Course Director

Philippe Jean

When

Tuesday 4:30pm - 8:30pm Eastern Time (ET)

Toolbox

Methodology

This page section aims to provide students insight on various design techniques available for this class.

User flow Wireframes Design Style Guide Feedbacks Design Style Guide Heuristic Evaluation Crazy eights Preference tests Usability testing Motion design


User Flow

User flows are paths that your users will take to perform specific actions on your interface. It allows us to visualize the path a user takes through an application.

The userflow begins with the consumer’s entry point on the product, like an onboarding screen or homepage, and ends with the final action or outcome, like purchasing a product or signing up for an account.

  • Analyze the efficiency of a task
  • How many steps does the user have to take to complete a task?
  • Each piece of a flow represents something that must be designed
  • Even seemingly simple tasks can actually be quite complex

Each user flow has 3 characteristics.

[User flow] 3 components

Display

  • The rectangle indicates a task or action display in the interface - (Sign In - Buy Now)

Decision

  • Generally written has a question, the diamond shape means a decision needs to be done from a infrastructure level.

Action

  • According to the Decision stage the action suggest what will be the outcome such as "Yes" or "No".

[User Flow Design] User flow is the new wireframe

References

What Are User Flows In User Experience (UX) Design?

User flow is the new wireframe

The biggest WTF in design right now


Wireframes

A wireframe is a two-dimensional illustration of a page’s interface that specifically focuses on space allocation and prioritization of content, functionalities available, and intended behaviors.

Wireframes are a crucial and important component for your project. It’s an easy and fast way for crafting your design experience. By having your user persona in mind and the problem you want to solve, wireframe focus on how your interactive project work and behave. More specific, wireframe is a visualization tool for presenting the layout element inventory: the content; navigation; header & footer, etc.

Wireframes are effective because they:

  • Require minimal skills to create
  • Allow for a quick, iterative designs and modifications
  • Focus on how site works and reads, not “look and feel” in early stages of site development
  • Gets early client buy-in.

Phase 1 - Low Fidelity

Low-fidelity wireframe is a high-level concept representation of your project.They represent concepts and workflows throughout a screen layout creation.

Wireframe are the entry point for a designer to think strategy and interface. It’s the initial step for putting user goal into an visual representation.

All low fidelity wireframe should be done by paper with pens and post it. Students don’t need to have good drawing skills in order to make wireframe. Those low fidelity wireframe should not focus on the drawing aesthetic but, rather on the functionality of the project.

All drawing should be done quickly. Here some characteristic:

  • Easy and fast to do
  • Cheap
  • All made with papers by using pens, pencil, post it etc
  • They are not real screen scale, around 4 to 5 screens into one paper
  • Black and white only, however having a warm colour for call to action is suggested

Phase 2 - Mid Fidelity

Mid-fidelity wireframe are a significantly more detail prototype. They include multiple level of interactivity, design element, content and workflow.

One of the biggest difference is also the fact that designer should at this stage work at a real scale template level. Mid-fidelity wireframe should be done digital with a vectorial creation tool such as Figma.

Once all setup, students should focus on all design elements inside their layouts canvas such as:

  • Navigation
  • Title
  • Content
  • Hyperlink
  • Imagery
  • Slider
  • Bouton
  • etc

Fonts

  • Font choice is an important component of your research. As such, students should incorporate the selected fonts in their mid fidelity wireframes.

Imagery

  • Good mid fidelity wireframes do not include imagery. However, the designer should clearly represent inside that wireframe where imagery will be by using a visual code such as a rectangle with an “x sign” However, iconography can be tolerated and integrated.

Content

  • As Paul Rand mentions in the book Conversations with Students, design is the relationship between form and content. At this stage, almost all content should be integrated. This way, you can easily understand the full reality of your pages and adjust the layout accordingly.

[Roman Vasilovski] Jazz Burger UX case study

Phase 3 - High Fidelity

High fidelity mocks help to clarify the visual look and feel of your digital projects. At this stage, students should execute a pixel-perfect approach on every page.

