboard accessibility, ensuring proper
focus management, and considering users with visual or motor impairments.
Virtual Pages
Virtual pages are user interface elements that simulate the
experience of navigating between multiple pages or views within a
single-page application or interface.

Virtual pages are typically used in web applications or mobile apps to


create the illusion of multiple pages or views while maintaining a single,
seamless interface.

 Virtual pages are often implemented using client-side routing or dynamic


content loading techniques to update the interface in response to user
interactions, such as clicking on navigation links or performing actions
within the application.

Virtual pages help improve the performance and usability of web


applications by reducing the need for full-page reloads and providing a
more fluid and responsive user experience.
1. Single-Page Application (SPA): Virtual pages are commonly used in single-page applications (SPAs)
where the entire application is contained within a single HTML page. Instead of loading separate HTML
pages for each view, SPAs dynamically update the content on the page to simulate navigation between
different pages or views.
2. Dynamic Content Loading: Virtual pages are created and managed dynamically within the application,
typically using JavaScript frameworks like React, Angular, or Vue.js. Content is loaded and updated
dynamically based on user interactions, such as clicking on navigation links or performing actions
within the application.
3. Perceived Navigation: Virtual pages provide users with the perception of navigating through different
pages or sections of content, even though the content is all contained within a single page. This creates a
smooth and seamless user experience without the need for full-page reloads.
4. URL Routing: Virtual pages often utilize client-side routing to update the browser's URL and provide
bookmarkable URLs for different views within the application. This allows users to share links and navigate
directly to specific views within the application.
5. State Management: Virtual pages may utilize state management techniques to manage the state of
the application and ensure consistency between different views. This includes managing user authentication
state, form data, and other application state across virtual pages.
6.Animation and Transitions: Virtual pages can be enhanced with animations and transitions
to create smooth transitions between different views and provide visual feedback to users as they
navigate through the application.
7.Performance Considerations: While virtual pages can provide a seamless user experience,
they also come with performance considerations, especially for applications with large amounts of
dynamic content. Careful optimization of data fetching, rendering, and state management is essential
to ensure optimal performance.
8. Accessibility: Virtual pages should be designed with accessibility in mind to ensure that all users,
including those using screen readers or keyboard navigation, can effectively navigate and interact with
the application.
Process Flow

 If you want users to get from A to B, you have to design how they get
there. And you definitely want users to get from A to B.

 Thousands or millions of people need to move through your


Information Architecture without getting stuck or lost, and the easier it
is for them to “flow” to where they want to go, the better your design
will perform and the happier the users will be.
Don’t Count Clicks or Pages

The architect of Grand Central Station didn’t count how many steps people would take or how
many doorways they would go through, because it doesn’t matter.

It is more important to give people the right information at the right time so they know whether to turn left or right

to find their train.


A long hallway, like a flow with many pages, can be very simple to use, even though it’s long. And a short hallway
with too many signs can be confusing, like a website with complex menus, even though it is “only” one choice.
Avoid Making a “Dead End”

If users navigate through several pages only to arrive at a page with no “next step,” they will leave
or get lost, or get angry. Make sure there is always somewhere to go, and make sure the users know how to get
there.
Make Loops If You Want Users to Go Backward
When it is a “loop,” It means something like this:
 Page A links to Page B.
 Page B links to Page C.
 Page C links to Page A.
The user can keep clicking forever without leaving your site.
Users Only Go Backward When Confused or Lost—That’s Bad
You might think of your site as a tree with several branches, but users only think about the navigation
options they can see right now or those that they have already used.

If a user clicks the back button, it doesn’t mean they are going “up a level” to retry their last decision. It
means they have no idea what to do. In a user’s mind, the back button is the “abort” button or the “nope”
button.
If, during user tests, you see users hitting “back” a lot, it means they are not finding what they want. And
since you are probably sitting there watching them, it probably means that they would leave the site when
they are alone.
Using Motion for UX:
In digital design, it is becoming more and more common to include animation or motion design as part of
the UX. It’s a stylish detail, but in UX, you care about more than style. Motion is a tool.

If Motion Makes People Wait, It’s Bad

Before you start designing amazing transitions between screens, and smooth animated buttons, and
parallax gravity in your scrolling, think about the user.
If the user is trying to navigate, or if they know what is coming, or if they have to see this animation a
hundred times every time they use your site or app, you might be doing more harm than good.
Motion Is Noticed First
If you have ever been disturbed by a vibrating banner or a jumping button, then you
understand how motion can draw your attention.
If you made a list of the things your brain notices, in order of priority, motion would be first.
But, a little goes a long way.

