UI-UX Practical Talking, is presentation for a session I did in the GUC & the ITI, about the meaning and the difference between The UI and the UX, the key principals about building good UX of products, focusing on mobility and mobile design.
2. Who am I !
• I used to write some …
Basic, ASP, VBS, JS, AS, MDB, SQL even Logo
I tried some
Pascal/Borland, Java, C, .NET, RoR, even Assembly !.
• But people loved my …
Web, Mobile & Desktop UI gfx Started at 2000
• 2005 WM, 2006 Nokia, 2009 iPhone, 2010 Android, 2011
Reitna & Nokia S40/S60, 2012 WP & BB10.
• Who care !
3. Let’s talk about
• UI/UX Concepts & Key principals
• UX of Mobile & Android
• Screens, Components & UI Controls.
• Visual styles.
• Gestures & interactions .
• Motivate words & Qs? :-)
Why focusing about UI/UX ?
• One of the main reasons behind building successful Apps & products.
( Good UI/UX + performance = great app ) * good idea + need
(functionality + performance + UI/UX )
• 1) Service answer correctly to Business goals & User goals.
• 2) Integrate User Experience, Interaction design with good UI.
4. What is the UI
• The user interface, in the industrial design field of human–
machine interaction, is the space where interaction between
humans and machines occurs.
• Chrome/Visuals
• Top Layer
5. • The user experience, interacting with the machine through the
UI
What is UX ( aka UXD or UED )
8. Enhancing the UI/UX
• Process of smoothing & simplify the human interaction with
the machine and make it visually appealing !.
• A Design Is Only As Deep As It Is Usable !
11. Design experience for a new product
• What the purpose ?
• What feelings you want to deliver to product users ?
• Who/How people will use it & interact with ?
17. UX Cannot be designed to everyone
• We are different, You cannot design the user!
• You cannot design the situation!.
MailChimp
18. Design for UX is about solving problems
• Maybe Other Designs Can’t Solve Your Problems !
• 1. Identify or understand your problem.
• 2. Devise a plan to rectify it.
• 3. Implement your solution.
• 4. Review whether it was successful. (If it wasn’t, then you missed
• something in the previous steps!)
19. But we can design for better UX
• emotion, usability, motivation, co-experience, user
involvement & engagement are keys .
21. UI/UX Concepts & Key principals
• Mobile is not about
making things
smaller .
Best practice.
• Divide App to Screens.
• A function per screen.
• Utilize space based on
usage.
• Design for mobile first!
22. UI/UX Concepts & Key principals
• Design for one-hand.
Best practice.
• In most cases we use our right-
hand to navigate.
• Popular actions on the bottom.
23. UI/UX Concepts & Key principals
• Fewer options = simple and
& more effective interface
Best practice.
• Divide App to screens.
• Each screen focus on a function.
• Utilize space based on usage.
• Mass and void, Relation of
spaces and objects
24. UI/UX Concepts & Key principals
• Focus on the Key-feature and do it well.
Best practice.
• Put them on the middle .
Twitter/timeline!
• Highlight them.
• Obvious icons.
25. Users do not read, they scan!
• Users impatiens and do not make the right
choice.
Best practice.
• Do not make users think.
• Undo/back option.
• Show wizard steps 1,2,3.
• Large objects & colors brings
users attentions.
• Make use of effective writing
26. Do not make me think
• User Scan, make your labels and options clear .
27. UI Concepts & Key principals
• Content is the King!
Best practice.
• focus on what people
care about put it in front
and centered
• “Be selective about
chrome”
28. UI/UX Concepts & Key principals
• Minimize the number of surprises .
- color
- menu navigation
- tone of voice
Best practice.
• Use smooth transitions.
• Fade in/out sounds.
• Friendly colors.
30. UI/UX Concepts & Key principals
• Polish makes the UX and App stand out
Best practice.
• Create more prototypes.
• Enhance current UI.
• Use modern style graphics
& Themes .
31. UI/UX Concepts & Key principals
• Fake it, Low latency is key to the user experience with touch
devices.
Best practice.
• Make immediate visual changes and
indicators whilst we wait for network
or other process ( easy loading ).
32. UI Concepts & Key principals
• Re-use learnt behaviors .
• Re-use interactions inherent in the device .
Best practice.
• Follow the original guideline
and standards of the phone
experience as much as possible.
33. UI/UX Concepts & Key principals
• Create a brand & identity .
Best practice.
• Motive, Logo, Color,
Experience, Sounds,
Theme even Smell !, all ….
34. UI/UX Concepts & Key principals
• Choose primary colors .
Best practice.
• Use natural primary color.
• Select balanced palette.
• Use color matching tool
and natural images
36. UI/UX Concepts & Key principals
• Create a brand & identity .
Best practice.
• Motive, Logo, Color,
Experience, Sounds,
Theme even Smell !, all ….
37. Use Adobe Illustrator
• To create a brand & identity .
Best practice.
• Use Vector utility like
Adobe Illustrator CS6 to
create your identity….
38. UI/UX Concepts & Key principals
• Use modern design.
Best practice.
• Go Flat Design….
39. UI/UX Concepts & Key principals
• Create emotional & funny/appropriate experience.
Best practice.
• We are human!.
• Know your App Objective.
• Know your targeted audience ….