Low fidelity wireframe characteristic:

  • Colour
  • Fonts
  • Hierarchy
  • Visual system
  • Spacing division
  • Imageries integration

References

Wireframe - Usability.gov

Stop Talking and Start Sketching: A Guide to Paper Prototyping

Use Pen-and-Paper Wireframe Tools to Create Incredible User Experiences

How paper wireframing will make you a better designer

Wireframing – The Perfectionist’s Guide

How To Create Your First Wireframe

App Wireframe Examples

Wireframes by Top UX Designers

Lan-book

UI Jar

UI Sources

Mobbin Design

7 Basic Rules for Button Design

Refactoring UI

Steve Schoger

UI-Patterns


Feedbacks

Feedback is a gift — you should think critically while you share it. Here are some guidelines to put in applications while you’re giving feedbacks to your classmates.

  • Be clear and specific

The clearer you are, the better your feedback will be. Always start by first clarifying the design aspect you’re referring to: the primary navigation, home page, dialog etc. Once done, mention the issue or problem you observed at this location.

  • Provide the problem, not the solution

As designers, it’s easy to see an opportunity to present alternative solutions when a problem is found; however, the best feedback is when they are clear, but broad enough for open discussions.

For example, instead of saying “ I think all heading text titles should be bigger with a darker black”, students should place emphasis on “The contrast and font hierarchy between title and content should be higher”. This structure narrows down the issue while it’s still open for discussion.

  • Stay objective

When it’s time to give feedback, it’s always important to remember that often you are not the potential audience for the project itself. By having this approach in mind, try to understand it in the context of the intended audience.

For example, instead of commenting “I don’t like this”, try to formulate clearer feedback by saying “This might be difficult for your users to understand."

References

Feedback in daily communication & design

How to give and receive better design feedback

Give and receive great design feedback

Mastering Design Critiques

How To Run A UI Design Critique

How to Give and Receive Criticism


Heuristic Evaluation

Well established in the industry, a heuristic evaluation is a inspection method for computer software that helps to identify usability problems in the user interface design.

According to Nielsen Norman group Heuristic evaluation involves having a small set of evaluators examine the interface and judge its compliance with recognized usability principles (the "heuristics”).

10 Usability Heuristics for User Interface Design

  • #1: Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

  • #2: Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

  • #3: User control and freedom

Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

  • #4: Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same thing

  • #5: Error prevention

Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

  • #6: Recognition rather than recall

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

  • #7: Flexibility and efficiency of use

Unseen by the novice user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

  • #8: Aesthetic and minimalist design

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

  • #9: Help users recognize, diagnose, and recover from errors

Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

  • #10: Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

References

10 Usability Heuristics for User Interface Design

How to Conduct a Heuristic Evaluation

Heuristic Evaluation of User Interfaces

How to Conduct Heuristic Evaluation

A Usability Heuristics Guide for You


Crazy Eights

Crazy 8’s is a fast-paced technique to generate design solutions.Inspired from Google Sprint technique, under a time-based approach, each participant draws a high-level representation of eight different ideas for the problem to clarify as a team. The goal is to go fast. It’s not about the details, but rather about the idea.

According to Jake Knapp, Crazy 8’s goal is to allow for the emergence of ideas, concepts, and solutions.

[GV Design Sprint Technique] Crazy 8s – Brainstorming & Sketching

Part 1 Note taking

  • Before starting to sketch, each participant needs to understand what they need to focus on.

In class, each student will have 5 minutes to explain their business problem in front of the class. Since the slides will be projected during the presentation, it is primordial that the above-mentioned research is completed before the first in-site class.

Part 2 Sketching

  • Set the timer for eight minutes.

After each presentation, all other students will have 8 minutes to sketch potential design solutions to solve their classmate’s problems. You can use Google timer for time reference.

[Part 2 Sketching] Example

Part 3 Sharing

  • Remember, at this stage, no sketch or idea is bad or wrong.

Each participants will share ideas.


Preference tests

The preference test or A/B testing or methodology gives designers feedback between two solutions with various variables. Specifically, this technique forces designers to create design variations for a specific page or experience.

Goal & Hypothesis

For good research structure it’s important to define the testing goal and hypothesis. For each preference test make sure to clarify exactly what you want to emphasize and highlight.

Examples

  • I want to ensure the save button is visible right away for everyone
  • I want to properly highlight error messages at the bottom of the screen
  • I want to increase the visibility of comments inside a specific thread

Design variations

For each hypothesis/goal definition, the designer should create a minimum of two clear, strong (mocks) variation choices. These two choices should be clearly distinguished by:

  • Spacing
  • Colour
  • Font size
  • Content
  • Hiearchy
  • Image choice
  • Animation

Procedure

Before asking people for opinions and preferences, it’s important to prepare proper variations with a clear and simple presentation layout. This layout should include:

  • Clear goal statement
  • Display inline both variations in their context without any superficial information
  • Allow spaces for voting and people’s comments around design choices

References

A/B Testing: Optimizing The UX

10 Guidelines To Improve The Effectiveness Of A/B Testing

Let go of the A/B testing

How Netflix does A/B Testing


Usability testing

At a glance, writing usability test scenarios sound easy to do. However, after deeper reflection and investigation, it’s obvious the investigator must have a plan. Here is a light but strong usability testing playbook for a successful usability testing execution.

