Unit IV - Class
Unit IV - Class
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.
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.
• Decide how the dragged element should behave. It can either be moved directly
by following the cursor or snap to predefined drop zones.
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
implement.
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:
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.
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.
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
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.
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
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,
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.
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.
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
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.
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.
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.
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
3.Scan down the left side of the column until you find something interesting.
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
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..!!