Learn UX Design in 1 Hour: A Complete Case Study Journey | Matt Wagg | Skillshare

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Learn UX Design in 1 Hour: A Complete Case Study Journey

teacher avatar Matt Wagg, UX Designer working in London

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction to User Experience (UX) Design - The complete process


    • 2.

      What is the difference between UX and UI


    • 3.

      UX and UI in real life examples


    • 4.

      Introduction to example project


    • 5.

      Project discovery


    • 6.

      Competitive research


    • 7.

      User research methods


    • 8.



    • 9.

      Synthesizing research


    • 10.

      Needs statements


    • 11.



    • 12.

      User flows


    • 13.



    • 14.



    • 15.

      Usability testing methods


    • 16.

      How to run a usability test


    • 17.

      User interface design


    • 18.

      Accessible inclusive design


    • 19.

      Design systems


    • 20.



    • 21.

      Wrap up


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About This Class

  1. Learn UX Design and apply to projects: research, analysis, flows, prototypes, design, accessibility, testing and more!

Introduction to UX Design

This course is suitable for anybody who wants to learn the full user experience (UX) design process. This course will enable you to get started quickly with techniques and practices to complete UX on your next or current project.

What is the difference between UX and UI?

You will learn the difference between UX/UI, terms that sometimes overlap (which is wrong!). User experience design and user interface design work together to make amazing experiences and products for users.

An example project

This course uses an example project to make it easy to follow along.

The complete UX design process

  • Introduction to UX Design

  • Product definition, goals, stakeholder mapping

  • Product research, competitor research

  • User research, interviews, focus groups, design thinking

  • Insights and analysis, synthesizing research, personas, needs statements

  • User flows, storyboards,

  • Design, sketching, wireframing, prototyping

  • Usability testing, A/B testing, analyse results

Design thinking and user-centric design

You will learn a wide range of design thinking techniques to help understand your user's needs and goals.

Real project for your portfolio

Optional assignment: Follow the course using your own project applying the skills as you learn. At the end of the course, you will have a complete portfolio-ready project to demonstrate your new UX skills.

And more!

This course is suitable for anyone wanting to start a career in UX or for someone who needs to learn UX fundamentals. Students will be able to understand the difference between UX/UI and 'do UX properly' on any project.

Copyright information

All images are from unsplash.com and can be used commercially without license or attribution.

Music from bensound.com

Meet Your Teacher

Teacher Profile Image

Matt Wagg

UX Designer working in London


Hi, I'm Matt a UX design professional working in London.

Every day I am part of the process that research, design and tests products that users love to use.

I have run UX workshops and presentations to over 1000 people.

I am passionate about all things UX, design, and making products that work for everyone.

Thank you for checking out my profile and courses. I can't wait for you to start your UX journey.

