Unit 1 Notes
Unit 1 Notes
OUTCOME
Prepared By Verified By
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lOMoAR cPSD| 36071472
T / R* Mode of
Teaching
(Google
Sl. Periods Meet/BB / Blooms Level
Topic(s) [Link] Required PPT / (L1-L6)
CO
No. Book
NPTEL /
MOOC / etc
)
UNIT I:FOUNDATIONS OF DESIGN (6)
1 R1 WB CO1
1.1 UI vs. UX Design 3 2 L1
2 R1 WB/ PPT CO1
5 R1 WB CO1
1.4 Brainstorming and Game storming 10 2 L1,L4
6 R1 WB/PPT CO1
Text Books
REFERENCES
1. Jenifer Tidwell, Charles Brewer, Aynne Valencia, “Designing Interface” 3 rd Edition ,O’Reilly 2020
2. Steve Schoger, Adam Wathan “Refactoring UI”, 2018
3. Steve Krug, “Don't Make Me Think, Revisited: A Commonsense Approach to Web &Mobile”, Third Edition, 2015
4. [Link]
5. [Link]
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What is UI?
UI stands for user interface.
It is the point of contact between humans and computers.
For example, screens, sounds, overall style, and responsiveness are all elements of UI. A
user interface involves the following four components:
1. Navigational elements. Navigational elements help users navigate an interface.
Example: slide bars, search fields, and back arrows.
2. Input controls. On-page elements that enable users to input information are
inputcontrols.
Example: Buttons, checkboxes, and text fields
3. Informational components. Informational components are used to communicate
information to the user.
Example: A progress bar
4. Containers. Containers organize content into easily digestible [Link]:
accordion menu
UI design UX design
Focuses on interaction design, Focuses on satisfying user intent and providing a clear
the visual elements of a website navigation path to access information on a site or app.
or application, and ensuring a
navigation path is visually
attractive and effortless to use.
What is UI design?
User interface (UI) design is the process designers use to build interfaces in software or
computerized devices, focusing on looks or style. User interface design is responsible for a
product'sappearance, interactivity, usability, behavior, and overall feel.
Types of UI design
Many different types of UI design exist. The table below compiles a few of the most popular
andwell-known.
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Voice user interface (VUI) : VUI uses speech recognition to understand voice
commands.
Touch screen user interfaces are GUIs that use touch screen
technology ratherthan a mouse or stylus.
Simplicity, familiarity, and consistency are a few of the most important principles for
a UI designer to keep in mind. Consider the following UI design tips from industry experts
like Apple andGoogle.
Format content to fit the screen of the intended device. Users should not need
to zoom
or scroll horizontally to view the entirety of a page’s content.
Ensure there is adequate contrast between the background and page elements like
text toincrease legibility.
Alignment doesn’t just apply to text. Buttons and images must also be
aligned to
demonstrate relevance and relativity to users.
High image resolution is essential for all image assets.
Make sure your UI design is responsive. Whether users view the UI on a large
screen, small screen, in portrait mode, or landscape mode, they should be able to
read and maneuver it with ease.
An easy way to recall the fundamental principles of UI design is to learn the four c’s:
Control. The users should be in control of the interface.
Consistency. Use common elements to make your UI predictable and easy to
navigate, evenfor novice users.
Comfortability. Interacting with a product should be an effortless, comfortable
experience.
Cognitive load. It’s critical to be mindful of bombarding users with content. Be as
clear and
concise as possible.
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UI Design Tools:
Figma
Adobe XD
Sketch
InDesign
Guidelines:
It is important to note the five stages of design thinking are not always sequential.
They do not have to follow a specific order, and they can often occur in parallel or be
repeated iteratively.
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In the first phase of design thinking you gain real insight into users and their needs.
Focuses on user-centric research. You want to gain an empathic understanding
of theproblem you are trying to solve.
Organize the information you have gathered during the Empathize stage.
Look at the problem from different perspectives and ideate innovative solutions
to yourproblem statement.
Brainstorm and Worst Possible Idea techniques are typically used at the start of the
ideationstage to stimulate free thinking and expand the problem space
The design team will now produce a number of inexpensive, scaled down versions of
the product (or specific features found within the product) to investigate the key
solutions generated in the ideation phase.
