Showing posts with label UX design. Show all posts
Showing posts with label UX design. Show all posts
What's usability recognize ability in UX/UI?

  

1. What's usability recognize ability in UX/UI?

Ability recognize ability in UX/UI is the ability to understand the transmission of information through the user interface. It includes elements such as color, contrast, brightness, image, size, font text, font size, and so on. Recognizability is very important for experienced users because if they cannot understand the information transmitted through the user interface or the product message, they cannot use the product.

In addition, ability recognize ability in UX/UI also includes using animations in UX/UI to capture attention and convey a clear message to the user. However, when using animations, designers need to make sure that they are not too difficult and do not cause dizziness or fatigue to the user. Otherwise, it will have the opposite effect, reducing the interaction.

However, when use animation needs to make sure that it is too difficult and does not cause feel dizziness, or fatigue to the user. That will have the opposite effect, reducing the interaction.

Finally, using suitable font text for design and easy for users to read is crucial for the success of products. Typography that is too small or too difficult to read can cause difficulty for users in seeing and reading.

2. Impacts in product design.

The impact of recognizability on user usability is significant. If the interface design lacks recognizability, users will have difficulty finding, accessing, and using the information on the UI. This can lead to confusion, misunderstanding, or even failure to perform tasks on the interface.


In short, Ability recognizability is an element important in UX/UI design, impact to experience and usability. To make sure that UI design is good about recognisability, the UX/UI designer notice color, contrast, brightness, image, size, font size, font-text, and animation in a way easy understand.
Basic perspective when starting build a product.

Welcome to blog Ohazin, so today we together learned about "Basic perspective when starting to build a product"

I/ Overview.

UX/UI design is more than just understanding the user and being design-friendly. It's important that you clearly understand what the product is? And what is it born to serve?
Almost when start to build a product in any more fields, including: Finance, E-Commere, Education, Sport, Games, etc… For a new beginner, it's difficult at this stage, and often stressed, and sometimes don’t know, where is the start.

Due to, UX / UI designers themselves default to their belief that just a design experience good and friendly experience is enough. However, to be clear about that need, understanding what problem your product is building will solve? What stage are you in? Who is the user? and finally, what are we designing?

II/ So These ways will help UX/UI beginners get through this stage

  • Research: It can be called UX research, usually when building a big product, we should spend time investing in research on the area of that product or related. The purpose is to understand the essence of the product and be distinct from the new field. Besides, it helps us have a better overview of the product to be built and developed.
  • Synthesize and identify information: after research, the next job to do is to determine the main function of the product. Because products often have only one main function and solve user problems to bring finance to businesses or help the community.
From that, the product will develop and update many versions with many new functions
  • Build map user: When full data have sort order:
    1. User Journey map: What is this product? Where do users use it? When is it used? Who is the user? And how do use it?
    2. Site map: How many screens will we have to design functions and add-ons?
    3. User Flow: Instances will occur in each event.
  • UX Design: From now, you can sketch low-wireframe, high-wireframe, or mockup according to researched information.
Synopsis:
From there, you can imagine UX/UI designers not only designing good and friendly experiences is enough. But also, investing in product research, it's like learning a new subject.

II/ Example User journey, site map, and user flow/

1. User Journey



2. Site map


3. User flow


11 law UX Design you should know: #1 FITTS'S LAW

 

Hi, My name's Khanh, I'm a UX/UI designer. Today, let's talk about FITTS'S LAW. Let's start

1. Fitts's law

According to the Fitts's law of psychologist Pauls Fitts's when he researched actions and manipulations of people, pointed out that fast movements and small targets would lead to a big error in “loss of fairness between speed and exactly.”

For example
  1. Manipulation time to choose exact “elements".
  2. The time to eyes sees “elements" to act and complete action.
  3. Manipulation time when press error.
So, Fitts's law would affect the interaction design of the user.

2. Optimize

Therefore, you have to note while the design for the user the “element” such as iconography, typography, or button need to be easy to use for the user.

2.1 Large and small moderate:

The most obvious implication of Fitts's' Law is this: The larger the size, the faster it will reach the target. There by reducing the error rate between targets.

2.2 Icon accompanying the note

The icons that accompany the note don’t decrease ambiguity but are even easy to understand, improving travel time to that specific target. Why? For any icon that comes with a note will be bigger than it would be without a note, this according to Fitts's law is very easy to use.

2.3 Infinite vertical target limit.

What the “infinite elements” do we have in the actual design? Exactly that edge of the screen as long as you interact and manipulate the pointer. Indeed, edge screens is like a natural wall for any pointer - as soon as the pointer reaches the edge screen, it cannot move outward, no matter how fast it hits the edge screen.

In one or two screens, the last actions of the user often tend to ignore worries if the "elements" are very large or even infinitely. And with the "infinite elements," you usually don't worry about the pointer where to stop, as long as it's to the target you want to stop at.

Therefore, to interact with the "elements" positioned next to the edge screen, the user doesn’t need to slow down like when the "elements" is placed between screens because there isn't a risk of clicking out. - the cursor will stop automatically when it reaches the edge screen.

For any mobile device, vertical infinite manipulation can be applied with a swipe instead of a button click.

Remember: Mobile devices use finger manipulations - including tap, tap and hold, zoom, slide up - down and more.

2.4 Allotment of “elements”

When the "elements" are standing too close together, the risk user exceeds or activator is wrong is something that can happen. Please consider you have used a "grid" in Figma or XD a way exactly to optimize space and distance.


Conclusion: Fitts' law states that the travel time to the target (elements) depends on its magnitude and distance. While you create the new UI, think about optimizing two variations by creating large "elements", and reorganizing the spacing and space properly before sending it to the user.

- Thank you -
What is UX Design (User Experience) ?

 


Hi, My name's Khanh, I'm a UX/UI designer. Today, let's talk about what is UX design? Let's start.

You had experienced a good service, a good product, or use a function easily. For example, tangible products include a cup of water, a coffee filter, a shower, bottled water, a watch, or food like Banh my, Bun bo Hue, and Banh xeo. Apps like Facebook, Instagram, shopee, and websites e-commerce. 
To say others, user experience design is the design of user usage, feeling, interaction, and manipulation of products/services.

So, How? Okay, For a good user experience, a Designer usually has to focus on ease of use, usability, fairness, and responsiveness of user problems to be solved and inspired. pleasure while used for stimulation.


This means that experience design focuses on optimizing usability or making something easier, with structure and clear goals both oriented towards people.

Let's think about milk cans are made from metal, think you need a tool to open and extract milk, which is really inconvenient to use, especially for children and women. 


Fortunately when designers came up with milk cartons made of paper. You just cut off part of the head and use, it really too easily.




The ideal principles for being an experience designer are to empathize in every way with all abilities including observing, listening, understanding, perceiving, researching, and coming up with more solutions. So let's ask ourselves, “Is this product easy to use? Is this function accessible to all users? And was suitable for people with disabilities.
- Thank you -