See full profile

Level: Beginner

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1. Introduction to User Experience (UX) Design - The complete process: Hi, and welcome to user experience design, the complete process. This course will cover the entire UX process from start to finish, including product definition is research, analysis, design, and needed testing. Throughout the course, you will learn how to complete user and product research, carry empathy maps, user flows, and Poseidon's, you'll make storyboards and create sketches to transform them into wireframes and clickable prototypes ready for use, Justin, at the end of this course, you will have a complete UX project ready for your portfolio and lead design thinking. Use interface design tips, accessibility, and more along the way. Hi everyone. Thanks so much checking out my course. I'm a UX lead working in London, and I've worked in the field of UX and UI for over five years. Every day I am part of the process that research, designs and builds products that uses love to use I for every 1000 students in UX, design, accessibility, design systems, and more. Really excited to start a unix journey with me. 2. What is the difference between UX and UI: User experience or UX and user-interface. You are, I will be terms used throughout this course and you've probably come across them interchangeably before. A user interface designer and a user experience designer, or two completely different job roles. Lots of job adverts ask for UX UI designers because they are probably looking for both of the skills. However, it's important that you understand the difference in the roles and the responsibilities. Mistaking a user experience designer for a user interface designer is like asking a pilot to drive a train. So then what is the difference between new apps and new eye? Ux deals with the ureters, overall experience with a brand, product or service. To do this, we must consider all aspects of the user's experience. Or UX designer completes user research like focus groups and entities. They take time to understand pain points and identify ways of improvement. Ux designers usually collaborate in a mixed team spanning departments of engineering, marketing, design, and more. The UI user interface refers to the look and feel and interactivity of a digital product. The cosmetics of the experience, the topography, the fonts, the color, the spacing, the images, the icons, and the buttons. Ui designer is someone who is responsible in designing the actual interface. The user will see a news. Sometimes UI designers code the finished product to. This course will focus on the full process of user experience design and is not an in-depth course on user interface design. For that, we will call it the basics. This course will prepare you for how to properly, from start to finish on any project, a quick search on the web that can lead to many different UX processes. It can seem a bit daunting with all the different stages. Ideate stage, define, beta, launch, production, validate, you get the idea. All these processes are very similar. We'll be learning the iterative process of product definition, research and analysis, design, and testing. 3. UX and UI in real life examples: Let's look at a few real life examples to tell the difference between UX and UI. Takes us from online fashion retailer achieves a great UX by offering next day delivery, flexible payment options, filter systems, personalized recommendations back in stock notifications, discount codes out for builders reviews, quick and easy returns, the list goes on. This considers the entire experience of the user and satisfies them in so many areas. The user interface, however, is all of the product images, the buttons, the icons, the font, and the colors. Let's take a look at this within a physical product catch-up. Ketchup usually comes in two products, glass or plastic bottles. Both products look good. They're strong and they're able to hold the catch-up. In my opinion, the grass one looks cooler, slightly retro. So as a designer, the grass one is better, right? Wrong. A UX designer considers the entire end-to-end experience. As you can see, the plastic one is better for the experience. It's squeezy, it comes out easier and you don't have to mess with the sticky lead. An extra benefit of the plastic product is that children are able to serve their own catch-up benefit for catch-up companies pockets for sure. Use interface, how something looks and feels plays a big role in UX, which isn't the same thing as shiny looking product, doesn't always mean a great user experience. 4. Introduction to example project: Make it easy to follow along. We're going to use an example project or case study. Throughout. You can watch me complete each activity from the UX process building on the example project. As we go for this course, I'm going to research, design and test a small app that reminds you to drink water throughout the day. This is a basic project and is only used to demonstrate the UX process. To get the most out of this course, I recommend that you watch each lesson and apply the learning to your own projects had ended the course. If you complete all the assignments, you will have a complete project which demonstrates your full UX process, ready to add to your portfolio. To help save you some time where possible. I have provided a template shown in each lecture. Check for the resources for templates to download and print or online templates to work straight on in Figma. You do not have to use these templates. And I would suggest that for some parts of the course, like sketching, it would be much easier for you to do straight on paper. 5. Project discovery: One of the most important phases in UX design is actually done before we even design or create anything. Before we jump in, we want to take a moment, think about the user experience and the problem we're trying to solve. We complete Project Discovery to have a better idea of what project's success looks like and to identify our goals. Since designing for the user experience is all about adjusting your users pain points in it. Answer the question, what's the problem? Here are some things to think about for your projects. Will issue. Are you trying to solve for the user? What problem are you trying to solve? What is the goal of the project? Here we'll use it and why will they use it? If you're completing a UX project for a client, how would they personally define project success? What are the user needs? He will your biggest competitors. How does this compared to any business needs? And finally, what challenges or issues will the experience for the users? Let's have a look a few examples for the example projects. The issue that we're trying to solve for our users is that we want to get people to drink more water. The problems that we're looking to solve is people failing little bit healthy from working in an office. And the goal of the project is to increase the amount of water that people drink each day. An example of why they're going to use our app. It's because they want to cut down on drinking soda. Let's look at a few more examples. With this project was going to be completed for a client. They would probably define as success, as number of downloads, or how much revenue the office mate. Looking at the detail as mobile user needs or uses possibly need some small reminders to remember to drink more water, which fits into their busy schedules. And finally, let's have a look at an example of some of our biggest competitors. We've got a whole garment and Fitbit. There isn't really any right or wrong answers when doing Project Discovery. But it will encourage you to the problems we're looking to solve and keep us aligned to meet our users needs. Good research and product definition and good design decisions. If at this point we decide our project isn't going to solve any user need. It's okay to fail fast and stop here. We haven't wasted any time or money on design and development resources. So this would still be a good outcome. 