• Use different shapes .
40. UI/UX Concepts & Key principals
• Create emotional & funny/appropriate experience.
Best practice.
• Create cool character !..
41. UI/UX Concepts & Key principals
Visceral Design
pre-wired programmed level of
thinking ( dislike spiders ), like (
flowers ) - initial reaction
Behavioral Design
This is how the product/application
functions.
Reflective Design
This is how it makes us feel after the
initial impact .
• Emotional experience & Design.
42. UI/UX Concepts & Key principals
• Padding, margins and relative to the space.
Best practice.
• Use grid systems!.
• Be consistent.
Magazine UX ( Samsung )
48. UI Concepts & Key principals
• How to do better Mobile UX - the easier path ?
Best practice.
• Workshop, idea exploration, paper wireframes, formalized digital
wireframes, documentation, user/expert testing, aesthetic & artist
concepts, Screen design, Rapid prototype tools ( Paper & Pen !).
49. UI Concepts & Key principals
Why interactive prototypes are important ?
• Test ideas quickly in tangible environment
• Extremely useful reference for developers
• An interactive showcase of the intended UX.
56. New in Material Design
• More smooth
Animation
• More Branding
• Parallax effect.
57. New in Material Design
• More Shadows
• Transition animation
• Parallax effect.
• Default Action.
• Side-Bar hero
58. New in KitKat
• Branding
now standard UI elements colors can be
customized. Nav. buttons blends on
backgrounds
• Fullscreen/Status bar Hidden.
• Gestures
introducing double tab and double-tab-
drag .
59. UX Of Android
Application structures
Navigation & Tabs.
• Use the appropriate style for
your App.
• Dashboard grid.
• Tabbed view.
• Side menu
Dashboards.
60. UX Of Android
Application structures
Sidebar.
• Sidebar drag the content out of the
screen and show the menu.
• Sidebar show active state .
61. UX Of Android
Application structures
Back.
• Users can return back using three
ways .
– Tap the Back button on top-left.
– Tap the hardware back button ( if exist ).
– Swipe finger to the right ( App Support )
• Notes!
– Try to not have much deeper levels with
back button.
62. UX Of Android
Application structures
Screen views.
• List .
- More details
- View/filter/sort
- Messages/Contacts
• Grid.
- More visuals
- Rows/columns
Layouts
• Linear Layout
• Relative Layout
63. UX Of Android
Screen structures
Action bar
• Navigation & back button
• Screen title
• Most Important Action
• Change based on function
• More items will be cascaded in
submenu
• Hide on fullscreen ( game/picture).
64. UX Of Android
Screen structures
Tabs Bar
• Display current selected tab.
• Scrolling more tabs on the view
65. UX Of Android
Screen structures
Menus
• Action Menu.
-Screen level
-less important than
action bar actions
• Context Menu (hold).
- Item level
-Quickly without opening
an item.
66. UX Of Android
Screen Sizes
Common sizes
• Phone
– 320 x 480
– 480 x 800
– 480 x 854
– 540 x 960
– 1280 x 720
• Tablet.
– 1280 x 800
– 1024 x 600Portrait/Landscape
67. UX Of Android
Screen structures
Sheets
• Previewers
Call App screen from within your application .
Preview PDF, Image gallery, email message, audio
and video in your App.
• Composers
Used to create content and forms ( drag from
down-up ), New Contact/ Calendar entry.
• Pickers
Select content, such as Share or selecting a
contact from address book.
69. UX Of Android
Screen structures
• Dialogs
Confirm message.
Ask question.
Modal dialog ( Display an inquiry dialog that users
must respond to before
they can continue. )
70. UX Of Android
Notifications
• Tips & toasts
Quick hint and status update.
• Ongoing notification
Keep the user updated
72. UX Of Android
UI Controls
• Pickers
3 different values
• Drop down list
1 value / few options
Do not use in yes/no!
• List
Long list
Deep level hierarchy
73. UX Of Android
UI Controls
• Buttons
Two states
• Text box
1 input .
• Progress bar
Custom color
• Check box
Two states
• toggles
Two states
• Option box
Two states
More options
74. UX Of Android
Visual Style
• Application Icon
48x 48 pixel
Leave at least 2pixel for
shadows.
Light is from up 90-degree.
5 Pixel stroke line if you will.
Add live effect.
Texture & noise.
Metal and Glass.
Light & Shadow
75. UX Of Android
Visual Style
• In-Apps Icons
– Action Bar, Tabs, Action Menu, Application
Menu, Context menu.
76. UX Of Android
Visual Style
• Apps Style
– Minimize 3d icons.
– Icons details & weight should be balanced.
– Dark gradient: Hex #4F4F4F/#363636
– Light gradient: Hex #E3E3E3/ #D1D1D1
– Selected gradient: Hex #3CBCE7/ #01A8DF
81. UI Concepts & Key principals
• How to do better Mobile UX - the easier path ?
Best practice.
• Workshop, idea exploration, paper wireframes, formalized digital
wireframes, documentation, user/expert testing, aesthetic & artist
concepts, Screen design, Rapid prototype tools ( Paper & Pen !).
82. UI Concepts & Key principals
Why interactive prototypes are important ?
• Test ideas quickly in tangible environment
• Extremely useful reference for developers
• An interactive showcase of the intended UX.