User Interface Design
User Interface Design
User Interface Design
The user interface is the front-end application view to which the user interacts to use the
software. The software becomes more popular if its user interface is:
1. Attractive
2. Simple to use
4. Clear to understand
5. Consistent on all interface screens
The analysis and design process of a user interface is iterative and can be represented by
a spiral model. The analysis and design process of user interface consists of four framework
activities.
UI Design Stages
1. User, Task, Environmental Analysis, and Modeling
Initially, the focus is based on the profile of users who will interact with the system, i.e.,
understanding, skill and knowledge, type of user, etc., based on the user’s profile users are
made into categories. From each category requirements are gathered. Based on the
requirement’s developer understand how to develop the interface. Once all the requirements
are gathered a detailed analysis is conducted. In the analysis part, the tasks that the user
performs to establish the goals of the system are identified, described and elaborated. The
analysis of the user environment focuses on the physical work environment. Among the
questions to be asked are:
The goal of this phase is to define the set of interface objects and actions i.e., control
mechanisms that enable the user to perform desired tasks. Indicate how these control
mechanisms affect the system. Specify the action sequence of tasks and subtasks, also called
a user scenario. Indicate the state of the system when the user performs a particular task.
Always follow the three golden rules stated by Theo Mandel. Design issues such as response
time, command and action structure, error handling, and help facilities are considered as the
design model is refined. This phase serves as the foundation for the implementation phase.
The implementation activity begins with the creation of a prototype (model) that enables
usage scenarios to be evaluated. As iterative design process continues a User Interface toolkit
that allows the creation of windows, menus, device interaction, error messages, commands,
and many other elements of an interactive environment can be used for completing the
construction of an interface.
4. Interface Validation
This phase focuses on testing the interface. The interface should be in such a way that it
should be able to perform tasks correctly, and it should be able to handle a variety of tasks. It
should achieve all the user’s requirements. It should be easy to use and easy to learn. Users
should accept the interface as a useful one in their work.
The following are the golden rules stated by Theo Mandel that must be followed during the
design of the interface. Place the user in control:
1. Define the interaction modes in such a way that does not force the user into
unnecessary or undesired actions: The user should be able to easily enter and exit
the mode with little or no effort.
2. Provide for flexible interaction: Different people will use different interaction
mechanisms, some might use keyboard commands, some might use mouse, some
might use touch screen, etc., Hence all interaction mechanisms should be provided.
6. Design for direct interaction with objects that appear on-screen: The user should
be able to use the objects and manipulate the objects that are present on the screen to
perform a necessary task. By this, the user feels easy to control over the screen.
1. Allow the user to put the current task into a meaningful context: Many interfaces
have dozens of screens. So it is important to provide indicators consistently so that the
user know about the doing work. The user should also know from which page has
navigated to the current page and from the current page where it can navigate.
User interface design is a crucial aspect of software engineering, as it is the means by which
users interact with software applications. A well-designed user interface can improve the
usability and user experience of an application, making it easier to use and more effective.
Key Principles for Designing User Interfaces
1. User-centered design: User interface design should be focused on the needs and
preferences of the user. This involves understanding the user’s goals, tasks, and
context of use, and designing interfaces that meet their needs and expectations.
3. Simplicity: User interfaces should be designed to be simple and easy to use, with
clear and concise language and intuitive navigation. Users should be able to
accomplish their tasks without being overwhelmed by unnecessary complexity.
User interface design is also known as user interface engineering. User interface design
means the process of designing user interfaces for software and machines like a mobile
device, home appliances, computer, and another electronic device with the aim of increasing
usability and improving the user experience.
The aim of user interface design is to make user experiences as easy as possible while still
being successful in achieving user goals (user-centered design).
A well-designed user interface design makes it easier to complete the task in hand without
drawing needless attention to itself. Graphic design and typography are used to influence its
utility by influencing how the consumer interacts with it and improving the design's aesthetic
appeal. Design aesthetics can increase or decrease the user's ability to use interface's
functions. The design process should balance technical functionality as well as visual
elements (for example, mental model) in order to build a system that is not only operational
but as well usable and adaptable to evolving user requirements.
