UX Design Essentials Cheat Sheet
User Experience (UX) encompasses all aspects of a user's interaction with a company, its services, and products, focusing on usability, functionality, and overall satisfaction. It's a multidisciplinary field that requires understanding user needs through empathy and research to design effective and intuitive interfaces.
Core Principles
- UX is multidisciplinary, iterative, and a philosophy.
- UX is NOT just usability or a technology problem.
- Cost of fixing errors increases exponentially post-launch.
- Empathy is key to understanding user needs.
- Consistency and clear feedback are crucial for usability.
- Information Architecture (IA) guides user flow and structure.
- Visual design bridges information and interaction design.
Action Steps
- Define the problem: Is it Tame (solvable) or Wicked (complex)?
- Conduct user research: Interviews, surveys, focus groups, contextual inquiry.
- Develop personas and user scenarios to represent target users.
- Create user stories or job stories to capture user needs.
- Design Information Architecture (IA) using sitemaps and user flows.
- Create wireframes focusing on structure, hierarchy, and layout.
- Apply interaction design principles (e.g., Schneiderman's rules, Nielsen's heuristics).
- Develop visual design: Choose appropriate style (Material, Skeuomorphic, Flat).
- Test designs: A/B testing, tree testing, usability testing.
- Iterate based on feedback and testing results.
Key Terms
- UX (User Experience): All aspects of a user's interaction with a company, its services, and products.
- Tame Problem: Clearly defined, solvable, and measurable problem (e.g., bug fix).
- Wicked Problem: Messy, contested, complex problem with no single 'right' solution (e.g., mental health issues).
- Usability: Effectiveness, efficiency, and satisfaction of users.
- Functionality: Features must match user needs.
- Interaction Design: Designing the interaction between users and products (swipes, clicks, taps).
- UI Design: The visual aspects of the interface: layout, look, feel, consistency.
- Information Architecture (IA): The underlying organization and structure of content; the map of the site.
- Persona: A fictional character representing a target user group based on research.
- User Story: A brief description of a feature from an end-user perspective (As a [user type], I want to [action] so that [reason]).
- Wireframe: A low-fidelity representation of an interface's structure and layout.
- Affordance: What an object enables a user to do.
- Signifier: A design feature that communicates an affordance.
- Metaphor: Design language mapping real-world concepts to digital interfaces (e.g., desktop, trash can).
- Card Sorting: A research method to discover users' mental models for organizing content (generative).
- Tree Testing: A research method to evaluate the findability of content within an IA (evaluative).
Pro Tips
- For wicked problems, aim for 'better or worse', not 'right/wrong'.
- Use empathy and prototyping for wicked problems, but acknowledge limitations.
- Ensure functionality matches user needs; avoid overwhelming users.
- Typography affects usability and readability; use hierarchy.
- Content strategy includes planning, creation, and governance.
- IA informs UI; they are not the same.
- Keep users in control and reduce memory load.
- Mobile design requires simple navigation and large touch areas (44-48px min).
- Card sorting helps create IA; Tree testing evaluates it.
- Wireframes should focus on structure, hierarchy, and layout, not visual details.
Pitfalls to Avoid
- Confusing UX with just usability or technology.
- Underestimating the cost of fixing errors late in the process.
- Designing based on assumptions rather than user research.
- Over-reliance on design thinking for wicked problems.
- Creating too many features or irrelevant information.
- Ignoring accessibility and universal usability.
- Making users remember information between screens.
- Using technical jargon instead of user language.
- Neglecting content strategy and governance.
- Confusing Information Architecture (IA) with User Interface (UI).
Myth vs Reality
- UX is only about the visual design or the screen.: UX encompasses ALL aspects of a user's interaction, including services and company interactions, not just the interface.
- Design thinking can solve all problems.: Design thinking is effective for tame problems but has limitations with wicked problems, where empathy doesn't solve structural issues and scaling is difficult.
- Users know what they want and will tell you accurately.: What users say (interviews) and what they do (observation) can be different. Uncover unconscious behavior.
- Visual design is the same as branding.: Visual design is a bridge between information and interaction, based on all user perceptions, not just the logo or slogan.
Real World Examples
- A user needs to find contact information on a website.: Good IA and clear navigation (Session 7) ensure the user can easily locate the 'Contact Us' page, demonstrating successful Information Architecture.
- A user accidentally deletes an important file.: Implementing an 'undo' function or a confirmation step (Schneiderman's Rule 5 & 6) prevents user frustration and data loss, showcasing good Interaction Design.
- A mobile app has buttons that are too small to tap accurately.: Failing to adhere to minimum touch target sizes (44-48px) leads to errors and frustration, highlighting a flaw in Physical aspect of UI design.
Statistics
- Cost of fixing errors (Design phase): 1 unit
- Cost of fixing errors (Development phase): 10 units
- Cost of fixing errors (Testing phase): 100 units
- Cost of fixing errors (Post-launch phase): 1000 units
- Short-term memory capacity: 4-7 items
- Minimum touch target size (Mobile): 44-48px
People
- Don Norman: Coined the term UX (Apple, 1990s).
- Frank Chimero: Author of quote: 'People ignore design that ignores people.'
- Jakob Nielsen: Developed 10 Usability Heuristics.
- David
Schneiderman: Developed 8 Golden Rules of Interaction Design.