UI Design: Key Concepts and Methods

Here’s a concise cheat sheet summarizing the key definitions and concepts from your notes:

Direct Manipulation and Invisible Interfaces

Direct Manipulation

– The user interacts directly with the task, reducing the interface’s role as an intermediary.
Key principle: The user should feel like they are controlling the object, not the interface.
Reduces the gulf of execution & evaluation, making interactions more intuitive.
Examples: Dragging files with a mouse vs. typing commands; touchscreen gestures.
Distance Types:
Semantic Distance: How hard it is to know what to do.
Articulatory Distance: How hard it is to execute an action.

Invisible Interfaces

– Interfaces that “disappear” between the user and the task.
– Users focus on the task, not the interface itself.
Design Tips:
– Use affordances (e.g., buttons should look pressable).
– Adapt to user expertise (novices need clarity, experts need efficiency).
– Let the interface teach (e.g., showing keyboard shortcuts in menus).
– Gather feedback to minimize user focus on the interface.

Human Abilities

Three Main Human Abilities

1. Perception (input) – How users sense and interpret stimuli.
2. Cognition (processing) – How users think, remember, and decide.
3. Action (output) – How users physically interact with the system.

Perception in UI Design

Vision: Focus on central view, avoid relying solely on color.
Hearing: Use sound sparingly for alerts, as it’s not directional.
Touch: Haptic feedback helps provide physical response.

Cognition and Memory in UI Design

Memory Types:
Perceptual Store (less than a second).
Short-Term Memory (4–5 chunks).
Long-Term Memory (requires repetition to retain).
Design Implications:
Recognition over recall (e.g., showing options vs. asking users to remember them).
Chunking information improves recall.
Reduce cognitive load with clear layouts and minimal distractions.

Motor System & Interaction Design

Speed & Precision: Design for users’ physical capabilities.
Consistency: Align with familiar interactions to reduce learning effort.
Mapping: Ensure intuitive relationships between controls and actions.
Error Tolerance: Allow users to correct mistakes easily.



Design Alternatives

Importance of Exploring Multiple Designs

Biggest Mistakes:
1. Designing without understanding users or tasks.
2. Settling on a single idea too early.
– Exploring alternatives helps better define the problem and improve the final design.
– The design process is iterative: brainstorming, combining, revising, and improving ideas.

Brainstorming Methods

Individual Brainstorming

– Start alone to encourage divergent thinking.
– Generate at least 20 ideas across different categories (e.g., interaction types, interfaces, audiences).
Tips:
– Keep the core problem visible to stay focused.
– Use constraints to spark creativity (e.g., expensive or impossible ideas).
Take breaks to allow fresh ideas to emerge.
Divide large problems into smaller ones.

Group Brainstorming

Should follow individual brainstorming to avoid early idea convergence.
Challenges:
Social loafing: Less effort in groups.
Conformity: Agreement on popular ideas.
Production blocking: Some voices dominate.
Performance matching: Energy levels align with the group.
Power dynamics: Senior members may overshadow others.
Osborn’s Rules for Effective Group Brainstorming:
Expressiveness: Share any idea, no matter how odd.
Non-evaluation: No criticism during brainstorming.
Quantity: Generate as many ideas as possible.
Building: Build on others’ ideas.

Exploring Design Alternatives

Use personas: Define different types of users and their needs.
Timelines (Journey Maps): Map out user experiences over time.
Scenarios & Storyboards: Outline specific interactions visually.
User Models (GOMS): Compare alternatives based on cognitive effort.

Prototyping

Role in the Design Lifecycle

Goal: Create testable versions of ideas for user feedback.
Types:
Early prototyping: Quick sketches, paper prototypes.
Late prototyping: Refined designs for usability testing.

Prototype Fidelity Spectrum

Low-Fidelity (LF):
Quick, easy to modify (e.g., sketches, paper prototypes).
Good for testing basic functionality and workflow.
High-Fidelity (HF):
More detailed and closer to final product (e.g., wireframes, interactive prototypes).
Useful for testing performance and aesthetics.

Types of Prototypes

Verbal: Describing the design concept.
Paper: Hand-drawn UI mockups.
Wizard of Oz: Simulated interactions controlled by a human.
Wireframing: Digital low-fidelity UI layouts.
Physical: 3D models for tangible interactions.

Prototyping Best Practices

Keep it easy to change: Enables rapid iterations.
Make it clear it’s a prototype: Avoid superficial feedback.
Prototype for feedback: Focus on core design aspects.
Evaluate risks early: Reduce wasted effort on bad designs.

Prototype Evaluation

LF: Best for assessing broad functionality and usability.
HF: Best for measuring detailed performance and user behavior.

Prototype Scope

Vertical Prototypes: Deep detail on a small feature.
Horizontal Prototypes: Broad but shallow coverage of the entire system.

Iterative Design Process

1. Needfinding → 2. Brainstorming → 3. Prototyping → 4. User TestingRepeat & Refine