UI/UX

What is UI/UX in a nutshell? You could say it is the experience users have when using something. If the experience is bad, the user probably could not cope with it or needed too much time to understand how it works. A good experience is when the user feels at home with the application’s interface from the very start, understands how it works and is therefore happy to use it. There is no need to explain how big a role UI/UX plays in today’s world, full of new and innovative products. People are not put off by new things, but they are reluctant to adapt to poorly thought-out and unintuitive solutions. It is worth remembering that in the information age we process huge amounts of information every day and come into contact with new technologies, which is why the first contact with something new is decisive. The user will either receive it well and appreciate the designer’s work, or reject it and ruin the product’s chances of growth.

Examples of good and bad solutions are easiest to find in everyday objects. A door with no indication of how to open it: pull or push. A TV remote with lots of buttons for everything. A tax form with unclear fields. On the internet we can find even more examples like these.

Projects are born in the mind and evolve on successive media.

Do you often find that when you think about a solution, you sketch it on paper or a tablet to visualise your idea and analyse it further? When a project or idea is more complex, creating a prototype becomes necessary, if only to present it to other people so that they can quickly imagine the shape and scope of the project.

When we meet a client for the first time, we often hear: “I would like to create a website or an application that provides certain features in a certain way”. To continue working on the task, we need to show that we have correctly understood our client’s idea and that we can use the right tools to deliver the project.

By creating the first functional wireframes and choosing the technologies, we find out whether we have understood the project well and whether end users will understand it correctly.

When is it worth creating design and concept wireframes?

Every project with complex features, an unusual way of communicating, every start-up or simply every innovation requires an analysis of whether it can be implemented and the best way to achieve engagement and ease of use for end users. The cost of wireframing pays for itself many times over, because already at this stage we can foresee most of the risks to the project, eliminating the later costs of fixes, required changes and adapting to the realities of production.

How do we avoid mistakes when designing the interfaces of our applications? Jakob Nielsen’s 10 usability heuristics help, which say (in our own words):

  1. You always know where you are: the user must know the current status and where they are. This is especially important when an application has many levels and the user has moved on to further steps, for example while placing an order, using filters or searching. This way the user can easily return to where they were.
  2. You can relate to familiar things: the user can intuitively work out how to move around the application or interface thanks to symbols and language they already know. This makes it possible to use the application without instructions, because symbols and messages known from everyday life are carried over and refer to the elements of the system in a similar way.
  3. You have control and freedom of choice: forcing users into specific behaviour never works and usually makes them leave for good. That is why it is essential to provide basic controls to go back, return to the main menu or cancel a process.
  4. Consistency and standards: keeping the whole project consistent and sticking to proven patterns and standards ensures that users perceive it in a stable and correct way. Following standard UI/UX conventions is less risky. We all remember Google Plus, where the “like” button was labelled “+1”, and not even a giant like Google managed to change the well-established standard of the “like” button.
  5. Error prevention: avoid situations where errors are likely to occur. Most often we can help the user when they interact with forms. That is where an application usually expects fully valid data, and the user should be prepared for that.
  6. Recognition rather than recall: it is easier to suggest the shortest path to the goal than to show every possible option. This applies especially to search, which should recognise the user’s intent.
  7. Flexibility and efficiency of use: the interface must allow a flexible approach by offering alternative ways to reach information and achieve goals. At the same time, these actions must be efficient and lead to the right result within the application.
  8. Aesthetic and minimalist design: this point matters a lot to us, because apart from usability and the interface itself, it is key to positive reception and sales effectiveness. We make sure our graphics and layouts are not overloaded with unnecessary information, but focus on the essence of the message in the best possible form.
  9. Helping users recognise and recover from errors: this principle applies mainly to more complex applications that are demanding to use. It requires instructions, help markers and messages explaining how individual fields and functions work.
  10. Help and documentation: as with the previous point, in more complex applications the help and documentation system should be as complete as possible. The benefit of a well-documented project is that users need less contact with support, and there is no need to respond to requests such as questions about specific features.

With some exceptions, these principles apply to every application or complex website. We always make sure that our UX/UI design choices take them into account and, above all, we design from the end user’s perspective.

FAQ - UI/UX

UX (user experience) and UI (user interface) are two key concepts in designing websites and mobile apps. Although they are related, they refer to different aspects of designing user interaction. Here is a short description of both:

  • UX (user experience):
    UX focuses on the overall experience of a user while using a product such as a website or an application.
    The goal of UX is to make sure the user has a positive, satisfying and efficient experience while navigating a website or using an app.
    This includes understanding users’ needs and goals, designing intuitive and efficient user journeys and solving problems that may affect users.
  • UI (user interface):
    UI focuses on designing the user interface, that is, the look and layout of the elements visible on the screen, such as buttons, text fields, graphics and so on.
    The goal of UI is to create an attractive, clear and functional interface that makes the product easier to use.
    This includes designing colours, typography, icons, the layout of elements and the overall look of the application or website.

In short, UX and UI work together to give users the best possible experience of a product. UX is about what users feel and how they experience the product, while UI is about how the product looks and what interface elements it has. Good UX and UI are key to a project’s success, because they determine whether people will want to use an application or visit a website. Most often, one person is responsible for both UX and UI.

To become a UX/UI designer, you need the right knowledge, skills and experience. Here are the steps we consider best on your path to a career as a UX/UI designer:

  • Education: this is not something you will learn at university or school.
    Start by gaining basic knowledge of user interface (UI) and user experience (UX) design.
    Read books, articles and online materials about UX/UI design, starting with classics on grid systems in graphic design and on user research as the basis of UX design.
  • Designing your own projects:
    Practice is key to learning UX/UI design. Design your own projects, such as websites, mobile apps or application interfaces. Once you feel you know tools such as Figma very well, try to recreate a project that has, for example, won awards in the UX category on Behance.com
  • Improving your skills and tools
    Get to know the tools used by UX/UI designers, such as Figma, Sketch, Adobe XD or Photoshop/Illustrator.
  • Research and analysis:
    Understanding users’ needs and behaviour is a key part of a UX designer’s work. Learn research techniques such as user research, competitor analysis and mapping user behaviour.
  • Prototyping:
    Prototypes are an important tool in user interface design. Learn to create prototypes that help visualise and test how users interact with a product.
  • Portfolio:
    Create a portfolio that presents your projects and UX/UI design skills. It is an important tool for attracting attention, for example on Behance.com
  • Work experience and following the industry:
    Consider an internship or a job as a junior UX/UI designer to gain practical experience. Follow leading designers from around the world and keep up with global trends. Write to us at biuro[@]okinet.pl

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