Transcripts
1. Promo: Today we're going to learn about the
principles of UI design. When looking at other
user interface design, we can usually tell which
design works better. But when you start
working on your own, it's suddenly not
that easy anymore. I will show you what
makes the difference, and together we will
look into the following. Visual hierarchy and why
is this key to everything. How to use color, size, and shape to create a system with special attention
to typography and sizing. We will learn why
simplicity always wins. Why whitespace is a
secret superhero, and what grids and spacing
systems can do for us. I will show you how to draw attention
to where you really need it and why it is so important to add some
emotion for success. We will finish off this
course by designing our own co-working website from a wireframe using all
our new learned skills. This course is for you, if you're a total beginner
or an experienced designer, and want to brush
up your UI skills. This is a course by
moonlearning.io.
2. Demystifying: What is UX/UI Design?: Please note that this
is a two part course, so you might either be
watching the part about UX principles or the part
about UI principles. Ideally, you're combining
the two of them. In any case, I want to
make sure that you're very clear about the
two different terms, and what it means
to combine them. Once you start diving deeper
into the world of UX, UI, you will notice that
there's a lot of noise and discussion
around these terms. What exactly they include, whether or not UX, and UI should or should not
be combined in one term. Let me shed some light on that from my point of
view and experience. No doubt UX design is where
you will begin the journey. What does UX design include? In short, you'll
try to understand general patterns, behavior,
and expectations. All of that to create
an overall structure and order of how the
product should work. As an outcome, you'd
usually have some skeleton, and a form of wireframes, and flowcharts that outlined a product or feature
you are suggesting. Another very important job
of UX design is testing and iterating throughout
the lifecycle of a product. There are no finished
online products ever. While user experience,
as the name states, tries to improve the overall
experience the user has, user interface design deals with the actual layout elements. Now, the flowchart and wireframes previously
designed come alive. A good UI designer usually
has an excellent idea of what happens during the UX
process, and vice versa. During the UI process you will then define style guides, color, typography, components, and the general layout for
all responsive design. You'll most likely create a prototype that will be tested, which is where you link
back into UX design. Just as we work hand
in hand from UX to UI, you'll need to do the same
from UI to development. When it comes to development, you'll hear about
two major parts. Front-end development,
where CSS and HTML, the so called markup is written. This is where the interface
that we see is created. This is what interests
us as UI designers. Then there's the so
called back-end. This is where the
code is written. That could be JavaScript, Java, Python, or any other language. It does not really
bother us as designers. This is where all the logic
behind the scenes happens. We UI designers rarely
have much to do with this. Front-end, and back-end
are obviously connected, and there might be
frameworks in place dealing with front-end like React JS. But all of that can safely be left to the development team. You do not need
to code yourself. You should, however, understand
technical requirements, and basic principles of front-end design
as a UI designer. This will help you in setting up your files and designs
the right way. Now, in a large company
or busy project, you might just deal
with the UI design. You might just set up designs
in Figma, and that's it. You will however, still
have overlap with UX design as well as
with development, and need to know your basics. You might also work as
a UX designer only. In that case, you will most likely not do any design work. But you'll be busy with
research, strategy, and testing, and
defining new features. You will, however, still
need to be aware of how interface design decisions will impact and influence
user experience. If you're working in
deep user research, you might just do that actually, but usually you'll
be so lucky and say hi to a designer
once in a while. In some cases, however, especially in smaller companies
or freelance projects, you might wear many hats. When we talk about
UX, UI design, it's usually this area that
you see highlighted here. You'll probably start
with some research, setting up personas, and setting up your
own wireframes. You will then translate
those wireframes into design and hand them
off to development. Most UX, UI designers
tend to lose a bit of the in-depth
part of UX design. That is true, but usually not a big deal in straightforward
smaller projects. This is also the
area that I will be dealing with during
those two courses. Please note that in depth, UX research is it not
a part of this course. It is true that in some
job postings the term UX, and UI are often confused. You might see UX design
advertised yet they're asking you to set
up anything from wireframes to finish
handle files. If ever in doubt, just draw this simple diagram
here on a sheet of paper, and show your
potential client or employee where you
are operating, and make sure this is the area
they're also looking for, and not only a buzzword
they were using. Also, let's be honest, it's usually not a
straightforward process where things get handed down. Also in most company they don't even intend it to be that way. There will always be a
lot of back and forth, and a lot of discussion. This is actually a good thing
because only when UX, UI, and development
work hand in hand, really great
products come alive. Don't listen to the gatekeepers, Find your passion, and enjoy the overlap, and learning from different
fields of digital design.