6. Competitive research: But still research, or sometimes known as Competitor analysis, is the process of researching rival or competitive products which will hop size of the competition in the market. See how all the businesses are functioning and will help to identify strengths and weaknesses. Each competitor research to learn what mistakes to avoid undiscovered trends you can implement. For our case study, I'm going to TV products similar to our water drinking reminder. I'm tracing government, a leader in sports watches, and the Apple Health up. There are no right or wrong answers to this. Just think about products or businesses that are similar to your project and compare them. Some common techniques for analysis can be read, reveal, talk to you and pass the customers, or check the brush. Let's look at an example of analysis I've completed earlier. I've compared garment, apple, and my products against the following criteria. Best feature, price, whether they have freed or paid plans, witnesses or cons, and the platform and device. Let's dive in a bit deeper. We can say that garment uses built-in notifications to the government for a reminder to drink water. That would be a good, better functionality to copy. But the downside the garment is that the wearable devices are very expensive. Apple health requires expensive iPhones to, however, the apical up, those provide the functionality of looking back on diets and water intake data in the last year. This can provide a pretty clear picture of how my example project would live up to expectations in the market and rival competitors. 7. User research methods: User research is essential to help us focus on the needs, motivations, and goals of our users. In early stages of product research, you need to find out more information about our users. So be confident in our product will work for them and meet their expectations. You may have come across the term of user-centric design. This basically means what we design or build is centered around the user, is simply means we focused on the user and build what works for them. Now, you might be thinking, pillow my users and level I find them. And how can I be a user-centric? Well, the users of the kind of people who you want to actually use your products need to start thinking about who your likely users are and what they're trying to do. Need to find out highly users currently complete the service or task that you're building for. Need to find out the problems or frustrations that they experience. And finally, into find out what users need from their service to achieve their goals. For example, if you're designing a new app that recommends books top achieve life goals, like how to become an entrepreneur or how to save more money. You would probably look to carry out research on users who liked reading or listening to podcasts. Those are the kind of people who aim to be more successful. All kinds of people who follow influential people on social media. To my example project, the kind of uses that I'd like to research are those that plan and difficult to stick to a healthy diet or busy coworkers if it gets, take proper breaks and drink enough water throughout the day. If you are serious about carrying out your own user research, it's important to focus on the kinds of uses they actually want to use your product. If your project is for work or school, I'd recommend completing research from colleagues for other students. As you are only just learning user research, I would suggest that you ask your friends or family to step into the shoes of your users. A survey or questionnaire is a fast and cheap method to target a large user base. Usually completed online, you can use a survey website like Survey Monkey or microsoft bombs provides survey distribution and easy analysis of results. Some things to think about for your survey. Consider the purpose of the survey. The title of software you will use. Remember to keep surveys brief. Provide a way for users to supply contact information if they are comfortable with being contacted. Further, remember to use a mixture of open and closed questions and provide a gatekeeper question to keep responses to your target audience. Finally, here are a few example questions for the water drinking reminder projects. Question one, how many cups of water do you drink in a day? Question 2, how many cans of soda drink in a week? Question three, on a scale of one to five, how often do you feel dehydrated? When analyzing results, you can easily count up the responses and start to gauge user needs by the results. For example, if the majority of the survey results showed that uses drink too much soda and often feel dehydrated is a strong use case for our example on. The next user research method is focus groups. Focus groups can be another good user research technique to identify the attitudes, beliefs, and desires of multiple users at one time. A focus group typically involves three to 10 participants, where the group is because it's a set of topics and provides verbal or written feedback through exercises and questions. Let the users do the talking and the discussion. Get them to tell you about their experiences or expectations. To prepare, group different types of users into one session. This way, they can see other uses, points of view, and bounce off each other. Make sure to include a variety of traits or characteristics of your users. For example, vary the age or occupation so that you gain different insights from across the board. But running focus groups decide on the range of topics you'd like to discuss beforehand. Ask open-ended questions to encourage discussion and always erase the questions in a logical order. Provide time for the users to discuss and listen properly, make notes and record observations. And finally, maybe helpful to have a moderator and the note-taker in the focus group session. The third user issues tightening will learn are used to introduce a US entity is similar to a focus group. You ask questions on the sun, the user's needs, expectations, and experiences. However, the only involves one user at a time. Of course, you should run multiple user research interviews. Just don't group them all into one interview and accidentally fall a focus group. The benefit of individual use interviews is that it provides the opportunity to dig deeper and probe for your users needs. User interviews can take place face-to-face by phone or video conference about a set of questions beforehand or what you want to ask your user. Make the user feel comfortable and ask questions in a neutral manner and always remember to listen. When conducting user interviews, I talked to one person at a time, provide enough times. Talk about topics in detail. Make lots of notes about your users experience. And always remember to fight needs for that time. Regarding focus groups and use entities. Harrison final tips on creating discussion and asking the right kinds of questions. Make sure to ask open questions. Like, Tell me about a time you did x or how often do you do why? You need to be able to understand the activities or tasks? These takes, for example, walk me through how you would do X or what's the difference between x and y? It's really important to understand the user's pain points to ask questions that get them to think about what bothers the most. For example, how does this affect you? Or what's the hardest and most frustrating thing about X? If you need to, you can also turn to the question to dig a little deeper and double-check the clarification, for example, what do you mean by that? Or it sounds like you're saying this. Is that correct? Lastly, always ask the most important question. Is there anything else you'd like to add or is there anything you think I should have asked you today? Now it's time to complete research for your own project, compose and send out a survey, a range of focus groups, or run two to three individual user interviews. If you want to, you can use a combination of all three user research techniques. 8. Personas: The somas are realistic representations of our target audience. To help us represent our users from the research, we need to turn the user needs into a fictional persona. When created before the design process, a persona helps the team to make the right decisions and soundtrack. Creating personas from our research means that we avoid designing for fake users persona's droplets from designing something that isn't useful or doesn't work. Persona is best grade when you've completed some research, there should be based on your findings from surveys, focus groups use interviews, or from other user research techniques. You're working in a team, you should create a persona together. This helps the full team to understand the use of the persona and increases the chances that you will actually stick by it. If you have multiple types of users, for example, are front-facing customer service user, under behind the scenes warehouse worker create two different persona's. Though no real right or wrong answers and how to create a persona. There are loads of persona templates on the web with different sections and you can even use the template I provided when creating a persona. Try to identify characteristics under description that include age, gender, occupation of each type of user. Make sure to create a new persona. If the persona, a name at the picture include motivations, pain points, and needs. Remember referred to the persona and making decisions. Let's look at a completed persona from our example project. I've given the persona a name, a job title, that education background, their age. I've added the picture I'm building got realistic characteristics of my user. From the research I'm able to include what their responsibilities are. That pain points, for example, by users to visit, state proper breaks when working in the office. I've included goals that the user wants to feel. They want to feel more healthfully and lose weight. Finally, I've included the 10 store experience. This is a fun way of saying, nice to have user needs. Remember, this is a fictional persona for that is based on my user research. 