User Interface Design

Download as pdf or txt
Download as pdf or txt
You are on page 1of 21

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

3. Responsive in a short time

4. Clear to understand
5. Consistent on all interface screens

User Interface Design

Types of User Interface

1. Command Line Interface: The Command Line Interface provides a command


prompt, where the user types the command and feeds it to the system. The user needs
to remember the syntax of the command and its use.

2. Graphical User Interface: Graphical User Interface provides a simple interactive


interface to interact with the system. GUI can be a combination of both hardware and
software. Using GUI, the user interprets the software.
User Interface Design Process

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:

1. Where will the interface be located physically?


2. Will the user be sitting, standing, or performing other tasks unrelated to the interface?

3. Does the interface hardware accommodate space, light, or noise constraints?


4. Are there special human factors considerations driven by environmental factors?
2. Interface Design

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.

3. Interface Construction and Implementation

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.

User Interface Design Golden Rules

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.

3. Allow user interaction to be interruptible and undoable: When a user is doing a


sequence of actions the user must be able to interrupt the sequence to do some other
work without losing the work that had been done. The user should also be able to do
undo operation.

4. Streamline interaction as skill level advances and allow the interaction to be


customized: Advanced or highly skilled user should be provided a chance to
customize the interface as user wants which allows different interaction mechanisms
so that user doesn’t feel bored while using the same interaction mechanism.
5. Hide technical internals from casual users: The user should not be aware of the
internal technical details of the system. He should interact with the interface just to do
his work.

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.

Reduce the User’s Memory Load


1. Reduce demand on short-term memory: When users are involved in some complex
tasks the demand on short-term memory is significant. So the interface should be
designed in such a way to reduce the remembering of previously done actions, given
inputs and results.

2. Establish meaningful defaults: Always an initial set of defaults should be provided


to the average user, if a user needs to add some new features then he should be able to
add the required features.
3. Define shortcuts that are intuitive: Mnemonics should be used by the user.
Mnemonics means the keyboard shortcuts to do some action on the screen.

4. The visual layout of the interface should be based on a real-world


metaphor: Anything you represent on a screen if it is a metaphor for a real-world
entity then users would easily understand.
5. Disclose information in a progressive fashion: The interface should be organized
hierarchically i.e., on the main screen the information about the task, an object or
some behavior should be presented first at a high level of abstraction. More detail
should be presented after the user indicates interest with a mouse pick.
Make the Interface Consistent

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.

2. Maintain consistency across a family of applications: in The development of some


set of applications all should follow and implement the same design, rules so that
consistency is maintained among applications.
3. If past interactive models have created user expectations do not make changes unless
there is a compelling reason.

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.

2. Consistency: Consistency is important in user interface design, as it helps users to


understand and learn how to use an application. Consistent design elements such as
icons, color schemes, and navigation menus should be used throughout the
application.

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.

4. Feedback: Feedback is significant in user interface design, as it helps users to


understand the results of their actions and confirms that they are making progress
towards their goals. Feedback can take the form of visual cues, messages, or sounds.

5. Accessibility: User interfaces should be designed to be accessible to all users,


regardless of their abilities. This involves considering factors such as color contrast,
font size, and assistive technologies such as screen readers.
6. Flexibility: User interfaces should be designed to be flexible and customizable,
allowing users to tailor the interface to their own preferences and needs.

User Interface Design

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.

Interface components may involve:

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.

Containers: Containers include accordion.


Many components may be suitable to display content at times. When this happens, it is
crucial to think about this trade-off. For example, sometimes, components that may help you
space, place more focus on the user, forcing them to guess what the dropdown is or what the
element might be.
Best Practices for Designing an Interface
It All starts with getting to know your users, which contains understanding about their
interests, abilities, tendencies, and habits. If you have figured out who your customer is, keep
the following in mind when designing your interface:

o Create consistently and use common UI components

o Use typography to make hierarchy and clarity.

o Make sure that the system communicates what's happening

o Use color and texture strategically

o Keep the interface simple

o Be purposeful in page layout


Create Consistently and Use Common UI Components

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.

Use Typography in Order to Make Hierarchy and Clarity

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.

Make Sure that the System Communicates What's Happening

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.

Use color and Texture Strategically

Using contrast, light, color, and texture to our benefit, we can draw attention to or draw
attention away from objects.

Keep the Interface Simple

Mostly the great interfaces are not visible to the user. They avoid needless components and
use simple terminology on labels and in messaging.

Be Purposeful in Page Layout

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.

Designing User Interfaces for Users


User interfaces are the points of interaction between the user and developer. They come in
three different types of formats:

1. Graphical User Interfaces (GUIs)

2. Gesture-based Interfaces

3. Voice-controlled Interfaces (VUIs)

1. Graphical User Interface (GUIs)

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.