3. Hello and a word on Gestalt Theory: Today we'll be looking at
the key UI design principles to create hierarchy and
harmony in our designs. The principles that I will be introducing to you
are mainly based on the famous Gestalt theory
plus some relevant extras. But let's start with
the core of everything. What is Gestalt theory, and why is it still relevant
so many years later? Gestalt psychology
was founded in the early 20th century
in Germany and Austria by Max Wertheimer, Kurt Koffka, Wolfgang Kohler. Gestalt is a German
word and means as much as shape or form. As a verb, gestalten
would mean to design. In a nutshell, what Gestalt
theory says is that we perceive entire patterns
rather than single components. A set of rules was established about how we perceive
those patterns. These rules are really
static later, for example, in the '90s, some more were added by other psychologists. At the time Gestalt
theory was documented UX UI was not
really a thing yet. This is really important
to understand. Gestalt theory is not a trend, but the foundation about how our minds read and
interpret things. Thus, it's the
core of UI design. Once we understand
those rules on how the human brain
interprets patterns, we can play with them to create
and structure our design. The principles that
I will be presenting you are mainly based on Gestalt, but it also added some
other relevant topics and findings specific
to UI design. We will be looking at
the following aspects to create hierarchy and
harmony in our layout. The aesthetic usability effect and why we even
bother with design. What actually is
visual hierarchy? The law of Pragnanz and
why simplicity is key. The law of similarity, color, size, and shape, and the role
they play in our UI design. We're going to have a
closer look into text and touch target size and how
to set that up in design. We're going to talk about
the law of proximity. Here we're going to look
into spacing systems and grid systems and why is so important to use and
how to use them. The law of common region. We're going to create sections and talk a little bit about whitespace and gentle
spacing in our layout. The fun rest of effect. This is really important
to draw attention in your design to where you
actually want and need it. The law of common fate. This is really important
when interacting with the user for
behavioral prediction. To finish off, we're going
to talk about adding some emotion to your design.
4. Aesthetic Usability Effect – Why even bother with design?: The aesthetic-usability
effect basically states that when users find an interface
visually pleasing, they will assume that the
product is more usable. In other words, if
it looks better, people think it works better. This is really a decision
we make in milliseconds. Now, this is not a free ticket, but it basically is a bonus of trust you can get and then
make sure you back it up. This is also the reason why
simply coloring in and adding some imagery to well-designed
wire-frame is not enough. Here we have an example, the product on the left
and right-hand side are exactly the same in
content and features, yet they get a very different
sense of comfort and trust. The aesthetic-usability
effect also shows that people
are more tolerant of minor errors and problems
when dealing with a design that they find
aesthetically pleasing. Note that we're talking about
minor issues here only, however you need to be aware what sounds like generally
a positive thing for you and your end product can actually be a hurdle doing usability testing
and something to be aware of in research
and exploration phases. What does that mean for us? Even if usability
is our main focus, our UI design still needs to look good to
get user started. It is the first impression and it makes them more
willing to try our product in more tolerant
small difficulties, so UX and UI need to go hand in hand for a truly
successful product. How about keep the
aesthetic-usability effect in mind when testing
and researching? Your test users and yourself
are likely to react biased, an opinion that something
is easy to use is not the same as that it is
actually easy to use. That's why it is so important to first design the information
and features you need, like in a wireframe,
architecture flows, etc, so basically
all your UX work. Then based on that,
you go ahead, brush up your design for
your target group in appealing and aesthetic way
and not the other way around. On top of that you can or rather should then of course
test and iterate, but make sure to start with the foundation and
not the makeup. The insured aesthetics
are means to an end, but not to end goal. Let's summarize. When it looks better, people usually think
it works better. Users are more tolerant; stress on minor
not major errors, when dealing with an
aesthetically pleasing design. This is generally a great
thing but can also lead to distorted results during
usability testing and research, so be aware of that.