Interface design is used in various projects, including computer systems, commercial planes,
automobiles; many of these projects include many of the same basic human interactions, but
they often include certain special skills and experience. Consequently, whether it is software
design, industrial design, user research or web design, designers prefer to specialize in those
types of projects and have skills- based around their experience.
Choosing Interface Components
Users have become aware of interface components acting in a certain manner, so try to be
predictable and consistent in our selections and their layout. As a result, task completion,
satisfaction, and performance, will increase.
1. Input controls
2. Navigational Components
3. Informational Components
4. Containers
Input Controls: Input Controls involve buttons, toggles, dropdown lists, checkboxes, date
fields, radio buttons, and text fields.
Navigational Components: Navigational components contain slider, tags, pagination, search
field, breadcrumb, icons.
Informational Components: Informational Components contain tooltips, modal windows,
progress bar, icons, notification message boxes.
Users would feel more at ease and be able to complete tasks more easily if we use common
components in our UI. It's also important to generate pattern in language, design, and layout
across the website in order to help with productivity. If a user has mastered one ability, they
should be able to apply it to others areas of the website.
Think about how we are going to use the typeface. Text in various sizes, fonts, and
arrangements in order to help increase readability, legibility, and scanability.
Always keep your user up to date on their change in state, location, errors, actions, etc. Using
various UI components to communicate status and, if needed, the next steps will help your
user feel less frustrated.
Using contrast, light, color, and texture to our benefit, we can draw attention to or draw
attention away from objects.
Mostly the great interfaces are not visible to the user. They avoid needless components and
use simple terminology on labels and in messaging.
Take into account the spatial associations between the objects on the page and organize the
page on the basis of importance. Carefully positioning objects can aid scanning and
readability by drawing attention to the most appropriate pieces of information.
2. Gesture-based Interfaces
In the Graphical user interface, the users can interact with visual representations on the digital
control panels. Example of GUI, a computer's desktop.
2. Gesture-Based Interfaces
In gesture-based interfaces, users can interact with 3D design spaces by moving their bodies.
Example of Gesture-Based Interfaces, Virtual Reality (VR) games.
It is the kind of field research. It is the research of how the system's potential users perform
the tasks that the design would serve, and perform interviews to learn more about their goals.
o What do you think the user would like the system to do?
o What role does the system fit in the user's everyday activities or workflow?
o How technically savvy is the user, and what other systems does the user already use?
o What styles of user interface look and feel do you think the user prefers?
Information Architecture
Process development or the system's information flow (means for phone tree systems, this
will be a choice tree flowchart for phone tree systems, and for the website, this will be site
flow that displays the page's hierarchy).
Prototyping
The wire-frame's the development either in the form of simple interactive screens or paper
prototypes. To focus on the interface, these prototypes are stripped of all look and feel
components as well as the majority of the content.
Usability Inspection
Usability Testing
Prototypes are tested on a real user, often using a method known as think-aloud protocol, in
which we can ask the user to speak about their views during the experience. The testing of
user interface design permits the designer to understand the reception from the viewer's
perspective, making it easier to create effective applications.
It is the actual look and feel of the design of the final graphical user interface (GUI). These
are the control panels and faces of design; voice-controlled interfaces contain oral-auditory
interaction, while gesture-based interfaces users involve with 3D design spaces through
physical motions. This can be based on findings developed during user research and refined
to correct and usability problems found via the testing's results. This process typically
includes some computer programming in order to validate forms, establish links, or perform a
desired action, depending on the type of interface being developed.
Software Maintenance
The dialogue is appropriate for the task when it helps the user in completing the task
efficiently and effectively.
2. Self-Descriptiveness
When each dialogue phase is instantly understandable due to system feedback or clarified to
the user upon request, the dialogue is self-descriptive.
3. Controllability
When the user is capable to initiate and monitor the course and speed of the interaction until
the aim is achieved, then dialogue is controllable.
If the dialogue is reliable and corresponds to the characteristics of the user, like experience,
education, task awareness, and generally accepted conventions, it conforms to user
experience.