These prototypes can be shared and tested within the team itself, in other
departments or ona small group of people outside the design team.
This is an experimental phase, and the aim is to identify the best possible solution
for eachof the problems identified during the first three stages.
The solutions are implemented within the prototypes and, one by one, they are
investigatedand then accepted, improved or rejected based on the users’ experiences.
Knowledge acquired in the latter stages of the process can inform repeats of earlier
stages.
Divergence vs convergence
Divergence creates space and possibilities, while convergence brings focus and
direction.
Designers move back and forth between these two processes throughout the design
thinking process, building on the insights and ideas generated during each cycle
to refine andimprove the solution.
Divergent and convergent phases are non-linear.
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Divergence Thinking:
Divergence is the process of exploring and generating a wide range of ideas and
possibilitieswithout any judgment or criticism.
Convergent Thinking:
Convergent thinking refers to the process of selecting, evaluating, and refining
the mostpromising ideas from the divergent phase.
It involves narrowing down and refining possibilities by selecting the best
ideas andcombining them to create a coherent and effective solution.
Benefits of divergent and convergent thinking
Enhanced problem-solving
Improved collaboration
1. Diverge to ideate
Generate a wide range of ideas without judgment or criticism in a brainstorming
session orother quick ideation exercise.
Use this discovery period to identify the problem and encourage team members to
come upwith many possible solutions.
The group can vote to select which captures the problem at hand, or the
facilitator canassign a question to each participant.
Set aside some time for the group to brainstorm on their own, and then bring
everyonetogether to build upon and clarify the ideas.
Evaluate the ideas based on feasibility, viability, and desirability using decision
matrices,prioritization grids, or other evaluation tools.
The goal in this convergent phase is to clearly define the problem, then understand
and map any assumptions behind the ideas, and clarify the requirements for an
effective solution.
Evaluate the ideas the team has so far with the Critique template.
The final divergent step involves refining the solution, testing it for viability, and
getting thebuy-in and resources to implement it..
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5. Implement
Implement the selected ideas and monitor their effectiveness, iterating the process as
neededto continue improving the customer experience.
1.4 BRAINSTORMING
Definition of brainstorming
Brainstorming is a creative thinking technique for coming up with new ideas and
solvingproblems.
Teams use this ideation method to encourage new ways of thinking and collectively
generate solutions.
Brainstorming encourages free thinking and allows for all ideas to be voiced without
judgment, fostering an open and innovative environment.
This process typically involves a group of people, although it can be done
individually as well.
Brainstorming usually takes place in a group setting where people get together to
creatively solve problems and come up with ideas.
However, it’s also useful for individuals who need to explore novel solutions to a
problem. Sitting down by yourself and writing down solutions to potential problems
is a great way to brainstorm individually.
Purpose of brainstorming:
Encourages creativity
bad ideas, but this doesn’t matter as long as the final outcome is one that can solve the
problem.
4. SCAMPER model
Developed by Bob Earle, an author of creativity books for kids, the SCAMPER
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5. Rapid ideation
Rapid ideation brainstorming is almost the exact same thinking model as random
word brainstorming. In this method, however, everyone writes down the solutions they are
thinking of instead of shouting them out. This gives participants a bit more privacy with their
immediate thoughts — possibly leading to even more creative and revolutionary outcomes.
6. Starbursting
Once again, brainstorming can change based on the team’s perspective and each
session’s expected outcome. Starburst brainstorming focuses on getting the team to ask
questions instead of coming up with answers.
1. Assign a facilitator
When done as a group, a brainstorming session needs to have boundaries. You need
to choose someone who will facilitate the session and provide guidelines for the thinking
exercises. This is so the session doesn’t get too scattered and stays on the right track. The
facilitator should pose questions and guide the group from start to finish.
2. Establish context and ensure group understanding
A brainstorming session cannot be properly carried out without context. The group
must understand why they are meeting and what the end goal of the session is.. The
brainstormingmethod that will be used should also be established and explained at the outset.
3. Define an objective
While brainstorming is often looked at as a form of free-thinking creativity, it is
best to try to stay within certain rules. It’s essential that you define a clear objective and use
the session to reach your predetermined goal.
