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USER INTERFACE AND USER EXPERIENCE(UI/U X) Mr Arun P Assistant Professor Department of Computer Science & Engineering Department of Computer Science & Engineering www.cambri...

USER INTERFACE AND USER EXPERIENCE(UI/U X) Mr Arun P Assistant Professor Department of Computer Science & Engineering Department of Computer Science & Engineering www.cambridge.ed u.in MODULE 3 - SYLLABUS Design Production: Detailed Design, Wireframes. UX Goals, Metrics and Targets: UX Goals, UX Measures, Measurement instruments, UX Metrics. CHAPTER 4 & CHAPTER 5 DESIGN PRODUCTION VISUAL DESIGN AND VISUAL COMPS A visual designer who has been involved in ideation, sketching, and conceptual design now produces what we call visual “comps,”. All user interface elements are represented, now with a very specific and detailed graphical look and feel. A visual comp is a pixel-perfect mockup of the graphical “skin,” including objects, colors, sizes, shapes, fonts, spacing, and location, plus visual “assets” for user interface elements VISUAL DESIGN AND VISUAL COMPS An asset is a visual element along with all of its defining characteristics as expressed in style definitions such as cascading style sheets for a Website. The visual designer casts all of this to be consistent with company branding, style guides, and best practices in visual design. WIREFRAMES Path from ideation and sketching, task interaction models, and envisioned design scenarios to wireframes as representations of your designs for screen layout and navigational flow. Along with ideation and sketching, task interaction models and design scenarios are the principal inputs to storytelling and communication of designs. As sequences of sketches, storyboards are a natural extension of sketching. WIREFRAMES Wireframes have long been the choice in the field for documenting, communicating, and prototyping interaction designs. Wireframes, a major bread-and-butter tool of interaction designers, are a form of prototype, popular in industry practice. Wireframes comprise lines and outlines (hence the name “wire frame”) of boxes and other shapes to represent emerging interaction designs An example wireframe illustrating a high-level conceptual design. Further elaboration of the conceptual design and layout UX GOALS UX goals are high-level objectives for an interaction design, stated in terms of anticipated user experience. UX goals can be driven by business goals and reflect real use of a product and identify what is important to an organization, its customers, and its users. They are expressed as desired effects to be experienced in usage by users of features in the design and they translate into a set of UX UX TARGET Through years of working with real-world UX practitioners and doing our own user experience evaluations, we have refined the concept of a UX target table. UX MEASURES The UX measure is the general user experience characteristic to be measured with respect to usage of your interaction design. The choice of UX measure implies something about which types of measuring instruments and UX metrics are appropriate. UX targets are based on quantitative data—both objective data, such as observable user performance, and subjective data, such as user opinion and satisfaction. MEASURING INSTRUMENTS The measuring instrument is a description of the method for providing values for the particular UX measure. The measuring instrument is how data are generated; it is the vehicle through which values are measured for the UX measure. Although you can get creative in choosing your measuring instruments, objective measures are commonly associated with a benchmark task MEASURING INSTRUMENTS For example, a time-on-task measure as timed on a stopwatch, or an error rate measure made by counting user errors—and subjective measures are commonly associated with a user questionnaire—for example, the average user rating-scale scores for a specific set of questions. UX METRICS A UX metric describes the kind of value to be obtained for a UX measure. It states what is being measured. There can be more than one metric for a given measure. As an example from the software engineering world, software complexity is a measure; one metric for the software complexity measure (one way to obtain values for the measure) is “counting lines of code.” UX METRICS UX metrics are objective, performance-oriented, and taken while the participant is doing a benchmark task. Other UX metrics can be subjective, based on a rating or score computed from questionnaire results. Typical objective UX metrics include time to complete task1 and number of errors made by the user UX metrics will represent the kind of numeric outcome you want from a questionnaire, usually based on simple arithmetic statistical measures such as the numeric average.

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