9. Synthesizing research: The aim of the analysis phase is to gather the insights we collected in the research phase and group them into themes. We gather the insights, meters, evidence on widely used as 12 lead something. We always refer back to as evidence. Keep on track and to make sure that we are building for the users needs. At this point, we may find other users do not need our product, which is a fine outcome. It's been shaped to find out and haven't spent any money on development or even design. You should now have some rough insights from your users in the form of survey results or quotes, observations and insights from focus groups. For individual user interviews. We can now use something called an empathy map to not only create empathy for our users, the top summarize and digests our findings. An empathy map is split into four quadrants, says, thinks those and fail. These are all of the actions that our user is performing. The complacent image or drawing of your persona in the middle of the page. If you have multiple persona's, you should do an empathy map for each one. The next step is to analyze your research from place the data in the right quadrant. For example, quotes from these interviews, but they mentioned frustration. Place that in the field box for a start from survey results on the number of times someone does something, placed the information in the DOS box. Now it's time to complete your own empathy map. You can create your own, use the templates in the project resources, or walk straight into Figma file. 10. Needs statements: Needs statements, sometimes called problem statements or point-of-view statements, is an actual problem statement used to summarize her, particularly USA is the users need and why the need is important to that user. You should create a nice statement after you've completed research will help your thinking to remain user-centric. The benefits of using these statements includes helps you catch the user and the need. And need statement brings all the knowledge and evidence from research, surveys, focus groups, etc, into a single sentence. And needs statement helps define what you want to solve in a concise goal. This statement is that a helpful way of communicating the user's needs through multiple team members and stakeholders. These nice statement allows you to provide a metric for success to be used throughout the design thinking process. When writing a needs statement, you should not include the solution. Traveled to include any features and use the following template. Our user needs a way to address this need. Say that they benefit in this way. Try writing a few neat statements. You can mix and match. Tweak your language until you come up your funnel needs statement. If your needs statements dots to get you thinking about design ideas or you're competent, summarizes the need of the user. You're on the right lines. Here's an example of a neat statement for my example projects, I've considered my research survey results, focus groups introduce, check the goals and expectations from my persona and Craig's the needs statement that accurately summarizes the need of the user. 11. Storyboards: We're now ready to start generate ideas, and begin the design phase. We can learn from all of our user research on their needs and start to plan and design solutions to achieve their goals. Storyboards or cheap, quick and effective design techniques that help paint a picture about your user and how they go about fulfilling their needs. There are no right or wrong answers to storyboard should be to generate quick ideas. And when used alongside some narrative, they can quickly communicate ideas and articulate your user's journey. Storyboard can quickly help convey ideas to other members of the team. Now, storyboards are not wireframes. Think of your storyboard is a comic strip. Include quick sketches, actions, captions are narrative. Remember to think outside the box. You don't need to be a great artist to create a storyboard. Stick figures are fine. The main reason for storyboards is to explain the user journey and each frame is not need to be able to details. Let's look at my example. Storyboard IVs a template of six squares and drawn graphics and other narrative to articulate the story. My journey follows my needs statement. And COO was a busy coworker. It always chooses sugary drinks over water. Storyboarding is time for ideation. In my story, I've included a bell to signify the feature of notifications. Included user actions like going to the kitchen to fill up a bottle of water, and included other product features like a water tracker and gain budgets. Overall, a storyboard should explore the user's experience of my product. The flow of the storyboard can help us think about our user flow. And the use of flow is the process of a journey that I use a tapes were actually using our products, going through screen by screen. 12. User flows: I use a float or sometimes known as a flowchart or diagrams or display the complete path or G&A user takes to complete a task in an app or a website, or even a physical product. The user flow starts at the entry point, like a homepage or an onboarding login screen, and navigates through different steps or user interface screens until the successful completion of a task. While user flows helpful, User Flows can help you quickly create an intuitive interface. A user flow unhappy double-check either processes streamlined, and doesn't require the user to make lots of clicks. A user flow can evaluate an existing interface. If a product is already in use. Mapping our user flow can help identify pain points for block is in the process. User flows are easy to communicate. A user flow can be easily communicated flow of the products to the team or stakeholders. The flow displays a step-by-step process of the products. Usually closer grape AB testing a user's login happy tests, or visualize two different flows to decide which is the better option. Let's look at an example user flow for checkout process. Step 1, the user starts on the homepage. Step to the user selects a category. Step 3, the user searches for a product. Step for the user clicks on a product. Step 5, these are apps that product to the cart. Step 6, these eclipse checkout. Step 7, DC completed purchases on the checkout screen. We can make the use of flight more visual. We can build a user flow of different shapes. For example, we can use a diamond shapes represent a decision. Rectangles are different screens or pages. Arrows show the direction of the flow and a circle marks into the flight. He don't need to follow these exact shapes. Just keep those consistent and clear. Let's look at my example of a use of light. Start the flow is marked and an arrow points to the decision diamond, the login step. At this point these has a decision of logging into the existing account or heading to the Settings menu to create a new account. As you move further along the flow, the screens are represented by the rectangles and the arrows display the order, whether it's a double-sided arrow. This means that within the app, the user can go back and forth between two screens. And this example is the water tracking screen and the progress screen. A user flow can quickly help visualize screens of our products and the order that they function. 