3. Voice-Controlled Interfaces (VUIs)


In, Voice-controlled interfaces (VUIs), users can interact with the help of the voice. Example
of Voice-Controlled Interfaces (VUIs), Alexa on Amazon devices, and Siri on iPhone.
User Interface Design Processes

The user-interface design necessitates an in-depth understanding of user requirements. It


primarily focuses on the platform's requirements and user preferences. There are several
stages and procedures of user interface design, some of which are more demanding than
others depending on the project.

Functionality Requirements Gathering


Creates a list of device functionalities that are needed to fulfil the user's project goal and
specification.
User and Task Analysis

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.

Typical questions involve:

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

Allowing an evaluator to examine a user interface. It is typically less expensive to implement


as compared to usability testing, and in the development process, it can be used early. It may
be used early in the development process to determine requirements for the system, which are
usually unable to be tested on the users. There are various usability inspection procedures
such as a cognitive walkthrough, which focuses on how easy it is for new users to complete
tasks with the system for new users, pluralistic walkthrough, which involves a group of
people step through a task scenario and discussing usability issues, heuristic evaluation, that
uses a series of heuristic to find usability issues in the UI design.

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.

Graphical User Interface Design

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

After a new interface is deployed, it may be necessary to perform routine maintenance in


order to fix software bugs, add new functionality or fully update the system. When the
decision is taken to update the interface, the legacy system will go through a new iteration of
the design process. The stages of the interface life cycle will continue to repeat.

User Interface Design Requirements


The dynamic characteristics of a system are defined in terms of the dialogue requirements
contained in 7 principles of part 10 of the ergonomics standard, the ISO 9241. This standard
provides a system of ergonomic "principles" for the dialogue techniques along with the high-
level concepts, examples, and implementations. The principles of the dialogue reflect the
interface's dynamic aspects and mostly thought of as the interface's "feel." The following are
the seven dialogue principles:

1. Suitability of the Task

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.

4. Conformity with User Expectations

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.

6. Suitability for Individualization

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.

7. Suitability for Leaning

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 Clarity: - The information content is conveyed easily and correctly.

o Discriminability: - The displayed data can be separated with precision.

o Conciseness: - The users are not overburdened with irrelevant data.


o Consistency: - Consistency means a unique design with conformity with the
expectation of users.

o Detectability: - The attention of the user is directed towards the essential information
essential.

o Legibility: - Legibility means information is easy to read.

o Comprehensibility: - The meaning is straightforward, recognizable, unambiguous,


and easy to comprehend.

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.

How to Make Great UIs


Remember that the users are people with needs like comfort and a mental capacity limit when
creating a stunning GUI. The following guidelines should be followed:

ADVERTISEMENT
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.

o Use proper UI design patterns to assist users in navigating and reducing


burdens such as pre-fill forms. Dark patterns like hard-to-see prefilled opt-
in/opt-out checkboxes and sneaking objects into the user's carts should be
avoided.

o Keep user informed about system responses/actions with feedback.


Principles of User Interface Design
The following are the principles of user interface design:

1. Clarity is Job

ADVERTISEMENT

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.

3. Conserve Attention at All Cost

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.

4. Interfaces Exist to Enable Interaction

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.
ADVERTISEMENT

5. Keep Secondary Actions Secondary

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.

6. Provide a Natural Next Step

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.

7. Direct Manipulation is Best

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.

8. Highlight, Don't Determine, with Colour

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.

10. Strong Visual Hierarchies Work Best

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.

11. Help People Inline

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.

12. Build on Other Design Principle

Visual and graphic design, visualization, typography, information architecture, and


copywriting all of these disciplines are the part of the interface design. They may be briefly
discussed or trained in. Don't get caught up in turf battles or dismiss other disciplines;
instead, take what you need from them and keep moving forward. Incorporate ideas from
apparently unrelated fields as well… what can we learn from bookbinding, publishing code,
skateboarding, karate, firefighting?
13. Great Design is Invisible

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!

15. A Crucial Moment: The Zero State

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.

Mistakes to Avoid in UI Design


The following are the mistakes that we have to avoid in UI design:

o Do not implement a user-centred design. This is an easy part to overlook, but it is


one of the most critical aspects of the UI design. User's desires, expectations, and the
problems should all be considered when designing. Avoid doing, so it may have a
negative effect on your company and lead to its demise.

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 Preparing so much in advance: Particularly in the early stages of design, we just


need to have the appropriate image of the design in our heads and get to work.
However, this strategy is not always successful. At times, exploring other sources can
show some unexpected results.

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.

Essential Tools for User Interface Design

There are various essential tools for user interface design:


1. Sketch

2. Adobe XD

3. Invision Studios

4. UXPin

5. Framer X

ADVERTISEMENT
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 Slicing and Exporting


Sketch gives users a lot of slicing control, allowing them to choose slice, and export
any layer or object they want.

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

There are various 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

There are various features of UXPin:

o Mobile support
o Collaboration

o Presentation tools

o Drag and Drop

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:

o From mockup to prototype, all in one canvas

o Framer X better support all types of web fonts

o Pixel-perfect designs with rulers and guides

o Get creative with precise color management

You might also like