Straight lines point in a direction


Different types of motion will do different things to the user’s eyes. If you make something
move in a straight line, the user’s brain will anticipate where it’s going and the user will look at
the “end of the line.” If you are using motion to highlight key features or tell users where to go,
straight lines are a good choice.
Curved lines make people follow the curve

 However, if you want to lead users around the screen—like when


you’re explaining your app for the first time—curved motion will make their
eyes stick to the path and stop where the animation stops.
What Is a Design Pattern?

 When many designers have the same challenge and someone solves it
in an elegant way, and many designers use that solution, it is called a
design pattern.

 A design is not necessarily good just because it’s common. To be a


“good” design pattern, a solution must be common and usable.

 Some design ideas become popular because they allow lazy UI designers
to ignore a challenging feature. It’s like putting a bag over someone’s
head because they are ugly.
The Z-Pattern
Let’s start with the most boring design I can imagine:
an entire newspaper page of solid text. All one story.
No head-lines. No images. No breaks or pull quotes;
just text, in even columns, from corner to corner.
In a design like that which I hope you never create
users will generally scan it in a pattern something like
a “Z,” starting in the upper left and ending in the
lower right. Anything in the layout that isn’t near the
Z probably won’t be noticed.
 If we add a bigger head- line (visual weight), create
one column to follow (line tension), and use smaller
sections (repetition), we can get people closer to the
famous F-Pattern.
F-Pattern:
Similar layouts = similar scanning pattern. Google results make a great F-Pattern

if you track the eye movements of users.

The F-Pattern works like this:

1.Start in the upper-left corner, like the Z-Pattern.

2.Read/scan the first (head)line of the text.

3.Scan down the left side of the column until you find something interesting.

4.Read the interesting thing more carefully.

5.Continue scanning down.

6.By repeating that method over and over, the scanning pattern starts to look like
an “E” or an “F,” hence the name.
Visual Hierarchy
 When you consistently use typography to indicate the importance of text,
and certain colors to highlight buttons, and When you give more visual
weight to things that matter, it creates a visual hierarchy (i.e.,a design that
people can scan easily). Our eyes jump from important thing to important
thing rather than scanning like a robot.

Some designers think visual hierarchy is good because it looks better, but the
truth is that it feels better because it is easier to scan.
Lookup Patterns

In UI/UX design, "lookup patterns" typically refer to design patterns or


interaction patterns that facilitate searching for and retrieving specific
information within a digital interface. These patterns are used to enhance
the user experience by providing efficient and intuitive ways for users to
find the content they are looking for.
some common lookup patterns:

1.Search Box: The search box pattern is perhaps the most straightforward lookup pattern. It
involves providing a text input field where users can enter keywords or phrases to search for
specific content within the interface. Search boxes are commonly placed prominently in the
header or navigation area of a website or application.
2.Autocomplete: Autocomplete is a pattern that enhances the search box by providing
suggestions or predictions as the user types in their query. This helps users find what
they're looking for more quickly by presenting relevant suggestions based on the input
provided.
3.Filters and Facets: Filters and facets are patterns commonly used in e- commerce and
content-heavy websites. They allow users to refine search results by selecting specific
criteria or attributes, such as price range, category, date, or location. Filters and facets help
users narrow down their search results to find the most relevant content.
4. Tagging: Tagging is a pattern that allows users to categorize or label content using tags or keywords.
Users can then filter content based on these tags, making it easier to find related or relevant items.
Tagging is commonly used in content management systems, social media platforms, and collaborative
tools.

5. Alphabetical Index: An alphabetical index is a pattern often used in interfaces with large
amounts of content, such as directories or lists. It provides an alphabetical list of links or shortcuts that
users can click on to quickly jump to specific sections of content based on the initial letter or character.
6. Recent Items or History: This pattern involves displaying a list of recently viewed or accessed items,
allowing users to quickly revisit content they have interacted with previously. This pattern is useful for
applications where users frequently need to reference recent items or activities.
7. Saved Searches or Bookmarks: Saved searches or bookmarks allow users to save and revisit
specific search queries or content items for future reference. This pattern is useful for users who
regularly access certain types of content or perform repetitive searches.

8. Advanced Search: It provide users with additional options and filters to perform more complex and
targeted searches. This pattern is commonly used in applications where users may have specific
requirements or preferences for their search queries.
THANK YOU..!!

You might also like