5. Error Tolerance
If, despite obvious errors in input, the desired outcome can be accomplished with no or
limited action from the user, then the dialogue is error-tolerant.
If the interface software can be changed to meet the job needs, individual interests, and
abilities of the user, the dialogue is able of individualization.
The dialogue support for learning as it assists and guides the user in learning how to use the
system.
The ISO 9241 standard defines usability as the effective performance and the satisfaction of
the consumer. The following is an explanation of usability found in Part 11.
o The degree to which the overall system's expected objectives of use are met is how
usable it is (effectiveness).
o The resources must be spent in order to achieve the desired outcomes (efficiency).
o The degree to which the user finds the entire system acceptable (satisfaction).
Usability factors include effectiveness, efficiency, and satisfaction. In order to assess these
factors, they must first be split into sub-factors and then into usability measures.
Part 12 of the ISO 9241 standard specifies the organization of information such as alignment,
arrangement, location, grouping, arrangement, display of the graphical objects, and the
information's coding (colour, shape, visual cues, size, abbreviation) by seven attributes. The
attributes of the presented information reflect the interface's static aspects and can be referred
to as the interface's "look." The attributes are defined in detail in the standard's
recommendations. Each of the seven qualities is supported by one or more of the
recommendations. The seven-presentation characteristic are as follows:
o Detectability: - The attention of the user is directed towards the essential information
essential.
The user guidance in part 13 of the ISO 9241 standard states that it should be easily
distinguishable from other shown information and must be precise for the use of present
context. The following five methods can be used to provide user guidance:
o Prompts indicating that the system is available for input explicitly (specific prompts)
or implicitly (generic prompts).
o Feedback informing related to the input of the user timely, non-intrusive, and
perceptible.
o Details about the application's current state, the system's hardware and software, and
the user's activities.
o Error management contains error detection, error correction, error message, and user
support for error management.
o Online assistance for both system-initiated and user-initiated requests with detailed
information for the current context of usage.
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1. Create buttons, and other popular components that behave predictably (with responses
like pinch-to-zoom) so that users can use them without thinking. Form must follow
function.
2. Keep your discoverability high. Mark icons clearly and well-defined affordances,
such as shadows for buttons.
3. The interface should be simple (including elements that help users achieve their goals)
and create an "invisible" feel.
4. In terms of layout, respect the user's eyes and attention. Place emphasis on hierarchy
and readability:
o User proper alignment: Usually select edge (over center) alignment.
o Draw attention to Key features using:
o Colour, brightness, and contrast are all important factors to consider Excessive
use of colors or buttons should be avoided.
o Font sizes, italics, capitals, bold type/weighting, and letter spacing are all used
to create text. User should be able to Deduce meaning simply by scanning.
o Regardless of the context, always have the next steps that the user can
naturally deduce.
1. Clarity is Job
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The interface's first and most essential task is to provide clarity. To be effective in using the
interface you designed, people need to identify what it is, regardless of why they will use it,
understand what the interface is doing in interaction with them. It assists them in anticipating
what will occur as they use it. And then effectively interact with it in order to be effective. In
interface, there is a space for mystery ad delayed gratification, but not for uncertainty. Clarity
instils trust and encourages continued use. One hundred uncluttered screens are superior to
one cluttered screen.
2. Keep Users in Control
Humans are most at ease when they have control of themselves and their surroundings.
Unthoughtful software robs people of their comfort by dragging them into unexpected
encounters, unexpected outcomes, and confusing pathways. Maintain user control by
surfacing system status regularly, explaining causation (what will happen if you do this), and
providing insight into what to expect at each turn. Don't be concerned with stating the
obvious... the obvious rarely is.
We live in a world that is constantly interrupted. It is difficult to read in peace these days
without anything attempting to divert our focus. Attention is a valuable commodity.
Distracting content should not be strewn around the side of your applications… keep in mind
why the screen exists in the first place. Allow someone to finish reading before displaying an
advertisement if they are currently reading. If you pay attention, then your readers will be
happier, and your performance will be higher. When the primary aim is to make something
useful, paying attention is a must. Preserve it at all costs.
