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