Skip to content

Latest commit

 

History

History
57 lines (47 loc) · 2.78 KB

ui_ux.md

File metadata and controls

57 lines (47 loc) · 2.78 KB

UI/UX

  • UI (User Interface): focuses on look and feel of the product
  • UX (User eXperience): focuses on the overall experience of the user when interacting with the product
--- ui ux
focus visual elements and interaction overall user journey and experience
tools sketch, figma user research, wireframes, prototypes
output design systems, style guides flows, wireframes, usability testing
goal attractive, intuitive interfaces easy, enjoyable and efficient usage

core principles of UI/UX design

  • user-centered design: always design with the user's needs, preferences and goals in mind
  • usability: product should be easy to use and understand
  • consistency: use consistent design patterns for colors, fonts, buttons and layouts
  • accessibility: build products that can be used by users with disabilities (e.g. colorblindness, motos impairments)
  • visual hierarchy: guide the user's attention by prioritizing important elements
  • feedback: provide feedback to user's actions
  • iterative design: test your designs frequently and improve based on user feedback

tools

  • wireframe: simple visual representation of the product's layout
    • made with simple shapes, lines and text
    • usually made with pencil and paper
  • personas: fictional characters created to represent the target audience of the product
    • used to help designers understand the needs, goals of their users
    • typically contains the user's personal info: name, age, occupation, goals, pain points
  • user journey: visualization representation of the steps a user takes to achieve a goal on a website
    • used to map the user's experience and pain points
    • typically includes the following points:
      • start
      • goal
      • steps
      • pain points: difficulties of the client during the journey
      • end
  • user story: brief description of a user's goal or problem that a product or service should solve
    • typically includes the following statements:
      • as a: a description of the user, often in the form of a persona
      • i want to: a statement of the user's goal or need
      • so that: a description of the benefit or value that the user will gain from achieving their goal
    • format: as a [user type], I want to [goal] so that [benefit]
    • example: "As a busy professional, I want to be able to quickly and easily find the information I need on the company intranet, so that I can stay up-to-date on company news and projects."

design thinking

problem-solving approach that focuses on understanding the needs of users, brainstorming ideas and testing practical solutions

  • iterative process composed by the following steps:
    • empathize
    • define the problem
    • ideate: brainstorm solutions
    • prototype
    • test: validate the solution