5. What is Visual Hierarchy?: What is it that makes the
difference in design? What is the secret behind a perfect distribution of space, size, and contrast that
seems so pleasing to us? The core of it all is a
working visual hierarchy. Visual hierarchy is a
method of organizing design elements to communicate
an order of importance. When starting a project, you will most likely
be bombarded with important information that
needs to be communicated. The brand, a prize, the logo, the product, the copy, the testimonials of
happy users, and so on. As you keep on adding them, your page will feel
quite cluttered. The problem is that in this way, everything on your page competes for the
user's attention. Use a little trick. Just imagine that
all the elements on the page talk or scream according to the
importance you gave them. In this example, this
will probably sound quite unpleasant and be
pretty overwhelming. Instead of creating a
battle of random attention, visual hierarchy
allows you to add all information but
in such a way that it creates a peaceful
foundation that is easy to digest and draws your
attention to the highlights. Let's look at some
real-world examples. Here's an example of WIX
which is a website builder. As usual, I have no relation
to this company at all. I'm just showing you
this because I think it has a great hierarchy. Now note how the
hierarchy is built here. We're starting with a main
large headline, our age 1. There's some copy text which is smaller and you're probably
not going to read. Then you have here
the Call to action. Note how this sticks out. This is probably the most
important element on this page, even though it's small, it's using the highlight color. This is the only point
where we're using the highlight color on this
first side of the page. This so-called hero section. Of course, we're
having some imagery. This is really to get us into the mood to show the product. As we scroll down, you can see that not only the color changes. This shows us really
clearly that this is one section and we're
entering a new section here. But also look at the
topography H1 main headline. Then this is probably H2. You can also see that these are at the same level of importance. Then you can see here I'm adding more information but it
goes down in hierarchy. As we scroll further down, you can see that here now they're showing
us the templates, and note how none of those
templates is sticking out. There's no special offer, nothing that is really
sticking out to us. This is all the same. This is
a collection of templates. You can really see
how this hierarchy is working throughout
the full page. For example, if we're
further down here, you can still see that this is an H2 copy text and
call to action. Even if we go to
another subpage here, let's go to just the
first one that we find. You can see that again, we have a hero section and
you can see main headline, some introduction text, call
to action, and imagery. Then as you scroll down, you can see how nicely it works. Again, we're having main
headlines, sub-headlines, and it's all really great
system that we can browse. Let's summarize.
Visual hierarchy helps to organize elements to communicate an order
of importance. It guides a user's attention
throughout your page. You can really steer that the
way you want and need it. It's visually much
more pleasing. It helps for easier
scanning and understanding. You'll be able to
draw the attention to the highlights that you
really want to communicate.
6. Law of Prägnanz – Simplicity is key! : The law of Pragnanz
or sometimes also called the law of
simplicity states that preference is
given to forms with a memorable and simple structure in order to avoid overwhelming. Our eyes will break down complex
shapes into simple ones. Research also shows that people are better at processing, and thus remembering
simple shapes. Your eye is scattered and
will be less pleasing because our mind is constantly
trying to organize it. Unless you have a good
reason for fancy shapes, stick to clear lines and straightforward
shapes and layout. As you can see this way
it's much easier to process all the information of what's exactly happening on this page. It is a win-win situation
because it makes your life so much simpler
when it comes to programming, and know simple shapes will
not make a design boring. You can bring dynamic
with different sizes using those different
shapes, color, and spacing. Let's look at an example. This page is pretty much made
up of one kind of shape, namely a rectangle
with rounded corners. As you can see it's not boring, but it's very clear, very easy to navigate
and grasp and there's a lot of opportunity to play with those simple shapes. They're using thighs,
they're using color, and they're using certain
feelings of images in shadows and playing with the topography to bring
this layout alive. As you can see, we can take away a lot of cognitive
load from our mind that will be busy
otherwise breaking down complex shapes
into simple ones. Let's sum up. The human eye simplifies complex shapes
into simple unified shapes. Simple forms lead to a
lower cognitive load, so try to use forms with a memorable and simple structure to avoid overwhelming the user.
