Week 3
Week 3
What is data?
Numbers
Measurements
Description
Text
Images
Audio
Video
Goal:
To understand
Needs
Behaviour
Preferences
Quantitative:
Quantitative research focuses on gathering and analyzing numerical data
and involves statistical analysis.
E.g., Clicks to reach customer support
Qualitative
Qualitative research seeks to understand complex phenomena by exploring
subjective experiences, meanings, and perspectives
E.g., Feedback of customer support
TECHNIQUES :
Interviews
Questionnaires
Observation
gathered and which data techniques should be used and which analysis
should be performed
2. PARTICIPANTS
THE GOAL DETERMINES THE TYPES OF PEOPLE, FROM WHOM THE
DATA SHOULD BE GATHERED.
Study Population: People from whom specific data is required
Sampling: PROCESS OF choosing participants
Probability sampling -
• Random sampling
• Stratified sampling
Nonprobability sampling
• Convenience sampling
• Volunteer sampling
• Purposive sampling
• Snowball sampling
Probability sampling
• Random sampling- every member of the population has an equal
chance of being included in the study.
Tools such as random number generator etc are used .
• Volunteer sampling
Based on each access of volunteers - responding to ads or phone call
Biased - can lead to selective biased data by researcher
• Purposive sampling
Involves researcher to purposely select participants so we will select
those samples ony
Used in qualitative research - where researcher wants to get some
detailed knowledge about a specific phenomena rather than making
some statistical inferences or population can be also limited .
Eg. Selecting disabled students and getting data on their challenges
faced during using the infrastructure .
• Snowball sampling
If the population is hard to access this method is very useful for
recuiting participants through other participants. The nuber of people
we access to snowballs as we get in contact with more people .
Negative : the researcher has no way of knowing how well the number
represents the population .
Difference between probability and nonprobability methods
• Respectful
• Informed consent - PROTECT THE INTRESTE OF DATA GATHERER AND
DATA PROVIDER . PRIVACY .
• Purpose of the data gathering -
• How the data will be used
The informed consent form is intended to protect the interests of both
the data gatherer and the data provider
4. TRIANGULATION :
Triangulation is a term used to refer to the investigation of a
Phenomenon from (at least) two different perspectives.
5. PILOT STUIDES :
A pilot study is a small trial run of the main study. ISSUES CAN BE
IDENTIFIED IN ADVANCE
Its purpose is to test and refine research methods, procedures, and
Data Documentation
How the data is collected ? - depending on seriousness of reseacrh and
the way its documented will affect the detail and how intrusive the data
gathering will be
• Notes + Photographs
• Audio + Photographs
• Video
Interviews
Focus Groups
A focus group is a qualitative research method that involves a small
group of individuals, typically 6-10 participants, who come together to
discuss a specific topic or research question under the guidance of a
moderator or facilitator.
To get information and data about shared expereince
Different perspectives from similar groups
Some key points about focus groups:
Purpose
Group Dynamics
Moderator/Facilitator
Sampling Data
Collection Analysis
Observation
Direct or indirect observation of the product/user by researcher ,
prototype. Field or controlled environment. While questionnaires and
interviews gives informations , some gaps in actual behaviour can be
filled by observation on field.
• Telephonic Interviews
• Video Interviews
• Online Surveys
• Email Interviews
• Instant Messaging and Chat Interviews
All the three are not mutually exclusive and are rather used in combinations
Critical incident analysis is a way to isolate subsets of data for more
detailed analysis, perhaps by identifying themes or applying
categories.
Identifying Themes:
Most challenging aspect of identifying themes is determining the
meaningful quotes which do not overlap and decidingg on the
appropriate level of selection .
Thematic analysis is considered an umbrella term to cover a
variety of different approaches to examining qualitative data. It
is a widely used analytical technique that aims to identify,
analyze, and report patterns in the data (Braun and Clarke,
2006).
A pattern or a topic that is found in a data set . Can be an unexpected
element which is considered important , related to the goals .
Themes can be events , places, behaviour .
A theme is something important about the data in relation to the study
goal.
A common technique for exploring data, identifying themes, and
looking for an overall narrative is to create an affinity diagram.
AFFINITY DIAGRAM :
A common technique for exploring data , identifying themes, and
looking for an overall narrative .
Seeks to organise individual isead and insights in a certain hierachy
It shows common structures and themes .notes and Groups to gather
idea and categorise them .
A team work related - when one put up a theme , other searches for
similar goals and data .