13. Sketching: Sketching is a useful design technique that should be completed early in the design process. Sketching can help generate quick ideas without focusing too much on the detail. And similar to storyboards, sketch should be used to quickly iterate and how visualize those ideas. The great thing about sketches is that they are cheap. You don't need to be an artist. And that can be done on a white board or even a scrap piece of paper and easily thrown away. Sketching before wireframe and can help you quickly try out different ideas before settling on mom. They also play a large part in collaboration. Sketching can be used to communicate your ideas to the rest of the team. Sketches are surprisingly powerful when you already have an idea locked in your head. By visualizing and experimenting with your idea in a sketch, you be able to understand how some of them will look or how it should work. Once you have a sketch, it sets the foundation for how you want to approach the next part of the design cycle, wireframing. And added benefit of sketching is that people or users feel more comfortable providing feedback. When people are shown a pixel perfect high fidelity prototype, it looks finished and people don't want to push back and ideas and upset the designer. When shown a sketch, the work is only taken a few minutes and people are much more comfortable to provide feedback. Crazy eights or a sketching design techniques to make sketching even faster. The idea is that you start at eight boxes, or you could even fold a piece of paper into eight squares. We have to come up with eight different ideas quickly. Using Google design sprints, it forces you to think outside the box on rapidly develop ideas. Set a timer for eight minutes and tried to keep to one minute per idea. After one round of Crazy Eights, pick your best or most favorite ideas. Perhaps vote for two or three, and do another round of Crazy Eights to focus on generating ideas that particular feature. Let's look at some crazy eights for the example projects following on from my storyboards, needs statements and user flows. I've quickly generated ideas for my water drinking out. Each design has an annotation, a bit of a narrative, help explain any drawings if required. Some of my sketches include motivation, animations of a water bottle filling up a bit like again, a chart to track water intake throughout the week. A bit of a log assessing screen to select the date and time for drinking reminders with a belt and an option to change how you want to measure your water intake, copes milliliters whenever you feel. We can now use our sketches to help develop our ideas into wireframes. 14. Wireframing: Wireframes are illustrations of an app or website which specifically focused on the layout and features of the product. They do not use any color or styling and simply used to help plan the bare-bones of the product's. Benefits of wireframing means that we can help connect to our user flows and storyboard into a more rounded design. He helps plan out the functionality of these interface and it helps us thought layout the content. When we create wireframes, wireframes should only be used to plot out navigation, content elements and basic feature design. We keep the design simple. We do not use colors, we do not use images, and we use one generic fonts. The following content is usually found in wireframes. Logos use interface elements like text boxes and buttons. We can use headings and other topography and on navigation. There are two types of wireframes. Low fidelity wireframes are the most basic, simple shapes and text to start to recreate the foundations of the design and perfect for usability testing. This is because they are quick and easy to make. We don't have to worry about spending too long or making them perfect as they may need to change up surrounded user testing. The second kind of wireframes are high fidelity wireframes. These wireframes often include more information like including pixel perfect dimensions, interactions, and other actions related to a more finished design. These are the six finished low fidelity wireframes from our example projects. The wireframes follow my user flow. And this is the first time we've really thought about the design and its features. Remember, the goal for my product is an app that reminds people to drink more water. The wireframe start with a login screen or on boarding screen. A user then fills up the settings page, which includes notifications. Once sets up, these are screened and put water intake. And finally, there's a log to check progress. As you can see from these wireframes, they do not use any color. They are not perfect, and they're only used to get a rough idea of the design and the features. These wireframes have been built in Figma or wireframing tool. You can look straight into Figma file provided in the resources. And there was a template frame to get started. This course is not an in-depth goals and how to use Figma. There's plenty of tutorials online. And if you want to, you can even use a different wireframing software like envision or Adobe XD. The first wireframe to create a login screen or the start screen, I'm going to use a combination of shapes and text to plot our roof design. I'll use a square in the middle of the page to represent a logo in the center. And change the color to black, which is perfect for wireframes. I can add some basic text and then pretend button at the bottom of the screen. Stop. Build the foundations of the design. I'm using the same process to create another two of the wireframe screens. These have not got to be perfect. We want to keep them simple as we'll use these wireframes and I'll usability testing. We may have to do some rework. So it's best not to get carried away at the design just yet. These are the finished wireframes. We have a login screen, which is the first screen the user sees. We move on through the flow of the app, through the setting screen, selecting the days of the week and time once we notified. And finally through to the water intake screen and finishing with the log or the chart screen. To make our wireframes useful for usability testing, we need to transform them into clickable wireframes. Clickable wireframes are interactive prototypes which function like a real app. We can link parts of the wireframe together. And when the user interacts with them, it will simulate clicking through the app. In Figma, click Prototype and the top right-hand corner. From here, join of elements of the wireframes to form a path. I've connected the stop button to my second wife frame, as this is the second screen and my flag. I can link all the buttons, right? The screens linked together in the correct order. I can connect wireframes four or five together. You'll add button. Links the chart whenever a user clicks the seven day average Woodson. I can click Play and Figma will load up my white friends. From the wireframes function like a real app. I can click through and Bhutan t is my floral usability testing. We can share our prototypes, wireframes and thus test is to click through and test it out. 15. Usability testing methods: Usability testing is the process of evaluating how well a product works when used by Saturday. During different usability testing techniques, we observe users complete tasks or simply interact with the product, which then helps us gather feedback on how usable the product is. When we design and build something. We often think is extremely useful because we know the ins and outs of the products when I was a clerk and how to navigate around. When you watch someone Newton short products, you can say areas of improvement. Let's look at the benefits of usability testing. Usability testing can help us Jackie for product meets our users goals and needs. Takeaways. The product is th, they can help create empathy, how our users work. Holidays design decisions. We can identify how long it takes the user to use our products. And it reduces the risk of building a product that does not work. Now you only need to test with five users. People often think that usability testing is a costly process that takes time and I need to find many volunteers to test. Research has shown that five-years will usually identify up to 85 percent of usability problems. This is because users usually work in a similar way. During usability testing, you will see themes and trends and you'll notice that uses while identify the same usability issues as one another. After 50 usability tests, it can be confident that the majority visibility issues have been found. For some usability testing methods like surveys or using heatmaps. It's okay to test with more than five users. As usually there is very little willing costs and effort after a national corporation. Let's look at a few different usability testing methods. First of all, the usability, which