Design
Intro
Overview
Design Thinking
Basic Design Principles
Core Principles in Visual and Interactive Design
Design Ideas, Photos, and Typography
Prototyping
Design Thinking
Is the site usable for users? Do they have a good experience?
Does the site make users think it’s trustworthy?
Is it attractive?
Basic Design Principles
User Experience
User experience is how a person feels while interacting with a product or interface.
The goal is to help users interact with a product that is useful and easy to use resulting in a positive and meaningful experience.
Usability
In large part, what makes something usable is the absence of frustration in using it.
—Dana Chisnell
Communicate what users should do now
If there’s a most-popular option, draw attention to it
This could be color, size, placement, etc.
Provide feedback to reward success
“You’ve completed 2 of 3 steps”
Progress Bars
Hide non-critical options unless needed
Can hide options behind modals, dropdowns, mouseovers, etc.
Interactivity should be self-evident
Example: Is it obvious that clicking a header sorts the table?
Would help text/small arrows make this more clear?
Trust / Credibility
Quiet, consistent design promotes a sense of trust.
Which of these would you trust?
Aesthetic Delight
Beautiful apps inspire exploration and use.
When in doubt, consistency & plenty of whitespace are good goals.
Design Misconceptions
It’s just a step in the process
Reality: It’s not just one part, it’s woven throughout.
It’s easy
Reality: Designers make things seem easy because they make things make sense.
It’s the role of one person/department
Reality: While there might be individual designers or a team of them, they work with other teams to help them implement design into what they’re working on.
It’s a choice
Reality:
The biggest misconception is that [companies] have a choice to invest in their user’s experience. To survive, they don’t.
—Josh Porter
Core Principles
Principles of Interaction Design
- Consistent
Good designs are consistent. We want users to be comfortable using our websites, and consistency helps with that.
- Visible
Good designs are visible — users need to be able to see what they can do in an app. They should be able to infer that an opportunity for interaction exists. Don’t make them guess/search for it.
- Learnable
Good designs are learnable. Users should be able to quickly pick up and use features.
- Predictable
Good designs are predictable. These principles are intertwined with each other. The more consistent a design, the more predictable it is, which then makes it easier to learn.
- Feedback
Good designs provide feedback. Have you ever been on a website, clicked on a button, and expected something to happen but nothing did?
Principles of Visual Design
Visual design is all about what our websites look like — what our users are actually seeing on the screen.
- Contrast
Contrast creates more interest and can be used to establish hierarchy of info
Can add contrast with color, size, shape, type, etc.
- Repetition
Helps to make things look like they belong together
Example: repeating colors or line weights
- Alignment
Every element in a design should have a visual connection to something else in the design
Avoid using more than one text alignment in the same design
- Proximity
Place related items together, unrelated items far apart
Example: navigation bars
Design Ideas
Grids and Spacing
Grids and spacing bring together parts of both alignment and proximity. Grids bring order to the information and content presented, and provide visual anchors to elements in the design. The columns are generally what are used to align the main parts of a design (like main content and side navigation). They’re what make up the proportions of the website.
In a grid, we call the negative space around columns gutters. The gutters should always remain the same size even if the size of the columns changes. That negative space is also sometimes called whitespace. Whitespace is very important in design because it helps things from becoming too cluttered. It also helps differentiate between sections of the website.
Color Harmony
Color harmony is when the arrangement of colors used are pleasing to the eye. Color harmony delivers a sense of balance and order. If colors are out of harmony, the design can become too bland or too obnoxious.
Color Palette
Having a “color palette” for your site helps.
It guides selection of photos and colors, and ensures consistency.
Photos
A strong photo is a great way to add visual interest to your homepage.
Finding Photos
Unsplash — High quality, huge variety, curated collections
Coverr — HTML5 Videos for full-width landing pages
Pixabay — Wide variety
Splitshire — More concept art, high quality
Pexels — Good quality, more people pictures
Flickr Creative Commons — Huge variety, widely varying quality
Warning: this can be a huge time sink!
Typography
Typography helps with visual hierarchy. It also provides visual interest and helps make a website look more intentional than if you use the defaults.
Sans-serif and serif fonts are best for web design (sometimes monospace) because they are the most accessible. It’s usually a good idea to stay away from overusing cursive or fantasy fonts.
Guideline
Use no more than two font families
One for headlines / large, special text
One for normal text
Go Big
This is a simple rule that tends to override other rules, guides and principles. It is what it sounds like: make something big to draw attention to it. Readers notice and read big things first.
Prototyping
What is it?
“A prototype is a draft version of a product that allows you to explore your ideas and show the intention behind a feature or the overall design concept to users before investing time and money into development.”
– usability.gov
Something that is interactive with limited functionality to test an idea.
Can be low-fidelity: paper, wireframes
Can be high-fidelity: feels like a real app, but isn’t
Can click through
Why?
It is much cheaper and cost effective to build a limited functioning product/software and see if it works/has a market before investing a lot of money on resources and development.
Test out usability
Ensure your product is right so you don’t have to make big changes post-launch
Paper Prototyping
Low-cost effective way to discover ideas
Communicate ideas visually
Sketching does not have to be “art”
Doesn’t have to be visually pleasing, necessarily
Needs to communicate an idea
Example
Sketches
Needs to happen quickly and on demand
Cheap enough to be disposable
Communicate in a medium/material that gives it a sense that it is rough
Visual vocabulary needs to be understood by all viewers (lines, arrows, boxes)
Low-Fi & High-Fi Prototypes
Low-Fi and High-Fi prototypes are not sketches
They’re created using prototyping software
They look like real app pages
Low-Fi
Some placeholder images or placeholder text
High level design is in place
Gives a general feel of the experience
High-Fi
Looks exactly as the app would look if it were built
Not a functioning app, but it could fool you
Low-Fi vs. High-Fi
Going Further
Free Tools
Adobe color
Moqups
Figma
Coolors, Color Hunt
Unsplash
Flat Icon
Resources
https://www.youtube.com/playlist?list=PLWlUJU11tp4deQOnSFNn_ekpS9GA5_7yP
To Read
8 Point Grid
Tools
Sites With Good Design
Good Pairings
Type We Like shows good pairings in a design context.
Other Typography Resources - Typography in Ten Minutes is a good general reference on typography.
If you like font humor, you may be amused by Does Papyrus Belong Here? .
Adobe TypeKit is like Google Fonts, but commercial, and has a much larger set of high-quality fonts.
Online Resources
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An excellent website of tips for usability & CSS tricks
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A visual-design oriented resource for web designers