7. Law of Similarity – colour, size, and shape: The law of similarity is one of the original Gestalt principles when it comes to grouping. It basically states
that elements that are visually similar will be
perceived as related. Your main tools to create this feeling of
belonging will be color, size, and shape. Note that the order I am presenting you this
is not random. Color is the strongest
communicator, followed by size and then shape. You can of course combine them. Let me show you this
little example here on how powerful these small
changes can really be. As with everything in UX UI, the key to all of
this is to have a clear style guide when
you set certain rules. For color, for example, you have a set palette
and then define colors to use as neutrals
or your highlight colors. It is a good practice to use highlight color as a method to communicate to the user what
is actionable and clickable. So I would not randomly
use my highlight color on a headline just because
I think it would look nice. But I would use it for example, on a clickable link
or on a button. This shape apply to a button
throughout my page will also identify as part
of a group and thus, I will expect a certain
group behavior, the same for typography. This is a topic that keeps
on coming up because it's a very important part
of our UI design. You can have set
styles for headlines, copy text, and
buttons and so on. Also, all the components on
my page will have set rules on how they use color,
shape, and size. Let's look at a
real-life example. Here we are on the Spaces website as usual,
absolutely no relation. I'm just showing you
this because I like the UI and think it's
worth looking at. Now let's go through
this strategically and first look at color. What did they do with color? They chosen this mustardy
yellow as a highlight color. Now, I need to say one word on contrast and accessibility
when looking at this. It is very important that
when you choose your colors, that you are checking the
contrast and accessibility. You can Google and choose a contrast checker or
also try a plug-in, for example, in Figma to check your contrast and the contrast
needs to be high enough. These contrast checkers
will tell you if it's high enough to make sure that it
is readable for everybody. This one, to be honest, is probably not going
to pass because this mustardy on white is definitely not readable
for everybody. You can see that in my
style sheet for my colors, I mark this as on color so what color can go on
top of which one. If you want to know more
about accessibility in color, I have a full course
on color in UI design. However, with this color, what they're doing really
well is they're using it only for actionable and
clickable elements. So you can see all the buttons. Then, for example, here I can see the offices
if they are available, I can see the location. This is a link I can click, and here again, this
is a link I can click. This is color. Then the
next one would be size. What are they doing with size? We can see that there is
a really clear hierarchy from the first headline
going down here. Then we can see, let
me check this here, smaller headlines
happening down here. What's happening with shape? In shape, they're really
sticking most of the time to very simple triangular
rectangular shapes. But then we also have
these little icons, for example, that show us the different
offices available. Here you can see here, they
used a round icon so I can see somehow these symbols
must be related. Also shapes like effects, like if I hover, I have a little shadow. I can see that they are related. Here, for example, we are having shapes
as these drawn shapes. So here we also get to different
locations are shown in this style so they create a really nice and
simple hierarchy. Let's sum up. Visually,
similar items will be perceived as related. You can create this
feeling of belonging together with color,
size, and shape. Also, orientation, behavior, and movement can play
an important role. Use a style guide
or design system for systematic and
consistent approach.