will focus on further later on in this course. Visibility test involves a facilitator looking to observe and gain feedback from live users, sometimes called moderated testing. During a usability test, task, participants are asked questions and lead three tasks. Usability of the product. These sessions provide the opportunity to ask for clarification. Observe body language and things that they might say. Ab. And AB test that the process of comparing two designs or ideas against each other determine which one performs better. So Survey, System Usability Scale, or source, is a tool for measuring the usability of the product. It can tonight on questionnaire which is scored and the usability of the product is calculated. An example question from the survey is, I found the system unnecessarily complex. Session recording can be completed at large-scale on websites or apps. This process involves a tool which records the user's activity on a product. For example, heatmaps coming generated to show the most used areas of a product, what buttons received the most clicks. They can record how long users spend on the website. Some session recording can involve eye tracking, which monitors where the user's looking at the screen. Guerilla testing is a usability testing approach which involves selecting test participants randomly, usually completed in public places at the coffee shop. Well, testing is a low-cost, relatively simple method which enables instant feedback. Usually if the price of coffee. A phone interview is a basic form of visibility. Trusting similar to moderated usability test, participants of verbal instructed to complete tasks over the phone or video conference. 16. How to run a usability test: For this course will complete a moderated usability tests, observing of the five users complete tasks on our clickable wireframes. If you want to use a combination of the other usability testing methods. As you are still just learning usability testing, I would recommend that you ask your friends or family to be your testing participants. Before you run a usability tests, there are a number of things to prepare. Firstly, you'll need to decide how you want to run your test. You can share the clickable wireframes and Figma and asked to eases the screen-share or range testing participants to interact with your wireframes on your own computer in-person. You will need to find out the five volunteers to complete usability testing. You may need to arrange them on to help me take notes or facilitate your usable assessed. And you need to decide what tasks you will ask the user to perform on your products. When creating tasks, It's important to keep them realistic and to make sure that I cover all phases of the product, tasks should be in a suitable order and not lead the user too much. We don't want to give away the answer. Might the tasks too easy? The task should actually be able to be completed. And we should keep these abilities tests Valley show. So avoid too many tasks. Here are the tasks that are lost my users to perform a task one, again, the sign-up process, task to choose your setting preferences for reminders. Task 3, choose your settings preferences for the water goals. Task bot, can you record in the app the amount of water that you have consumed today? Task 5. Can you check to see water consumption for the last week? The tasks are appropriate for the wireframes. They're in an order that allows easy to fly through the clickable wireframes. And I did not give away any answers or solutions. These tasks can help you understand the usability of the app. And if it's easy to set up a profile of the goals at water consumption and check a weekly progress. The forwarding a usability test, It's important to know how to observe the user correctly. We want to save our users can successfully complete the tasks, but there are extra observations that will help us validate our design and understand how easily product is TAs can lead to successfully complete the task. Observed definite user behaviors, for example, things that they say. Like, I'm not sure where to click. Watch the user's body language. Do they pause and stop and think for the complete a task or during a task time, how long it takes for a user to complete each task. Record the number of times the user cannot complete a task, and identify any areas of improvement whilst watching the user. With all this extra information, we can improve our product and make our design changes as necessary. For the source of the test, introduces Usher, and tell the user that you'll ask them to try and complete several tasks. Just before you begin the usability test, you should let the user know that we are testing the product and we're not going to blame them for testability of the user scale. During the test, read the tasks out loud. Wanted Design providing enough time in-between, easier to attempt the task. During the Task, Observer theory, successful in completing. Remember to make notes about these body language, the time it takes them to complete the task, common from the users. After each task asks the user has any additional comments. At the end of all the tasks, ask you these as any final comments about the usability tests. Voice memo to thank them for their time. And repeat this with up to five users. After all, these tests, use your findings and results to make design or usability changes to your products. 17. User interface design: User interface design patterns are reasonable design solutions that have stood the test of time. Many websites and apps reuse the same patterns to keep the learning curves down and bring simplicity and usability to the users. For example, a navigation bar is always, usually placed at the top of the page in a banner or Donald left-hand side of the screen. We see common patterns like this in our everyday lives as we use different pieces of technology, the following tips and best practices can be used as a checklist to make sure you follow basic usability guidelines. We're going to look up how to provide feedback to the user. Keeping consistent with visual standards. Similarity to the user help users preventing fix different kinds of errors. We can look at how to use color and typography to bring attention to different things on the screen. First of feedback, use enough feedback to tell the user what is happening. For example, when something is loading, you can show a loading bar when something is added to a car, show message to say added to a car. This provides feedback to the users in a timely fashion so they know what's going on. Consistency. Users should not have to think too hard about what something is or how to interact with it. It's not broken, don't fix it. When users use something that is familiar, they often feel more comfortable and get things done quicker. Once a user learns how to do something, you should be able to transfer that skill or the parts of the website or even other websites. Use interface elements are frequently used. Widgets that are recognizable about the web. Using these, we'll hybrid design look and feel consistent. Now how many user interface components can you think of? Here are a few examples. We will input controls like buttons, text fields, checkboxes, radio buttons, drop-down lists, lists, boxes, toggles or switches, date fields. You've got navigational elements like breadcrumbs, sliders, search fields, pagination, tags, icons, or informational components like tooltips, progress bars, notifications, message boxes, modal windows and dialogues. Yes, there's loads using these elements in your interface from when the users are already used to seeing them and know how to interact with them. Familiarity. If something is familiar or consistent and works as expected, it's likely to meet expectations and produce lower learning curves for the users, which means how easy is to pick something new. For example, the navigation bar, It's always enough familiar position on the screen. Consider layout buttons by the relationship between items on the page and stroke to the page based on the importance. Careful placement of items can help draw attention to the most important pieces of information which can have a scanning and readability. For example, if there's a primary action on the page that you want users to click, change it to a different color placed in the center of the page. Put it in a place where the user's going to look. Helped uses prevent and fix errors. Y mean by errors is when something goes wrong, there's nothing worse than when using a product and then something goes wrong. I often find myself trapped in