Context

This small playbook focuses on the tasks driven validation from a prototype. Especially, this phase wants to validate assumptions around general flow, information hierarchy, clarify visual assets, and positioning.

#1 Define Usability Goal

It’s important to have a good, in-depth interactive prototype. Various end-to-end tasks and goals should be well designed and integrated. Second, before the test, you should narrow down a few key core components you want to test such as:

  • Account creation
  • Onboarding
  • Create, edit, delete, and complete an entry
  • Search and filtering information
  • Etc

#2 Usability Scripts

A script is a text which includes questions as a request for participants to execute in the prototype. Here is a text example for a morning alarm mobile app:

  • In this prototype, you will test and evaluate an alarm mobile application. Specifically, you will evaluate specific tasks such as setting a time alarm, snooze, and rescheduling an existing time. Reminder, no answer or test is wrong or bad. We are not evaluating you, but rather the prototype. At any time, you can leave the prototype.

#3 Step-by-step testing scenario:

Alarm setup

  • From this page, select a new alarm configuration
  • Great, now adjust the time for 7:00 a.m.
  • From this same page, change the ringing song type
  • Congratulations! Task 1 is done

Once all of the tasks are done, make sure to add an extra box for information.

  • Awesome! You achieved the alarm setup. Do you have any general feedback about the configuration itself? Are there any particular elements that were confusing?

References

Usability testing: what is it and how to do it?

Usability testing - GOV

A beginner's guide to usability testing


Motion design in user interface

Micro Animation is a key core component of any good user experience. According to Material design from Google, UI Animations break down into three principles.

Informative

Informative animation allows users to get informed on relationships between elements, actions, availability, and outcomes.

Examples

  • Horizontal and vertical scroll
  • Page transition between element or sections

Focused

Focused animation allows the user to get a visual indicator of what’s currently happening on the page without creating unnecessary distraction.

Examples

  • Visual indicator of someone typing in an input text field
  • User waiting for task confirmation due to a processing loading delay
  • Small icon animation while an action is currently happening such as a phone pictogram moving to represent a phone call

Celebrating

Celebrating animations allows the user to get a visual indicator of achievement moments in their user journey. This approach adds character and specific project flavours.

Examples

  • Account creation successfully done
  • All emails read for the day
  • Exercise goal achieved for the day
  • Weekly achievements
  • Tasks successfully done

References

Motion design in UI - Designing in the Browser

The 12 principles of UX in Motion

Screenlane

Animation principles for UX and UI designers

The importance of good animation in UX

6 Animation Guidelines for UX Design

Animated Transitions in Mobile Apps

Motion Design Doesn’t Have to be Hard


Design Style Guide

A design style guide is the central place where your design language lives.

[Mailchimp] Design patterns

Specifically. it's where all your design elements are cataloged.As a designer, you either interact with a style guide for understanding the current visual language of an existing project or you are part of creating the style guide while you build the design experience for a new project.

What should we put inside a design style guide?

  • Colours with hex code
  • Typography information such as name, size and example in practice
  • All icons and logo used in your design
  • All design assets used such as buttons, drop down, hyperlink text, navigation elements etc

What a design style guide is not...

A lot of people and designers think a style guide as a moodboard experience which is definitely not the same thing. Style guide is also not just a space with screen shots and imagery of your digital interface experience. It must include editable assets from your design.

Is a design style guide a design system?

While both concepts overlap together, the design style guide and design system are not the same.

The graph previously illustrates well how a style guide is a part of the design system. Specifically, your style guide focuses much more on hands on artefact.Rather, the design system focuses on the big picture at scale for other disciplines involved in design (Engineers, product manager, etc).

References

Mailchimp - Design patterns

InVision DSM - The heartache of design at scale

InVision Design Better - Design Systems Handbook

Atomic Design Methodology

Space in Design Systems

Design Systems articles on building and maintaining design systems

Material Design

IBM Carbon Design System

Design Systems for Figma