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Introduction to UI/UX Design Ire Aderinokun

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Hello! • Ire Aderinokun • UI/UX Designer and Front- End Developer • Blogger at bitsofco.de • Head of Technology at Big Cabal • Google Developer Expert in Web Technologies

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Agenda 1. What is UI/UX Design? 2. How People Really Use Your Website 3. Guidelines for User Experience 4. The Design Process

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What is UI/UX Design? Part One

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I’m a “Chief Human Factors Director”

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4 Aspects to UX • Experience Strategy • User Research • Information Architecture • Interaction Design

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Experience Strategy Why does this product exist?

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User Research Who is this product for?

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Information Architecture What is this product?

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Interaction Design How will this product be executed?

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User Experience Why? Experience Strategy How? Interaction Design Who? User Research What? Information Architecture

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Okay, but what is User Experience Design?

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– Edward Tufte “The most common user action on a website is to flee”

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User Experience Design is about making the user feel in control

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Meet the User Part Two

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The User is Drunk

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theuserisdrunk.com

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How do users really use your app?

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They Don’t Read

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They Don’t Give Their 100% Attention

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How many tabs do you have open right now?

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They Don’t Want to Learn How to Use your App

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When was the last time you read an instruction manual?

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They Don’t Care if They’re Doing it Wrong

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Recap 1. They don’t read 2. They don’t give their 100% attention 3. They don’t want to learn 4. They don’t care if they are doing it wrong

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The User is Drunk NOT ^

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– Susan Dray “If the user can’t use it, it doesn’t work”

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Guidelines for User Experience Part Three

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As User Experience Designers, Our Aim is to Make the User Feel in Control

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Use Normal, Everyday Language

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The User Doesn’t Speak Computer

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Bad Language

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Good Language • Human • Colloquial • Light-Hearted

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Good Language

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Give Feedback and Updates

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Progress Bars

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Realtime Validation

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Realtime Validation

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Allow Confirmation

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Element States

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Make Interactions Intuitive

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Employ Design Standards

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3 Key Elements • Site ID / Branding • Navigation • Utilities (Settings, Account, Search)

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Page Hierarchy • The most important thing is the most prominent thing • Semantically related content is also visually related

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Make a Link a Link

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Use Standard Icons Platform-Specific iOS Android iOS Android

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Mirror the Physical World

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IRL to the Web

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Material Design The material is grounded in tactile reality, inspired by the study of paper and ink, yet technologically advanced and open to imagination and magic. Surfaces and edges of the material provide visual cues that are grounded in reality. The use of familiar tactile attributes helps users quickly understand affordances.

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Limit Instructions

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“A User Interface is like a joke. If you have to explain it, it’s not that good.”

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Show, Don’t Tell

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Allow Flexibility

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Allow Users to Make Mistakes

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Recap 1. Use Normal, Everyday Language 2. Give Feedback and Updates 3. Make Interactions Intuitive 4. Limit Instructions 5. Allow Flexibility

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– Jared Spool “Design, when done well, becomes invisible. It is only when done poorly, that we notice it”

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The Design Process Part Four

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Stages 1. Research & Concept 2. Content Mapping & User Flow 3. Prototype 4. Testing & Iteration 5. Design Details

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Case Study: “The Big Picture”

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First, Put the Code Editor Away!

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Research and Concept

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User Experience Why? Experience Strategy How? Interaction Design Who? User Research What? Information Architecture

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TBP: Concept • To-do list for long-term goals • Each “big picture” goal broken down into small achievable tasks • Keep track of my ongoing progress as well as past achievements

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TBP: Research • What other similar apps are out there? • How is TBP different? • Who is TBP for? • Do they want this app?

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Content Mapping and User Flow

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User Experience Why? Experience Strategy How? Interaction Design Who? User Research What? Information Architecture

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Prototype

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User Experience Why? Experience Strategy How? Interaction Design Who? User Research What? Information Architecture

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Wireframe, Not Design

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Testing and Iteration

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User Experience Why? Experience Strategy How? Interaction Design Who? User Research What? Information Architecture

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The Bare Minimum • Watch a couple of people use the app • Ask them to complete specific tasks without help • Record / Take notes

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Design Details

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User Experience Why? Experience Strategy How? Interaction Design Who? User Research What? Information Architecture

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Design Elements • Layout • Typography • Colours • Specific Design Details

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Test, Test Again, then Test Again

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Are We Done Yet?

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Recommended Reading

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Thank You! Any Questions?