apps and it's not quite clear if I've missed a form field or not met certain password requirements when designing, tried to put in place Arab prevention to stop users from making errors so easily. And if they do make warm Lum understanding one when one occurs. For example, don't allow a user to reach a page not found screen. Error messages should be written in plain language. Don't use error codes and clearly outline the problem and suggests a solution. Most importantly, never tell the user off. It can create anxiety and is not an inclusive way to treat users. Color can be used to direct attention and make items on the screen standout. A good option would be to use a color palette, which helps make sure your use of colors is consistent throughout your design. For example, user read for errors and agreed for success messages. Take look at this web page, it's Google Flights, everything that you can interact with this page, such as the link, the buttons, the icons down the left hand side, the textbook outlines, they're all blue. This show straightaway that anything that I use, you can click on all that Google will need to interact with. A blue color. It helps readability and it shows what things Google will need to click on. Use typography to create a hierarchy. Different font sizes, fonts, and arrangement of texts can help increase scalability and help show what's most important on the screen. Let's look at the other benefits of following daisies interface design patterns. While following consistent unfamiliar patterns may not. It's less brainpower on the users. Users not got to think about what something's going to do before they click on it. Time and effort can be saved from not reinventing the wheel by using those recognizable user interface elements, which uses already know how to interact with. We didn't have to design our own or create new ones using existing patterns, how it will accessibility. This is because users are already familiar on how something's going to work. It's familiar to the user. It meets expectations. And overall, we providing level learning curves for the user. The further you are design patterns, I'd recommend reading the 10 usability heuristics for user interface design by Nielsen Norman Group. These heuristics or general guidelines produced in 1994 after the test of time on are still relevant today in building and designing usable interfaces. 18. Accessible inclusive design: Accessibility means ensuring your product on content that can be used and understood by the widest possible audience. When we think of accessible inclusive design, we often think mostly about disabled users, which is true. However, building for accessibility will also improve the experience that many other types of users. For example, those who have a temporary disability, like a broken arm or a slow network connection or situational impairment, like requiring subtitles and allowed office. Baking in accessibility can help those users. In the UK, one in five people have a long-term illness, impairment or disability. And many more Hubbard temporary or situational disability. This means that 20 percent of our users might not be able to intractable product the same way as other people. Let's look at several different impairments. Some you may not have thought of before. Division. Visually impaired users usually require the functionality of assistive technology like a screen reader. People who have got colorblindness would be in this category to hearing. Auditory impaired users usually require captions or subtitles. Hub of deafness. Motor, motor impaired users may have lost a limb, will have Parkinson's disease with an unsteady hand. Nutrient pad uses mainly the modified mouse or prefer larger hit zones for buttons when they looked to click. Cognitive users may have ADHD or dyslexia and may prefer to read more simple words in the user interface. As already mentioned, building to me, accessibility can also help extra users. Temporary means that a user may not necessarily be disabled, but the awesome times temporarily disabled by their situation. For example, I use it in a noisy office who is struggling to hear their colleagues on a video call isn't disabled with deafness, but we're still benefit from captions and subtitles. Another example is a user of a broken arm. They may not have lost a limb, but they would benefit from accessible design until their arm heels. Depending on the situation, it can be illegal to not build an accessible products. Here are two examples of laws in the UK. The Equality Act, 2010, which protects discrimination in the workplace. And the public sector bodies accessibility regulations 2018, which enforces public sector companies to comply with accessibility. If you're building a small outfile, friends, family, or for school, don't worry, you won't be taken to court. But it is always good to think about accessibility and to try and make your product work for as many people as possible. Wcag, Web Content, Accessibility Guidelines or sets of rules and criteria to follow to comply with accessibility. Produced by W3C standards for the web. For what kinds Web accessibility principles. There are four, and they are often referred to as pour perceivable. All users should be able to accurately see and read your website content. That means content was not exclude people with vision loss, hearing loss, and over disabilities. Some we've already discussed. Operable. Website content should be responsive and simple to navigate for all users. For example, using keyboard only commands to navigate website rather than a mouse. Understandable. Website interfaces and information should be organized in a way that makes it easy to use, predictable to navigate and contain language that is understandable to all users. Ribose website should be compatible with a wide range of technology, including assistive technology that are commonly used by users with disabilities. Now these are just the four principles of wacko LG. I'd recommend to go reach further and look at over 100 criteria to make sure that your app or website is accessible. Let's look at some tips on how to design for accessibility. How to design for users with cognitive impairments like autism, use simple colors. Don't use bright contrasting colors as it can make them difficult to say. Writing simple and basic language. Don't use complex words and phrases or make sure to keep your reading age to a lower level. May use of short sentences and use bullet points and less. Don't create big paragraphs of texts as this makes it difficult to read. How to design for Redis for screen readers. A screen reader is a piece of assistive technology that reads out the content of a webpage, often used by visually impaired users. And designing for a screen reader mentioned to always provide alt text, to provide descriptions to images. This is a small description if an image fails to load or if an image cannot be seen by user. So make sure you don't use images alone to provide the context. These are simple, linear, and logical layout. The screen reader needs to flow through the screen in a linear way. So don't create complex Cloud's user interfaces. Make labels and buttons descriptive, such as start now, ostium of an own harmful label, such as Click here. If a blind user is using a screen reader or they're going to hear is click here, click here, and there weren't understand what they're clicking. Cards are designed for visually impaired users. Make sure to always use a suitable size and readable font. So don't use small font sizes. Use color, shape, and tax to explain information and don't rely on color to convey meaning. A big button on the screen is red because it's dangerous for is going to delete some of them. Remember, people about color blindness won't be able to see it's red and how important it is to make sure you signify that in other ways. Designing for motor impairments, people with motor impairments may have lost a limb, will have an unsteady hand. So make sure that clickable buttons are large. So don't require a small click area. Give elements on the screen of space so user can move their mouse and between them. Don't make a cluttered interface and place interactions too close together. Designing for users who are deaf, make sure to always provide subtitles and captions and don't provide content in audio form only. If you're building a product for the customer service, ask the user how they prefer to communicate. Remember, not everyone is able to take a phone call. Finally, let's look at how we can test for accessibility. There are several different ways to test