Internship Content
Internship Content
INTRODUCTION TO UX FUNDAMENTALS
Design:
Both user interface (UI) design and user experience (UX) design are
centred on users and ensure that the products and systems meet real
needs and are as intuitive and pleasant as possible to use.
User interface (UI) design is focused on the visual design of the interface
through which users interact with a product or system.
USER SEGMENTS:
1
User segments are targeting audience of the product, there can be
multiple user segments based on stakeholder’s project’s requirements and
goals.
3. If a product is enjoyable, it means the design delights the user. The design
reflects what the user may be thinking or feeling and creates a positive
connection with them.
4. If a product is useful, that means it solves user problems. In other words ,the
design intentionally solves a user problem that the designer has identified
END USER:
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TYPES OF MEMORY:
Memory refers to the part of the human memory that temporarily holds
and processes information needed for immediate tasks and interactions.
Example: OTP
i. Procedural memory:
Password
Riding a bicycle
Cooking
affordance
signifiers
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Miller's Magical Number, often referred to as "The Magical Number
Seven, plus or Minus Two," is a theory proposed by cognitive
psychologist George A. Miller.
Placebo:
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Loading spinner
Refresh Button
Reward Bar
Progression Bar
Nocebo:
Fear
Stress
Deceptions
Perceptions
Exceptions
Dissonance:
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This discomfort often motivates individuals to reduce the dissonance by
changing their beliefs, attitudes or behaviours to achieve consistency.
Consonance:
It ensures that all elements of the design work together seamlessly, creating
an aesthetically pleasing and intuitive experience for the user.
DISSONANCE TO CONSONANCE:
1. Change in Behaviour
2. Change in Belief
4. Cancel or trivialize it
Problem statement:
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NORMAN’S THREE LEVELS OF DESIGN:
1. Visceral level:
Users more likely to forgive faults down to the line if the initial
experiences were overwhelmingly positive.
2. Behavioural level:
3. Reflective level:
Evoke a sense of pride and identify from using a product that extends
beyond the product itself.
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USER-CENTERED DESIGN PROCESS:
Design solutions
Strategy
Scope
Structure
Skeleton
Surface
SIMPLIFIED UX PROCESS:
Information
Analyse
Organise
Prototype
Testing
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4. RESEARCH AND ANALYSIS TECHNIQUES
RESEARCH TECHNIQUES:
Primary:
Survey
Interview
Focus group
Secondary:
Books
Online data
Contextual research:
Observation
Ethnography study
Data analysis:
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UX analytics provide designers with actionable insights into how a digital
product’s design can be improved to meet user needs.
INFORMATION ARCHITECTURE:
User Journey:
Journey of the user from the beginning of a task till the end of it.
Stage1-opportunity
Stage 2-touchpoints
Stage 3-Activities
Task flow:
It's like a map outlining each interaction and decision point along the
way.
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Outline each step the user needs to take to accomplish their goal. For
booking a flight, it might start with searching for flights, selecting one,
entering personal details, and making payment.
Example:
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6. UX PRINCIPLES AND GUIDELINES
UX laws:
It states that for any system there is a certain amount of complexity which
cannot be reduced.
2. Hick’s Law:
This law states that by increasing the number of choices, the time taken to
decide increases logarithmically, as opposed to exponentially.
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3. The Von Restorff Effect:
Predicts that when multiple similar objects are present, the one that differs
from the rest is most likely to be remembered.
4. Law of Proximity:
Objects that are near (or) proximate to each other, tend to be grouped
together.
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5. Scarcity Principle:
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6. Concept of Social Proof:
Social proof helps users feel secure and confident in their decisions,
reducing anxiety and uncertainty.
7. F-shaped Pattern:
Eye tracking research shows that people scan webpages and phone
screens in various patterns, one of them being the shape of letter F.
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8. Reciprocity Principle:
Humans tend to return good deeds: use this social psychology law in user
interface design to gain users trust and motivate engagement with your
site or app.
9. Decoy Effect:
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10 Usability Heuristics:
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1. Visibility of System Status:
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5. Error Prevention:
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Eliminate unnecessary elements.
1. Visual interaction:
It involves how users interact with an interface through visual cues and
feedback. It's about making the experience intuitive and engaging.
2. Haptic interaction:
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3. Cognitive Interaction:
It’s about designing experiences that align with natural human cognitive
processes to make interactions intuitive and efficient.
USABILITY TESTING:
Moderated/Unmoderated
A/B testing
Lab testing
Prototype testing(heatmaps)
Accessibility testing
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7. USER PROFILE & BEHAVIORAL INSIGHTS
Persona:
Goals
Needs
Motivation
Frustrations
Personality Traits
Maslow’s Hierarchy
PERSONALITY TRAITS:
1. Openness
2. Conscientiousness
3. Extraversion:
Energetic& outgoing
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4. Agreeableness:
5. Neuroticism:
MASLOW’S HIERARCHY:
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2. Safety (security, stability)
The hierarchy suggests that lower-level needs must be met before higher-level
needs can be addressed.
PARETO PRINCIPLE:
If you degrade or reduce the impact of what most users want from you.
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80% of the effects of any given process come from 20% of the effort
put into it.
HOOK MODEL:
TRIGGERS:
1. INTERNAL TRIGGERS:
2. EXTERNAL TRIGGERS:
Paid Triggers
Relationship Triggers
Earned Triggers
Owned Triggers
ACTION:
Motivation
Ability
Trigger
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REWARD:
The Tribe:
The Hunt:
The Self:
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EISENHOWER MATRIX
AFFORDANCE:
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Affordances help users understand how to interact with an interface
element intuitively. For instance, a button appears clickable due to its
3D design or shading.
SIGNIFIER:
EXAMPLE:
BIOMIMICRY:
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o Biomimicry is the practice of designing solutions to human challenges
by emulating nature’s time-tested patterns and strategies.
Benefits of Biomimicry:
Sustainability
Innovation
Efficiency
EXAMPLE:
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COLOR THEORY:
Colour theory in UX is all about how colours interact, their impact on user perception,
and how to use them effectively in design. It’s a deep and fascinating topic that can
significantly influence user experience.
Colour Wheel:
o This basic tool helps designers understand primary (red, blue, yellow),
secondary, and tertiary colours and their relationships.
Colour Harmony:
Colour Psychology:
Brand Identity:
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o Colours help communicate a brand’s identity and values. Consistent
use across products builds recognition and trust.
Cultural Considerations:
CONCLUSION:
1. UX vs. UI Design:
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Understanding human memory, attention spans, and cognitive biases
helps design effective interactions.
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BIBLIOGRAPHY:
The following books are referred during the analysis and execution phase of
the project:
• Authors: David Farkas, Brad Nunnaly, “UX Research: practical techniques for
designing better products”, 2016.
• Full title: “Observing the User Experience: A Practitioner’s Guide to User Research
“. Authors: Elizabeth goodman, Mike Kuniavsky and Andrea Moed, 2012
• “Sketching User Experiences: Getting the Design Right and the Right Design”. Bill
Buxton, First Edition: 2007
• “Hooked-How to build Habit Forming Products”; Author: ‘Nir Eyal’, Ryan Hoover;
First Edition: 2013
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