Usability & Design Principles for Digital Interfaces
Heuristic Evaluation
Jakob Nielsen’s heuristic evaluation involves experts judging an interface’s compliance with usability principles.
Process
- Recruit 3–5 usability experts.
- Individual interface inspection.
- Merge and prioritize findings.
- Report key issues and fixes.
10 Usability Heuristics
- Visibility of system status: Provide feedback (e.g., email “swoosh” sound).
- Match between system and real world: Use familiar concepts (e.g., shopping cart).
- User control and freedom: Offer undo/redo options.
- Consistency and standards: Follow platform conventions (e.g., trash icon).
- Error prevention: Design to avoid errors (e.g., password strength feedback).
- Recognition rather than recall: Minimize memory load (e.g., dropdown menus).
- Flexibility and efficiency of use: Allow accelerators (e.g., shortcuts).
- Aesthetic and minimalist design: Keep interfaces clutter-free.
- Help users recognize, diagnose, and recover from errors: Provide helpful messages (e.g., “Forgot password?”).
- Help and documentation: Offer accessible resources (e.g., tooltips).
Severity Ratings
Code | Category | Recommendation |
---|---|---|
4 | Usability catastrophe | Fix before release |
3 | Major usability problem | Fix with high priority |
2 | Minor usability problem | Fix if time permits |
1 | Cosmetic problem only | Can be ignored unless time permits |
0 | Not agreed to be an issue | No need to fix |
Pros
- Inexpensive and intuitive
- Effective in early design stages
- Can be used frequently
Cons
- Might miss deeper issues
- Can result in false positives
- Might discourage user testing
Design Thinking
A user-centered problem-solving approach involving understanding needs, ideating solutions, and prototyping.
Phases
- Empathize: Research users (e.g., contextual inquiries).
- Define: Identify key problems (e.g., affinity diagramming).
- Ideate: Generate creative ideas (encourage wild ideas).
- Prototype: Develop minimal solutions (low-fidelity prototypes).
- Test: Evaluate prototypes and gather feedback.
Affinity Diagramming
Organize qualitative data by clustering similar insights.
- Start with disorganized notes.
- Group similar notes.
- Identify common themes.
Ideation Techniques
- Defer judgment.
- Encourage wild ideas.
- Build on others’ ideas.
- Focus on one conversation.
- Go for quantity.
- Sketching and storyboarding: Visual tools for ideation.
Visual Design Principles
Elements
- Space: Positive (subject) and negative (surrounding).
- Line: Divides space and organizes content.
- Shape: Outlined contours (organic or geometric).
- Size: Relative extent of elements.
- Pattern: Systematic repetition.
- Texture: Tactile or visual quality.
- Value: Intensity of expression.
Principles
- Focal Point: Area drawing attention.
- Contrast: Juxtaposition of differing elements.
- Balance: Visual stability (symmetry or asymmetry).
- Movement: Guides the eye.
- Rhythm: Organized movement.
- Perspective: Creates depth.
- Unity: Consistency and coherence.
Typography
- Typefaces: Old Style, Modern, Slab Serif, Sans Serif, Script, Decorative.
- Font parameters: Style, weight, caps.
- Hierarchy: Guides attention.
Color Theory
- Primary, Secondary, Tertiary Colors: Color wheel basics.
- Color Palettes: Analogous, complementary, monochromatic.
- Color and Emotion: Evokes emotions (e.g., blue for trust).
Web Design Fundamentals
Desktop vs. Web Design
Desktop apps are dynamic and persistent; web pages are interconnected and navigated.
Key Concepts
- WIMP Paradigm: Windows, Icons, Menus, Pointers.
- Navigation Aids: Primary (menus) and secondary (sidebars).
- Pagination vs. Infinite Scroll: Content loading methods.
Layout Techniques
- Golden Ratio: Aesthetic composition (1:1.618).
- Rule of Thirds: 3×3 grid with focal intersections.
- Grids: Organize content.
- Negative Space: Visual breathing room.
Organizing Content
- The Fold: Visible area on load.
- Breadcrumbs: Retrace steps.
- Search: Direct content finding.
Interaction Design
Defines system behaviors engaging user perception, cognition, and movements.
Five Dimensions
- 1D: Words: Language used.
- 2D: Visual Representations: Images, typography, icons.
- 3D: Physical Objects/Space: Interaction devices.
- 4D: Time: Interaction over time (animations).
- 5D: Behavior: System response to actions.
Interaction Paradigms
- Implementation-Centric Design: Maps interactions to functions.
- Metaphorical Design: Uses real-world metaphors.
- Idiomatic Design: Builds on learned methods.
Affordances
- Perceptible Affordances: Clear and intuitive.
- Hidden Affordances: Not immediately visible.
- False Affordances: Misleading interactions.
Navigation Principles
- Wayfinding: Guides users (signage).
- Cost: Reduces effort.
- Navigation Aids: Menus, utility navigation, associative links.
- Models: Hub-and-spoke, stepwise, pyramid.