Interaction between humans and our world is allowed by interfaces. They can support,
explain, allow, display associations, illuminate, bring us together, separate us, handle
expectations, and provide access to service. Designing a user interface is not an artistic
endeavour. Interfaces are not stand-alone landmarks. Interfaces perform a function, and their
efficiency can be calculated. However, they are not just utilitarian. The best user interfaces
can encourage, mystify, evoke and deepen our connection with the world.
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Multiple secondary actions may be added to screens with a single primary action, but they
must be held secondary. Your article presents not so that individuals can post it on Twitter but
so that people can read and comprehend it. Secondary action should be secondary by giving
them a lighter visual weight or displaying them after the primary action is completed.
Few interactions are intended to be the last, so consider designing the last move for every
interaction used with your interface. Predict what the next interaction will be and design to
accommodate it. Just as we are interested in human conversation, offer an opportunity for
more discussion. Don't leave anyone hanging because they did what you wish them to do….
Provide them with a natural next move that will assist them in achieving their objectives.
There is no need for an interface if we can directly access the physical objects in our
universe. We build interfaces to help us interact with objects because this is not always easy,
and objects are becoming increasingly informational. It is simple to add extra layers than
required to an interface, creating overly-wrought buttons, attachments, options, graphics,
windows, preferences, chrome, and other cruft, causing us to manipulate the interface.
Instead of focusing on what matters, UI components ae includes, rather go back to your target
of direct manipulation…design an interface with the smallest possible footprint while
recognizing as many natural human movements as possible. In an ideal world, the interface is
so light that the user feels as though they are directly manipulating the object of their focus.
When the light changes, the colour of the physical object changes. In the full light of day, we
see very different tree outlines against a sunset. As in the real world, where colour is a multi-
shaded object, colour does not decide anything in an interface. It can be useful for
highlighting and directing focus, but it should not be the only way to distinguish objects.
Using light or muted background colours for prolonged screen time, saving brighter hues for
accents. Of course, there is a time and place for bright or vibrant background colours; just
make sure they are suitable for the target audience.
9. Progressive Disclosure
On each screen, just show what is needed. If people must make a decision, give them
sufficient information in order to make that decision, then go into more details on a
subsequent screen. Avoid the popular trap of over-explaining or showing all at once. Defer
decisions to subsequent screens wherever possible by gradually revealing information as
needed. Your experiences would be clearer as a result of this.
When the visual elements on a computer are arranged in a simple viewing order, it creates a
powerful visual hierarchy. This means when users consistently see the same objects in the
same order. The weak visual hierarchies offer some guidance related to where one should
gaze and relax and feel disorganized and confused. It is difficult to maintain a clear visual
hierarchy in fast-changing environments because visual weight is relative; if nothing is bold
or everything is bold. If a single visually heavy element is included in a screen, then the
designer has to reset the visual weight of all other elements in order to achieve a strong
hierarchy once more.
Help is not needed in ideal interaction because the interface is usable and learner. The step
below that, fact, is one in which assistance is inline and contextual, accessible only when and
where it is required and concealed at all other times. When you ask people to go help and find
an answer to their question, you are putting the responsibility on them to understand what
they want, rather than incorporate assistance where it is needed. Only make sure it is not in
the way of people who are already familiar with your interface.
The interesting thing about good design is that it usually goes unobserved by the people who
use it. One reason for this is that if the design is effective, then the user will be able to
concentrate on their own objectives rather than the interface…They are happy when they
achieve their goal and do not essentially reflect on the condition. As a designer, this can be
difficult since we receive less praise when our work is successful. Great designers, on the
other hand, are comfortable with a well-used design and understand that satisfied users are
always silent.
14. Interfaces Exist to be Used
Interface design, like most design disciplines, is effective when people use what you have
created. Design fails if people choose not to utilize it, just like a beautiful chair which is
painful to sit in. As a result, interface design can be more related to building a user-friendly
experience as it is about designing a useful artifact. It is not sufficient for an interface to fulfil
the designer's ego: it has to be used!