8. A little more on text and button size: Size is a very important element when it comes to
creating hierarchy. Larger elements are perceived as more important than
smaller elements. This can be used with images, texts, or blocks of information. Let's look at an example. Here we have a
homepage where images and texts are in
order and styled, but they're relatively
similar in size. If we add some hierarchy
through sizing, we achieve something like this. You can see that this
immediately helps us to scan important
information and focus. While this is quite
straightforward when it comes to images or blocks
of information, typography is really
where you need to focus. What does this mean and
how can we achieve this? Be very clear about which
ones are your headlines, sublines, intro, or kicker text. Also note that the perception of size can be achieved
by using something like a bold text over a regular text or
uppercase letters. To make sure you're being
consistent and strategic with your typography and sizing
throughout your design, make sure to use a type
scale to set clear rules. To do this, we will start
with our base font size. This is the most common text, which is your standard
body or copy text. Per default in
almost all browsers, this is set to 16. Depending on your typeface, you could theoretically go
a little larger or smaller. But 16 is generally a good
base size font to work online. I usually try to
leave it at that. This way, I know that I will
have good readability, and I also know that my base font size corresponds to one rem, which is the root value, the value set in the browser
for the root font size. Once we decided on
our base font size, we then add the other sizes. The H1-H3 are the headlines, 1-3, and this is what
are called an HTML. The H1 is your main
headline, your main intro. Generally, you should only
have one H1 per page. This is also for search
engine optimization reasons. But then you can
have as many H2s or H3s as you need and you
could even add more. So if you wanted
more sub headlines, you could add an H4, or an H5, and so on. The actual size and
weight that you assign to that style is really up to you. You could assign them completely
randomly to your needs. You could use a ratio
scaling system, or like in this example, you could go in steps of eight. This goes really nicely with my eight point spacing system. The important thing is that your H1 is the most
prominent one, and it then runs down slowly
in importance and hierarchy. You can also add other
things like links or buttons, captions,
and quotations. How many you need really
depends on your design. What you see here would
probably be the bare minimum. You can really grow your
type scale to your needs. However, try to keep
it as simple as possible as it can get
quite messy otherwise. When deciding on your sizes, you need to keep in
mind that you're designing for different
screen sizes. Usually, we design at
something called mobile first. That means you set all your sizes for the
smallest screen and then work your way up where you need changes, you
would add that. There are different
strategies on how you can set up scales for
responsive design. If you would like to learn more about typography in UI design, then I have a whole
separate course on that, going through different units, sizing techniques,
and responsiveness. Besides hierarchy, it's also
important to remember that sizing plays a major role in
usability and accessibility. All of your touch
targets, such as buttons, or clickable icons must be large enough for users to click, not only with their mouse, but also with their finger
on a tablet, for example. There's a lot of
research out there how large this really should be. It can differ a bit,
but not significantly. I am using the number given by the human interface
guidelines by Apple design, which at the moment states that 44 point should be an
ideal target size. Now, note that it's fine if the item itself is
a little smaller. The important part is
the clickable area, so you see that on
the very right here. Just make sure
that the area that your item is placed
in is large enough. This is especially
important when adding clickable elements
next to one another, like a row of buttons. Always make sure
there's enough space between them in order to not frustrate the user by accidentally activating
the wrong button. Now take note that I am
talking about point here, and we're designing
an UI software at the so-called 1x where
1 pixel equals 1 point. A lot of the time
people ask what will be the physical size later on
that I see on the screen? Well, it's a little
difficult to answer because you cannot translate pixels or points as such into
centimeters or millimeters. But it would roughly equal something around one centimeter. That is really a
good clickable size. But this is really
just something to get your head around and imagine it on a device when
you're testing, for example. In your design
work, use something between 44 and 48 and you should be on the safe
side. Let's sum up. Larger elements are perceived as more important than
smaller elements. Be systematic have
a clear hierarchy. Generally for everything, but especially when it
comes to typography. Remember to consider
different screen sizes. Make sure your touch
targets are large enough.