Inductive study is important when its exploratory in nature
If the themes are already fixed , the analysis proceeds deductively
Categorizing Data
Case study :
‘’The screen is very difficult to read. I keep forgetting what I just read. I
cannot retain the information. The text is small and some letters do not
have clearly defined edges. I get a headache.‘’
Interface Problems
Verbalizations show evidence of difficulty in seeing particular aspects of
the interface.
Content Problems
Verbalizations show evidence of dissatisfaction about aspects of the
content of the electronic text.
About Lesson 13: The process of finding needs for a product is the main
topic of this chapter, which also discusses the typical types of requirements.
Discovering Requirement
Discovering requirements focus on exploring the problem space and
defining what will be developed.
In the case of interaction design, this includes:
• understanding the target users and their capabilities
• how a new product might support users in their daily lives
• users’ current tasks, goals, and contexts
• constraints on the product’s performance etc
SPRINT - USER STORIES ARE USED WHILE USING AGILE APPROACH FOR
PRODUCT DEVELOPMENT AND THEY FORM THE BASIS FOR PLANNING FOR
THE SPRINT. THEY ARE BUILD BLOCKS FROM WHICH THE PRODICTE IS
CONSTRUCTED.
User Personas
1. Goal-directed Personas
2. Role-Based Personas
3. Engaging Personas
4. Fictional Personas
What are User Scenarios?
User scenarios are usually stories or narratives
that describe how a user might interact with a
product or system in a particular context or
situation. User scenarios are used to identify user
needs, goals, and behaviours, and to design user
interfaces that meet those needs and goals.
1. Define the scenario: Identify the user scenario or interaction that will
be depicted in the storyboard.
2. Sketch the frames: Sketch a series of frames or panels that depict the
Ideation
Mind mapping
Brainstorming
Brain writing
Storyboarding
Provocation
Others
Moodboard
Sketching
INFORMATION ARCHITECTURE
LOW FIDILITY PROTOTYPING
TESTING AND FEEDBACK
HIGH FIDILITY PROTOTYPING
USER TESTING AND FEEDBACK
Lecture 16 Design and Prototyping (Part 02)
Designers, on the other hand, create artefacts for people other than
themselves. Whereas the concern of contemporary artists is primarily self-
expression, visual designers are concerned with clear communication.
The design of user interfaces should not entirely exclude aesthetic concerns
but rather should place such concerns within a functional framework.
SIZE -
Larger items draw our attention more, particularly when they’re
much larger than similar things around them.
VALUE -
Value, also known as lightness or brightness, describes the perceived
ntensity of lightness or darkness in a colour.
(ALBER COLOR STUDIES )
Value can also be used to show movement or to make a viewer’s eye travel
around a composition. Making some objects within a composition darker
and others lighter will cause a viewer to first look at what stands out mosT
and then at what stands out least.
HUE :
Hue represents the dominant wavelength of light perceived by the human
eye and is responsible for the basic color categories such as red, orange,
yellow, green, blue, and violet.
ORIENTATION
It involves the direction in which elements in the design are placed relative
to a reference point, such as horizontal, vertical, diagonal, or a combination
of these orientations.
TEXTURE
Texture in digital design is seldom useful for conveying differences or calling
attention, since it requires a lot of attention to distinguish. Texture also
takes a fair number of pixels to convey.
POSITION
Refers to the deliberate arrangement and placement of elements within a
composition or layout.
Principles of Visual Interface Design
HIERARCHY
ESTABLISHING RELATIONSHIPS
• Button
• Menus
• Icons
• Progress Indicators
• Accordions
• Navigation Bars
• Tabs
• Radio Buttons
• Check Boxes
• Modals
• Text Fields
• Date Pickers nd more
TYPES OF MENUS
Pop-up menu
Graphical drop-down menu
Cascading menu
Pull-down menu
Moving bar menu
Tear-off menu
BUTTONS
A button is an interactive element that enables to get the expected
interactive feedback from the system following a particular command.
• Basically, a button is a control that allows a user to directly communicate
with the digital product and send the necessary commands to achieve a
particular goal.
ICONS
ACCORDION
An accordion is a menu composed of vertically stacked headers that reveal
more details when triggered (often by a mouse click).
ACCORDION UI
Headers: They contain section titles. These are meant to be brief but
descriptive enough to indicate what the reader can expect to learn more
about by clicking.
Modal windows
Text Fields
Date Pickers
Affordances
• An affordance is what a user can do with an object based on the user’s
capabilities.