The first time a user interacts with an interface is critical, but designers often ignore it. It's
better to plan for the zero state, or the state where nothing has happened yet, to great support
our users get up to speed with our designs. This is not supposed to be a blank canvas…it
should give you direction and point you in the right direction for getting up to speed. The
initial context is where much of the friction of contact occurs…people have a much better
chance of succeeding once they grasp the rules.
o Excessive use of dynamic effects: Using a lot of animation effects is not always a
sign of a good design. As a result, limiting the use of decorative animations will help
to improve the user experience.
o Not Leaning more about the target audience: - This point once again, demonstrates
what we have just discussed. Rather than designing with your own desires and taste in
mind, imagine yourself as the consumer. Simply consider what the consumer will
enjoy, and if possible, conduct an interview or survey some potential customers to get
a better understanding of their requirements.
2. Adobe XD
3. Invision Studios
4. UXPin
5. Framer X
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1. Sketch
It is a user design tool mainly used by numerous UI and UX designers to design and
prototyping mobile and web applications. The Sketch is a vector graphics editor that permits
designers to create user interfaces efficiently and quickly.
There are various features of Sketch:
o Symbols
Using this feature, user can build pre-designed elements which can be easily re-used
as well as replicated in any artboard or project. This feature will help designers save
time and build a design library for potential projects.
o Plugins
Maybe a feature you are looking for is not available in the default sketch app. In that
situation, you don't have to worry; there are number of created plugins that can be
downloaded externally and added to our sketch app. The options are limitless!
2. Adobe XD
It is a vector-based tool. We use this tool for designing interfaces and prototyping for mobile
applications as well as the web. Adobe XD is just like Photoshop and illustrator, but it
focuses on user interface design. Adobe XD has the advantage of including UI kits for
Windows, Apple, and Google Material Design, which helps designers create user interfaces
for each device.
Features of Adobe XD
o Voice Trigger
Voice Trigger is an innovative feature introduced by Adobe XD which permits
prototypes to be manipulated via voice commands.
o Responsive Resize
Using this feature, we can automatically adjust and resize objects/elements which are
present on the artboards based on the size of the screen or platform required.
o Collaboration
We can connect Adobe XD to other tools like Slack, allowing the team to collaborate
across platforms like Windows and macOS.
3. Invision Studios
It is a simple vector-based drawing tool with design, animation, and prototyping capabilities.
Invision studios is a relatively new tool, but it has ready demonstrated a high level of
ambition through its numerous available functionalities and remarkable prototyping
capabilities. The ability to move and open files from sketch to Invision is an added benefit,
allowing you to create more immersive user interfaces than you could with sketch alone.
Features of the Invision Studios
There are various features of Invision studios:
o Advanced Animations
With the various animations provided by studios, animating your prototype has
become even more exciting. We can expect higher fidelity prototypes with this
feature, including auto-layer linking, timeline editions, and smart-swipe gestures.
o Responsive Design
The responsive design feature saves a lot of time because it eliminates the need of
multiple artboards when designing for numerous devices. Invision studios permit
users to create a single artboard that can be adjusted based on the intended device.
o Synced Workflow
Studios enable a synchronised workflow across all projects, from start to finish, in
order to support team collaboration. This involves real-time changes and live concept
collaboration, as well as the ability to provide instant feedback.
4. UXPin
Another amazing tool for the design user interface is UXPin that comes with the abilities of
designing and prototyping. In contrast to other user interface tools, this tool is recommended
to be a better fit for large design teams and projects. UXPin also comes with UI element
libraries which give you access to Material Design, iOS libraries, Bootstrap, and variety of
icons.
Features of UXPin
o Mobile support
o Collaboration
o Presentation tools
o Mockup Creation
o Protype Creation
o Interactive Elements
o Feedback Collection
o Feedback Management
5. Framer X
Framer X was released in 2018. It is one of the newest design tools which is used to design
digital products from mobile applications to websites. The interesting feature of this tool is
the capability to prototype along with the advanced interactions and animations while also
integrating the code's components. The React.js users feel that they are able to design and
code on the same platform. Furthermore, Framer X allows users to build highly realistic
prototypes that can be used to show clients or stakeholders the final product.
Features of the Framer X
The following are the features of the Framer X: