Interactive Preliminary PDF
Document Details
Uploaded by UnequivocalHarmonica3475
Cebu Institute of Technology - University
Tags
Summary
This document covers the fundamental concepts of UI/UX design, featuring topics such as user research, user personas and usability, as well as design principles.
Full Transcript
LESSON 1: INTRODUCTION TO UI/UX SERIAL POSITION EFFECT People tend to remember the first (primacy effect) and last (recency effect) items in a list...
LESSON 1: INTRODUCTION TO UI/UX SERIAL POSITION EFFECT People tend to remember the first (primacy effect) and last (recency effect) items in a list MAIN GOAL better than the middle ones. Making the users experience efficient or good For example, if you hear a list of words, you're ABOUT more likely to recall the first and last words but forget the ones in between. Doing the whole process of UX Experience Design COGNITIVE LOAD Research behind them motivation of the Total amount of mental effort being used in a design person's working memory UX DESIGNERS HICK’S LAW Needs to consider more than a user’s The time it takes for a person to decide depends experience on the choices available Solving an existing problem LAW OF PROXIMITY SCIENTIFIC METHOD Objects that are near to each other tend to be Research the behavior, demographics, grouped together psychology of target audience Identify Problems within target users USABILITY INVOLVES Develop Ideas to solve users’ needs and 1. Navigation in business 2. Familiarity Build and Measure Solutions – testing; 3. Consistency design can be proven through data 4. Error Prevention 5. Feedback KEY COMPONENTS 6. Visual Clarity 1. Psychology – Understanding how users 7. Flexibility and Efficiency think, feel, and behave to create an experience that feels natural and engaging. LESSON 2: UX PROCESS 2. Usability – Making sure the product is easy to use, efficient, and accessible for everyone. UX PROCESS 3. Design – Creating an appealing and Cornerstone (foundation) of UX Design functional layout that guides users Different projects require different smoothly through their journey. approaches 4. UX Copywriting – Writing clear and Well Defined = Well Executed – makes an helpful text (like buttons, instructions, or error messages) that guides users amazing experience for users effortlessly. EDIPT 5. Analysis – Studying user behavior and Design thinking concept by the Stanford feedback to improve and refine the School of Design experience. Not necessarily sequential in nature VON RESTORFF EFFECT Stands for: Aka Isolation Effect Predicts that when multiple similar Empathize objects are present, the one that differs is Define most likely to be remembered Ideate Prototype Test EMPATHIZE - Presenting sketches to stakeholders Mainly research Understand the problem RESEARCH Put yourself in the shoes of the target Includes user and market research audience Most variable Coming up with user-centric solutions – External factors that affect company design focused on the needs of users Competitive Research DEFINE Phases: Define the problem of the target audience Individual In-Depth Interviews (IDI) IDEATE - Great part of the experience, good understanding of the users Approach the problem freely – different - Empathy-related step approaches and point of views - Interviewing users about Use different brainstorming techniques difficulties and problems PROTOTYPE encountered Competitive Research Tone down version of the final product - Target users are not the only Identifying / know if it addresses the problem problem - Research about competitors is TEST made - Helps UX designers understand Test the application industry standards - Identify opportunities for the product within its niche IF APPLIED IN PRODUCT DESIGN ANALYSIS Key Phases: 1. Product Definition Drawing insights from data collected 2. Research Designers confirm if key assumptions are 3. Analysis correct 4. Design Interpreting what has been gathered 5. Validation Affirm that the key assumption is correct PRODUCT DEFINITION Phases: Understand the existence of the product Create User Personas Identify the problem - Fictional characters that represent Foundation for the final product different user types – mock people Done before the team does anything Create User Stories - Tool that helps understand product Interview stakeholders, target users or service interactions from a user Phases: perspective Stakeholder Interviews - Define “as a [user], I want to [goal to - For ideas of the company brand achieve] so that [motivation]…” Value Proposition Mapping Story Boarding - Stakeholders create gen - Helps connect with personas and agreement about what the product stories should be - Includes fictional stories or sample - Setting expectations situations - Set the value of product with DESIGN stakeholders Should be highly collaborative & Concept Sketching Interactive for it to be effective - Create concept of future product Are ideas that can be wrong Phases: IMPACT PYRAMID Sketching - Initial design sketches Creating Wireframe - Wireframing – backbone of the product Creating Prototype - High-fidelity - Having characteristics or traits that should be in the final product Creating Design Specification - Contains all visual assets - Given to developers Creating Design System - System of components, patterns, style for consistency VALIDATION Testing – starts after high-fidelity design (prototype) Checking if the problem is solved by the designed product or service Phases: Taste Your Own Medicine - Testing of product in-house - Checking if there are flaws Testing Sessions - User testing sessions with people who represent the target - Small group of selected people Surveys - Captures both quantitative and qualitative information from users - Collects data from users to improve product or service Analytics - Quantitative data (clicks, nav time, search queries, tools, etc.) - Cheking the performance of the product CREATIVITY More analytical and less artistic in UX design Solving problems IDEAS Ideas that matter are that solve problems SOLUTIONS Are ideas with meaning for other people