• An affordance is defined in the relation between the user and the object: A
door affords opening if you can reach the handle. For a toddler, the door
does not afford opening if she cannot reach the handle.
• In essence, it is an action possibility in the relation between user and an
object.
Types of Affordances
1. Explicit affordances
2. Hidden affordances
3. Pattern affordances
4. Metaphorical affordances
5. False affordances
6. Negative affordances
1. Explicit Affordances
Explicit affordances are obvious, perceptual features of an item that clue
you in on how it is to be used.
2. Hidden Affordances
Hidden affordances are implicit features of an object. A common example of
hidden affordance is a drop down menu or other clickable feature that only
appears when the user is hovering over it.
3. Pattern Affordances
Pattern affordances are based on previously established conventions that
indicate
function.
4. Metaphorical Affordances
Metaphorical affordances rely on the imagery of real or original objects to
convey purpose.
5. False Affordances
False affordances occur when a feature of an item suggests a use that
the item can’t actually perform.
6. Negative Affordances
Negative affordances are used when conveying a lack of function or
interactivity.
Affordances in UX Design
Buttons
• Buttons are one of the core elements used to suggest interactivity in an
interface.
• It can be easy to accidentally create a hidden affordance by creating a
button that doesn’t look clickable.
Animations
• Animated affordances often imitate actions or movements in the real
world (swiping, pushing, pulling, dragging, etc.) and range from simple to
quite
complex.
• Toggle buttons are simple animated affordances that show a user when
something is turned on by the presence or change in colour when the toggle
is dragged.
Notifications
• Notifications are used to draw the user’s attention to something or to
indicate a change.
Input Fields
• Input fields indicate that a user can enter data. These are often conveyed
by the shape of the field and the contrast between the field and its
background.
Icons
• Icons often rely on a pattern or metaphorical affordance to help a user
navigate through an interface.
Photos
• They are quick visual cues that help users understand what they can do
with a product.
Response
How do elements react: flip, decrease, increase, change colour etc
Timing
Duration of animation [micro animations - eg hover : 300ms]
How long after trigger animation begins (Delay)
Easing
Smoothness
Seamlessness
Creating Depth
UI Animations
UI animation involves incorporating movement into user interface elements
to elevate the interactivity and overall quality of a product.
Types of UI Animations
1. Micro-interactions
2. Loading and progress
3. Navigation
4. Storytelling and branding
Micro-Interactions
They are widely employed in digital interfaces. These subtle animations play
a key role in providing visual feedback to users, indicating successful or
unsuccessful completion of an action.
Aid users in comprehending and visualizing the outcomes of their
interactions.
Loading and Progress
• Loading and progress animations visually depict ongoing processes or
estimated completion time, ensuring users are informed and engaged.
Navigation
• Navigational animations play a pivotal role in guiding users through the
interface, particularly on complex or extensive websites.
Storytelling and Branding
• Animation effectively grabs user attention, highlighting brand elements
and presenting products in an engaging and entertaining fashion.
• An animated logo demonstrates the powerful fusion of storytelling and
branding, instantly communicating a brand's essence and identity to
viewers.
UI Animation Principles
• Squash and stretch: Objects can change shape when interacting with other
objects, exhibiting squash and stretch animations.
• Anticipation: Micro-animations preceding significant actions build
anticipation.
• Staging: Organizing and arranging elements strategically to guide users
towards specific actions or buttons.
Follow through and overlapping action: UI elements can exhibit natural
movement by having different speeds and overshooting their action before
settling.
Easing: Gradual and smooth movements of UI elements replicate real-life
motion, providing a more natural and comforting user experience.
Arcs: Utilizing curved paths, such as arcs, can highlight element transitions in
responsive designs, deviating from rigid grid-based layouts.
Secondary action: Supporting primary actions, secondary actions like pulsing
buttons enhance Micro -animations and add visual interest.
Timing: The order and sequence of animated elements impact the
interface's
mood and user focus, striking a balance between speed and comprehension.
Exaggeration: Some UI animations can be creatively exaggerated to capture
attention and infuse stylized elements into the design.
Appeal: Micro-animations, even subtle ones, should be visually appealing to
engage users, with color playing a significant role.
Solid drawing & straight-ahead vs. pose-to-pose: These principles are less
relevant to UI animation, involving 3D animation and the difference in
creating
frames between key poses.
Application of UI Animation
• Launch Screen Animation
• Onboarding Tour Animation
• Login Screen Animation
• Explainer Animations
• Icon Animations
Material Theming
Colour
Typography
Shape