9. Law of Proximity – Spacing systems and grids: When placing objects
in our layout, we need to consider
the law of proximity. It simply means that
objects in proximity to one another will be seen as a group rather than
individual parts. This effect is one of the original Gestalt
principles and it's great to create a sense of
grouping and belonging. How can we use this when
it comes to UI design? We can use it to group
similar items of information intersections
and declutter our layout. The law of proximity can be applied pretty much everywhere
throughout your design. Like here you can see
that even though my text has hierarchy applied
in terms of sizing, you will still perceive it as belonging to the upper
part of the layout. Whereas now, it becomes part of the picture
library below. Just as proximity can
create a sense of grouping, you can also achieve the exact opposite by adding
negative or whitespace, this can be really handy. For example, between sections in order to create a
clear distinction. Pixels don't cost extra, so use them and let it breathe. Negative space or whitespace really makes the
difference in a design. As with all design elements, using space should be a
systematical approach. A system that only
adds consistency to your design but
also makes it easier to set up components following the same set of rules
later on in your CSS. There are two tools
that will determine the positioning and
distancing in your design, the grid system and
the spacing system. Now, the two of them often get confused and it's important to understand what each
of them does and that they work hand in
hand most of the time. Grid systems set the horizontal distribution
and broader layout. The grade you're using is up to you and your
development team. You would place your
items within the grid and then use the set gutter
as a horizontal distance. However, for your
vertical spacing and for the spacing
within the items, you would use a spacing system. The spacing system is basically a multiple of your base
size that you define. In my case, I like
using and highly recommend using an
eight-point spacing system. My smallest size and base
size is eight as a distance, and then everything else
is a multiple of eight. There are many
advantages to why you would use an eight-point
scaling system, or also a four-point
scaling system, by the way, is lately
quite popular. These two spacing
systems scale amazingly well with the browser font
size that is usually per default set to 16 and is a
multiple of four and eight as well as icons you usually
find in 24 or 48-pixel size. Another aspect is that
those numbers scale really well when exporting
assets to other resolutions, as you can scale it up, but can also scale it down to, for example, 1.5 when
it comes to Android. This way you avoid half
pixels and blurriness. I have a separate
extensive course on resolution and
spacing systems, as well as an in-depth
cause on grids. If this is new to you, definitely something
to check out to get some greater understanding.
Let's sum up. Objects in proximity to one another will be seen as a group. This is great to
create a sense of grouping and belonging
in your layout. Whitespace is king, use it. Add space between sections. Add consistency with the
grid and spacing system.
10. Law of Common Region – Creating sections in your layout: The law of common regions states that elements with defined region tend to be perceived
as belonging together. This was not part of the original Gestalt
Theory but was added later by
Parma in the '90s. Common region is a powerful tool that gives clear
structure to the user, to what belongs together. It can seem like a minor layout technique
to highlight things, but it makes such a difference. Common region can be anything
from an outline to vase, subtle gray tone in
the background that devise your page intersections. Creating those sections
is a great helper to the user in order to
not being overwhelmed. Just play with it and you'll
see the difference it makes. Let's look at a
real-life example. This is the oatmeal page, as usual, no relation. I just really like the UX
and wanted to show you. You can see that they're using very subtle gray
background color and then just the white background
color in contrast to it. You can see that this creates
really nice sections. You get a very, very great
structure without even having an element that
you're consciously noticing. Now, besides this like full background color
and creating sections, Common region is also
used in smaller elements, as you can see
here, for example, this is giving a Common
region and a shadow, and it clearly shows that this is a section
belonging together. Also, let's see here
if we go on trains. You can see that it
creates more cards. Whenever I'm having this region, then this is a topic, having those topics still sit in yet another common region,
the background here. You can see that
they can overlap, but it's very clear that it belongs together. Further down. For example, we have a table, and here we can also see that this row is highlighted
with a common region, making it very
clear that this is some information that belongs together and is relevant to us. Now, also note that it doesn't necessarily have to
be a block of color. Here, for example, we just have lines, but this also create
a common region. This is because of the
so-called Law of Closure, which is also a
Gestalt Theory law. What it does, it means that
our brain will complete, incomplete shapes
to create a shape. You can, for example,
see down here, that this will create
a common region, even though there is some
open space in the shape. As you can see, you can
really play with it, the only thing you
should be a little careful about is not to overuse it and not to nest common
regions within one another. If you wanted to create
further sections with inner common regions, I would like to show
you this example here. You basically need
to be aware of some sort of hierarchy,
you creating them. Here you can see that they created this common region
like this outer box, and they used a shadow
and some depth, so that makes it very
prominent and very powerful. Then they wanted to create two subsections within
that common regions again, and what they did is not reuse that effect used
for the main group, but they use something
much more subtle, like, for example, a
soft change of color. You could also just use
whitespace most of the time, that is more than enough. Further down here
you can actually see that they didn't
use this approach, what it did is they use this same outer common
region and an inside, they started dividing with a
similar approach of lines. You can see that it just gets a little more cluttered
and it's just not as clear and clean as
what they did up here. You can see that it's a
very straightforward, yet very powerful concept
that you can use on pretty much any design. Let's sum up. Elements with a defined region tend to be perceived
as belonging together. This simple technique is ideal for structuring
your layout. A region can be a full
background color or an outline.
