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Interface design

User Interface Design


User interface (UI) design is the process
designers use to build interfaces in software
or computerized devices, focusing on looks
or style. Designers aim to create interfaces
which users find easy to use and pleasurable

Types of Interface Design


• Graphical user interfaces (GUIs)—Users interact with visual
representations on digital control panels. A computer’s
desktop is a GUI.
• Voice-controlled interfaces (VUIs)—Users interact with
these through their voices. Most smart assistants—e.g., Siri
on iPhone and Alexa on Amazon devices—are VUIs.
• Gesture-based interfaces—Users engage with 3D design
spaces through bodily motions: e.g., in VR games.
Key Elements of Interface Design
• Functional Design Element - Users judge
designs quickly and care about usability and
likeability. They don’t care about your design,
but about getting their tasks done easily and
with minimum effort.
• Emotional Design . Users associate good
feelings with brands that speak to them at all
levels and keep the magic of pleasurable,
seamless experiences alive
• Invisibility - Your design should therefore be
“invisible”: Users shouldn’t focus on it but on
completing tasks: Swingy Zomato , Phone pe,
• seamless experiences. Prime feature of UI –
clutter free or at least satisfying and
frustration-free
• Enjoyability – enjoyable – fun theory
• UIs should communicate brand values and
reinforce users’ trust.

.
UI /UX
.
User interface (UI) is the specific asset users interact with. For example, UI can deal with
traditional concepts like visual design elements such as colons and typography

“User experience (UX) is the interaction and experience users have with a products and
services.
.
Evolution & Product Journey
UI Vs UX Continued
The user interface design (UI) needs to .
represent the overall user experience when it
comes to the functionalities that are visible. A
good UI should have a consistent theme from
screen to screen, which includes graphics and
animations, uniform layout, and ease of
use. Consistency on every screen builds
credibility and keeps users from getting
confused.

UX covers all the functionalities, content and


any interactivity of a website or mobile app.
The UX is the process that determines the point
of view of the user on how the application
feels. This has a lot of impact on establishing
the impression at user level. An excellent user
experience (UX) signifies that the digital
product is easy and intuitive.
.
.
Principles of UI
User familiarity
The interface should be based on user-oriented
terms and concepts rather than computer concepts. For example, an office
system should use concepts such as letters, documents, folders etc. rather
than directories, file identifiers, etc.
Consistency
The system should display an appropriate level
of consistency. Commands and menus should have the same format,
command punctuation should be similar, etc.
Minimal surprise
If a command operates in a known way, the user should be able to predict
the operation of comparable commands
Recoverability
The system should provide some resilience to
user errors and allow the user to recover from errors. This might include
an undo facility, confirmation of destructive actions, 'soft' deletes, etc.
User guidance
Some user guidance such as help systems, on-line manuals, etc. should be
supplied
User diversity
Interaction facilities for different types of user should be supported. For
example, some users have seeing difficulties and so larger text should be
available
.
Heuristics s of UI
Visibility of system status .
The system should always keep users informed about what is going on, through appropriate feedback within reasonable
time.
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.
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.
Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform
conventions.
Error prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place.
Recognition rather than recall
Make 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.
Flexibility and efficiency of use
Accelerators -- 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.
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.
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.
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.
Heuristics are experience-based techniques for problem-solving.
They allow you to think through the possible outcomes quickly and
arrive at a solution that will work.for your unique problem.
Human Factors of User interface
. design

Limited short-term memory


People can instantaneously remember about 7 items of
information. If you present more than this, they are more
liable to make mistakes.
People make mistakes
When people make mistakes and systems go wrong,
inappropriate alarms and messages can increase stress and
hence the likelihood of more mistakes.
People are different
People have a wide range of physical capabilities. Designers
should not just design for their own capabilities.
People have different interaction preferences
Some like pictures, some like text.
The visual Grammar .
The visual Grammar .
.

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