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Term 1 ID10-1-3, DI10-1-2, DSN10-1

UX/UI Design

Learning Objectives

  • Distinguish between UX (User Experience) and UI (User Interface)
  • Gather and document user requirements
  • Create wireframes and prototypes
  • Evaluate designs against success criteria

UX vs UI: What's the Difference?

User Experience (UX)

The overall experience a user has when interacting with a product or service.

  • • How easy is it to use?
  • • Does it solve the user's problem?
  • • How does it make the user feel?
  • • Is the journey logical and intuitive?

User Interface (UI)

The visual elements and interactive components users interact with.

  • • Colors, fonts, and icons
  • • Buttons, forms, and menus
  • • Layout and spacing
  • • Visual consistency

Analogy: If a product were a restaurant, UX would be the entire dining experience (service, ambiance, food quality), while UI would be the menu design, table setting, and decor.

Understanding User Needs

Good design starts with understanding who you're designing for and what they need.

Research Methods

  • Interviews - Ask users directly about their needs and frustrations
  • Surveys - Collect data from many users at once
  • Observations - Watch how users currently solve problems
  • Competitor Analysis - Learn from existing solutions

User Personas

A persona is a fictional character representing a typical user. It includes demographics, goals, frustrations, and behaviors.

Design Briefs and Constraints

A design brief documents what you're creating and why. It includes:

  • Problem Statement - What problem are you solving?
  • Target Users - Who will use this solution?
  • Requirements - What must the solution do?
  • Constraints - What are the limitations? (time, budget, technology)
  • Success Criteria - How will you know if it works?

The Design Process

1

Empathize

2

Define

3

Ideate

4

Prototype

5

Test

  1. Empathize - Understand your users through research
  2. Define - Clearly state the problem to solve
  3. Ideate - Brainstorm possible solutions
  4. Prototype - Build a testable model
  5. Test - Get feedback and iterate

Wireframing

A wireframe is a simple, low-fidelity sketch of a page layout. It focuses on structure, not visual design.

Wireframe Elements

  • Boxes for images and content areas
  • Lines for text (no actual words needed)
  • Simple shapes for buttons and navigation
  • Labels to explain each element

Fidelity Levels

  • Low-fidelity - Quick sketches, hand-drawn or basic digital
  • Mid-fidelity - More detail, shows layout and hierarchy
  • High-fidelity - Detailed, includes colors and real content

Prototyping

A prototype is an interactive model that simulates the final product. Users can click through and test the experience.

Prototyping Tools

  • Figma (free, browser-based)
  • Adobe XD
  • Canva
  • Paper prototypes (low-tech but effective!)

Evaluation

Test your design against your success criteria:

  • Does it solve the original problem?
  • Is it easy to use?
  • Does it meet user needs?
  • What feedback did testers give?
  • What could be improved?

Design Principles

  • Contrast - Make important elements stand out
  • Alignment - Create visual order and connection
  • Repetition - Consistent styles build recognition
  • Proximity - Group related items together
  • Hierarchy - Show what's most important

Key Terminology

  • UX - User Experience, the overall feel of using a product
  • UI - User Interface, the visual and interactive elements
  • Wireframe - Low-fidelity layout sketch
  • Prototype - Interactive model for testing
  • Persona - Fictional user representing target audience
  • Iteration - Improving through repeated cycles
🏠

Project Connection

In Simpson's House...

The Simpson's House iPad app was designed before it was coded. Every screen, every card layout, and every interaction decision was a UX choice — and some of those choices are surprisingly interesting.

Wireframing the Interface

DeviceCard layout & connection screens were designed first

Before writing a line of Swift, the device card grid, connection status panel, and log viewer were sketched as wireframes. The design drove the code structure.

A Key UX Decision

OPEN and CLOSE buttons — not a toggle — for the garage door

A toggle could send the wrong command if the app's state gets out of sync with the real door. Explicit directional buttons are a safer, clearer UX choice — the kind of decision a UX designer makes.

Conditional UI States

What should the user see when not connected?

When the app isn't connected to the broker, it shows a ConnectionPromptView instead of device controls. Designing what to show in each state is core UX work.

Visual Feedback

The LED card changes colour when the light is on

The DeviceCard's accent colour and glow effect give immediate visual feedback about device state — a direct application of UI feedback principles.

Explore the full Simpson's House project →