11. Von Restorff Effect – Drawing attention where you need it: The Von Restorff effect, also called the
Isolation effect states, that within a group
of similar items, one that is different
will be most remembered. A classic example is
one of a pricing table where you want to
highlight the offer that you want to stick out most. What happens here is that everything follows the
law of similarity to show that we're dealing with the same family, naming
pricing choices. Then we just color in one of
these cases to highlight. Here we gave it a red border and we highlighted the button. By highlighting this choice, it will be given more
attention from the user, stick out and be more
likely to be remembered. Let's look at some
real-life examples. Here we have a Christmas offer. You can see that even though those boxes are almost the same, you'll give much more attention
to the upper green box. This is because of
the prominent color. We're also having a
pre-selection here and we're having something indicating
a very good value. Another area where we use the Isolation effect
is if we want to show discounts or anything special about a product we're
selling in an online shop. Here, for example, you
can see that this is a normal cart selling the item. If we have a discount, we're adding some red
here on the prize, and this automatically draws our attention to this product. The Von Restorff effect doesn't have to
always be something related to pricing or
very flashy offers. It can also be used
in a very subtle way like you can see on this page, where the product
is very simplified. Then we just add some images
where people, for example, wear it or a little more of a mood picture that
draws the attention. It can really add some dynamic
whenever you have a set of similar items and
want to highlight one or a few of
them. Let's sum up. In a group of similar items, the one that is different
will be most remembered. This is ideal for drawing attention to your main features. Color is very effective, but make sure to consider
accessibility issues. For example, color blindness
or sufficient contrast.
12. Law of Common Fate – Behavioural prediction: The law of common
fate states that two or more elements
behaving in the same way, are perceived as part of a unit. It doesn't matter how far
apart elements are placed from one another or how different
they are in appearance. If they move or change together
then they appear as one. This is especially important
when we're talking about designing for
interaction with the user. A classic example for this are slideshows or FAQ drop-downs. As soon as you click one
and see that it opens, you will know that
the rest of the group will behave exactly the same. Another nice example is the Headspace website
which uses this a lot. As usual, no relation
to the product, I am just showing you great UX. Here you can see some
quotes, for example, and as I click, they behave and
move the same way. Further down, I can
see this section here where if I start
clicking on one button, it reveals new information. I will know that
this is probably going to happen to
all of those buttons here as they behave the
same way. Let's sum up. Two or more elements
behaving in the same way, are perceived as part of a unit. Elements must not
necessarily look the same nor must it
be in proximity. This can be used
as a layout effect or as an enhanced interaction.
13. Visceral reaction – Emotion in your design : It is important to
build your product following the common
U, Xi principles. It will give you a solid
foundation and framework. However, to really make
your design stand out, you need to evoke a
visceral reaction. Visceral reaction means that you want your design to create a feeling that has
nothing to do with logic and is not the
result of thought, but rather a gut feeling. As much as you can
strictly follow the rules when it comes
to design principles, this is just the opposite. It's hard to predict
and hard to test, but it's basically
the identity of your brand that
you're communicating. The heart and the soul. Think of it like a person. It's most likely
a combination of the way he or she
walks and talks, looks, there's something
funny or something cool. It's very individual and also very different if
people like it or not. So make sure you know your
users and your own brand. It's really about being
authentic as a whole. Let's look at some examples
and different ways to evoke visceral reaction imagery is the most straightforward
and important way to really draw your user
into your world. This example shows it really
well how you can use imagery in different sizes to really draw them
into the experience. Like here we get
the adventure and the temperature and just the whole experience
feels really close. Also note how they use the
color of blue and orange, like warm and cold, complimentary colors, really well in
communicating this message. Video is even stronger
than image alone. Here you can see that
video is used to really communicate a mood rather than simply showing the product. Also noted the colors
in the video and how on the whole page
these are repeated. It's all about
really soft colors, beige like even in head, and a very calm atmosphere. Having a specific person or character that
guides you through the product or the experience is also really great for creating
a bond with the user. You'll see this a lot around personal development
such as sports. It might be the actual person, but it could also be
an invented character. Headspace does a
really great job on this and invented does little characters that lead
you through the meditation. Typography can also be a great way to
communicate a feeling. It usually ends up being a little more modern
and a graphic look, but it doesn't necessarily
have to be that way. It's also about how
your text is written. Is it funny? Is it poetic? How does it talk to the user? Even if you're showing
a product or software, you can be really creative in the way that
you're showing it. The importance is to be
consistent and to create a feeling. Let's sum up. The visceral reaction is a gut feeling that
sets the mood. What, or who makes your
brand use imagery, video, color
combinations, typography, and tone of voice
to set this mood. This is the cherry on the icing. Make sure it's built upon
a solid UxUI experience.