Focus on quantity
People often like to say, "Focus on quality, not quantity," but it’s the opposite when
brainstorming. In a brainstorming session, you should focus on getting as many ideas
on the board as possible, even if they're only one-word ideas. These can all be used to
come to a holistic solution at the end of the session.
Mix it up
Brainstorming should be a fun and creative endeavor. You shouldn’t be too
rigid — though some ground rules are important. If your team has weekly
brainstorming sessions, try new brainstorming techniques and activities each time
you meet. This will keep your team members on their toes and help make them
excited about the next meeting.
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Avoid criticism
There are no bad ideas in a brainstorming session. This is the attitude that all
team members must adopt when entering the session. No one should be criticized for
the ideas that they propose.
Empathy is defined as “the action of understanding, being aware of, being sensitive
to, and vicariously experiencing the feelings, thoughts, and experience of another without
having the feelings, thoughts, and experience fully communicated in an objectively explicit
manner.”
Designers need to build empathy for their users in order to take the right course of
action. It’s important to understand how the user feels when interacting with a certain
product or interface; does the layout of this website evoke feelings of frustration? What
emotions does the user go through when navigating this app?
Empathy is considered the starting point for any design project, and constitutes
phase oneof the Design Thinking process.
During empathize phase, the designer spends time getting to know the user and
understanding their needs, wants, and objectives.
The empathize phase requires you to set aside your assumptions.
The first step in empathizing with your users is to suspend your own view of the world
around you in order to truly see it through your users’ eyes. When it comes to Design
Thinking and human-centered design, it’s time to stop guessing and start gathering
real insights about the user!
What is empathic design?
One of the main objective of empathize stage is to identify user needs and
behaviors that are latent, or unarticulated. As a designer, it’s important to distinguish
between what people saythey would do in a certain situation, and what they actually do.
Empathic research and design is not concerned with facts about the user, such as their age or
location. Rather, it focuses on their feelings towards a product and their motivations in
certain situations. Why do they behave in a certain way? Why do they prefer to do this
instead of that? Why do they click here rather than there when presented with a particular
screen or page?
One option is to bring them in and observe them while they interact with the
product, or problem, you are trying to design for. You might video them or
record their screen as they navigate a website.
Another option is to ask your users to keep their own photo or video journal
over a certain time period, or while completing certain tasks in their everyday
lives. The advantage of this is that your users aren’t so aware of being watched
and may therefore act more naturally.
3. Extreme users
In their quest to build empathy and truly understand the problem that their users face,
designers will often turn to extreme users. Extreme users help to reframe the problem and
uncover
new insights: “Extreme users’ needs are somewhat amplified. They need less or more of
something
to solve their problems. They often find workarounds to existing problems, unlike average
users.”
Engaging with extreme users can help you to identify problems and needs that so-called
mainstreamusers.
Throughout the empathise phase, you should constantly be considering the what, how,
and why of your users’ behaviour. The what-how-why framework can help you translate
your (assumption-free) observations into more abstract user motivations. Divide your page
into three sections and break down what you’ve observed as follows:
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What? Refers to the details of what has happened: for example, the user took the
following actions when entering their payment details on an ecommerce website.
How? Here you will consider how the user has completed these actions. What were
their facial expressions? Were they exerting a lot of effort? Did they seem at ease,
frustrated, or confused?
Why? Now it’s time to make some educated guesses about the user’s
motivations and
emotions as they complete these tasks.
5. Empathy maps
Empathy maps are another great tool not only for getting to know your users, but for
sharing this knowledge across the wider team. An empathy map is “a collaborative
visualization used to articulate what we know about a particular type of user.
Empathy mapping requires you to consider your users in relation to four different quadrants:
1. Says: Contains direct quotes based on what the user has said, for example during an
empathy interview.
2. Thinks: Considers what the user might be thinking, but may not want to explicitly
reveal.
For example: “Am I stupid for not being able to navigate this website?”
3. Does: Looks at concrete actions the user takes, for example: refreshing a page,
clicking abutton, comparing different options before making a purchase.
4. Feels: Considers what emotions the user is experiencing at certain points. For
example:
“Frustrated: Can’t find what they are looking for on the page.”
After the empathise phase, you’ll go on to define your problem statement based
on what
you’ve learned about your users. This will then be followed by ideation, prototyping, and
testing.