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Preview

User experience design principles

This is the first page of the lesson. Read it and have a go at the activities. The rest is in the full lesson.

45 minutes

Two bus apps

App A has one big green button: "Buy a ticket". You tap it, pick your stop and pay. Done in three taps.

App B has twelve small buttons, all grey. Some say "Go". One of them takes your money and does not tell you.

Both apps work. Only one is nice to use. The difference is called user experience.

Key words

WordWhat it means
User experience (UX)How a person feels when they use a product. Is it easy, clear and pleasant?
ConsistencyThings that look and work the same way everywhere.
Information hierarchyPutting information in order of importance, so users find things.
Visual hierarchyUsing size, colour and position so the important things are easy to see.
ConfirmationA message that tells the user what happened.
User controlThe user can move around, undo and fix mistakes.
AccessibilityMaking a product usable by as many people as possible, including people with disabilities.
BrandThe name, colours and style that make a company known.

The cells students fill in are left blank in this preview.

Six UX principles

PrincipleIn simple wordsGood exampleBad example
ConsistencySame look and same behaviour everywhere. It is easy to learn once, pleasing to look at, and it makes the brand known.Every Save button is blue and on the rightSave is green on one page and a link on the next
Information hierarchyGroup things and put the key things first.Menu: Home, Tickets, HelpA list of 40 links with no order
Visual hierarchyImportant things look important.A big Pay buttonPay is the same size as Cancel
ConfirmationTell the user what happened."Ticket bought. Check your email."The screen goes blank after paying
User controlEasy to go back, cancel and undo.An Undo button after deletingNo way to leave a form
AccessibilityWorks for many kinds of people.Big text, dark text on a light page, a text note for each picturePale grey text on white

The cells students fill in are left blank in this preview.

Two hierarchies

Information hierarchy is about order and groups. Which things go together? Which comes first? A menu with a few clear groups is easy to use.

Visual hierarchy is about looks. A bigger, bolder, brighter thing is seen first. So make the most important thing the most noticeable.

Try it: make Pay easy to see

Code: web
<h2>Your ticket</h2>
<p>Route 42, one adult. Price: £2.50</p>
<button class="cancel">Cancel</button>
<button class="pay">Pay</button>

Quick check

Have a go

Quick check

4 questions
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Confirmation and control

Confirmation has two jobs. It tells the user an action worked. It also warns before something that cannot be undone, such as deleting an account.

User control means users can go back, cancel or undo. Do not block them. Do not ask "Are you sure?" for every small click, or people stop reading the message.

Try it: a confirmation message

Code: web
<button id="buy">Buy ticket</button>
<p id="msg"></p>

The lesson goes on

4 more parts of this lesson are in the full curriculum, with the tasks, the final check and the labs. A college account gives your students all of it.