14. Download Material: You may want to
work alongside me, so I prepared some files
for you to download. In the course you're
taking simply navigate to project and
resources and there, you'll find all the
information and the link where can
download the material. Or you can navigate to
my profile where you'll also find a direct link
to the download page. In this page, you'll find
a variety of downloads. You can simply pick
the course that you're currently taking
and then just click "Download" and it will automatically download
the file for you. To open a Figma file
to download it, it's important that you
have a Figma account. Inside your account, navigate
to new, and press "Import." You can then choose a file
that you would like to open. It might take a moment
as they're quite large, but once you imported them, they will be on your
account and you do not need to
repeat this process. I am working with Google
fonts for most of my designs. If you're working
with the Figma app, then you don't need
to do anything. All Google fonts are
pre-loaded automatically. If you want to work with
Figma in the browser, then you just need to search the font that it's
showing you as missing. For example, Poppins, I use a lot and then you can directly download this font install it on your computer and
you're ready to go. All resources are free
for existing students and you do not need to enter
any additional information. You can of course
also download any of the other files in
case you're interested. Under general I always add anything that I think
might be useful. There is, for example,
a Bootstrap template and then a list with links for inspiration books and blocks that are really
great for UX UI design. This list of downloads
is steadily growing, so make sure you come back and have a look from time to time.
15. EXERCISE --> Figma co-working website: Let's put all this
theory into practice. I prepared a Figma 5 for you. Use the import function to see the file and
we can get going. In this file, you find the
exercise on the first page. Our exercise is that
we will be setting up a design for a small open
office co-working space. We're given a brief
with all information on available materials such as images and other brand elements. We also had our imaginary
UX team working on this and they gave us a basic
wire frame to start from. You can now apply the
principles that you learned about in this course to
set up your first design. I summarize them for you here in the exercise description again. On the second page of the file, you find a suggested solution
that I prepared for you. This is only there for
you to get inspired and curious about how one
might approach this task. There is no such thing as
one solution to design. Yours might be just as good
or even better than mine. Really make this your own, try to stick to the
principles of design, but feel free to rewrite
the brief and make a whole new project for
your portfolio out of this. You are in charge now. Enjoy.
16. Wanna add some UX? : If you're curious about
finding out how that wireframe from our exercise was
created in the first place, and what else you could do to improve your UX then I recommend that you take the first
part of this UX/UI intro. You can find our UX intercourse
right here on Skillshare. Simply search for
moon learning and you'll see all
courses up to now. Within those courses,
you will see the UX course up here. Within that course,
you will find all the principles
about UX/UI design. In the end, an
exercise where we will be talking about how to
create this wireframe.
17. Thank You!: Well done for
finishing this course. Feel free to reach out to
us at moonlearning.io, we're always interested
in hearing your feedback. You would also do us a great
favor if you could just take a minute and leave
a review right here. If you enjoyed this course
then also make sure that you have a look at our
additional courses. At moonlearning.io, we cover all subjects from the
very foundations of UX/UI design through to Figma
and even some code basics. Make sure you visit our
website at moonlearning.io, where you can also sign
up to our newsletter.