automated, which is plug-ins to automatically check websites and apps for accessibility compliance. They'll great to quickly understand the accessibility of a product, but the only catch up to 40 percent of the accessibility problems manual. This requires a test expert to manually test all parts of the website or app using a screen reader or keyboard navigation. To complete automated accessibility testing, I would suggest installing the Web Accessibility Insights plugging from the Google Chrome app store, from hair. You can install and run the plugin on any website you want to. The plugin will provide a report on what parts of the website is not meeting accessibility guidelines. Even Facebook has some work to do to improve accessibility. As you can see on the right-hand side, the report shows what's not quite accessible. Why didn't you run this plugin on your favorite website and see how accessible they really are. 19. Design systems: A design system is a collection of design guidelines, styles, and components that can be used to help design products consistently at scale. Some example content and the design system can include color palettes, fonts, design patterns, and placement and functionality guidelines for user interface elements, and a lot more. Let's use Spotify to demonstrate the impact of a design system. This image, taken a few years ago now shows the different Spotify applications from different devices, like mobile applications and desktop software on laptops and computers. What do you notice that's going on in the image? While there's no consistency across the different user interfaces. When comparing the screenshots of the computer and the mobile, looked like two completely different apps. The gray color is different on the Spotify Web Player and the Spotify software, there are different shades of green throughout the example fonts or different to. This is what happens when a company does not have a design pattern and rules to follow. Inconsistencies can occur, and it's down to the development or design team to them make these decisions. Now what do you notice? The Spotify we know today it has a theme, a brand, regardless of the device, Spotify has a consistent field throughout. Looking a bit closer, the colors are the same. The button size and the shape of recognizable. The power of the design system has curated a flawless user experience across multiple devices. Here we have a preview of Apple's design system, the human interface guidelines. This is an example of the Tab Bar page, has a software developer apple. They did not have to think about how a tab bar should function, of what it should look like. It's already been decided and documented in the Apple's design system. That's why whenever you use Apple apps and as a tab bar, they always look the same. And as users will learn how to use while months and we learned how to use it in every other app. Not just tech companies that use a design system. This is an example of the Audi design system. You can see a preview of the color palette with there's so much more looking down the sidebar, including brand guidelines, layouts, imagery, icons. All these guidelines are used across our D TV adverts to show off cars, that magazines in the showroom, websites, anything that has the Audi motoring name on. This is a preview of material design, Google's design system. You may recognize some of the look and feel from things like Google Maps, Gmail, or Android apps. The example shows the button component page or the button user interface elements. The page shows what a button looks like an interactive demo. Let's have a look around the page. There are putting variance like outlined and tax specks on the design and the design rules, do's and don'ts hierarchy in placement. Everything on this page is needed to tell people how to correctly use a button and how to follow the guidelines set by Google. Every user interface element needed to build apps for Google is documented. Hopefully these examples explain the benefits of design system. But in a summary, design system can help promote that visual consistency, like we've seen Spotify do today. Copper line, the brand guidelines saves duplication of design and engineering costs. What I mean by this is it's built, designed, and documented once and can be used over and over again by multiple teams, are multiple products. The following website design systems for figma.com is a collection of different design systems. Wants to share their designs to be eastern Figma from companies I'm sure you'll recognize last year and Spotify, Microsoft, Salesforce, monday.com. Let's return to our Spotify example. We are able to duplicate these design assets and use them in our own Figma projects. When a few moments, we now have access to loads of colors. Fonts use interface elements and patterns, used to be in a suite of applications produced by Spotify. Now this course isn't too in-depth on design systems, but for accompany that will produce multiple products requiring a consistent brand should consider creating a design system to help. If you want to. For this course, I'd recommend me picking a design system and I'll help you Trump's form your wireframes and two beautiful looking apps. 20. Prototyping: Prototyping is the final part of the design cycle and the last part of the course. We'll use everything that we've learned from our usability tests and apply our new knowledge of user interface design patterns, accessible and inclusive design, and everything that we've learned about design systems to transform these wireframes to beautiful clickable prototypes. Once created, these prototypes can be used to further test our app for any development occurs. At this point, I'd suggest you going back and haven't looked at your usability findings. Now is the time for you to update your designs. If there's any areas of usability or where users struggled, you should adjust that now and going forward into your design, Let's have a preview of the prototypes for the example project. We have our home screen on board and login screen. We have a couple of settings screens where a user can set their goals and reminders. Our water intake screen. Finally, the log screen. Hopefully you can notice how we've got this part of the journey. We've gone from our storyboard, user flows. We've created wireframes. Now onto our finished prototypes. I've taken inspiration from the design system session and I've made my own mini design system. I decided on a small color palette, fonts and headings, as well as common user interface elements. From here, I can make sure that my style of my prototypes is consistent throughout. Use my wireframe for help. I'm not gonna start transform it into a beautiful prototype of start by adding in the graphics, changing the fonts, the colors. Adding in my button component, as you can say, doesn't take long until the first prototype screen is taken shape. I can continue this process piece-by-piece. Converting the wireframes to the prototypes. Makes it easy is that you can copy and paste similar parts of the app to speed up the process. Here are the finished prototypes. I've done is I've applied all of the learning from the previous sessions and transform the wireframes into finished prototypes. I think you'll agree they looked like a real genuine app. At this point, we can repeat the process from earlier and turn these prototypes into clickable prototypes using the prototyping tool. What I'm gonna do is I'm gonna select my button and connected to prototype two. I can do the same for prototype three. Unless we did before, I can connect certain parts of my app, the different screens it to make it flow. Here's our finished products. We have a clickable prototype that we can use to do even more user testing on. Or simply use this to help us with development. 21. Wrap up: Congratulations on finishing the end of the course. Thank you so much for starting a UX journey with me. I really do appreciate it. Now this course took so long to make. I'd love some feedback so I can improve it for others. Accomplish SEO projects. So please upload them for me to say. If you have followed each lesson and complete each part of the course, you will now have a complete UX project from start to finish, ready for your portfolio. We can play it, use research to find out if our product was a fit. When we gather the insights and analysis from that research, we transformed it into empathy maps, personas, and neat statements, but it'll help us with decision-making later on in our designs. We create storyboards and sketches, but our wireframes, and we tested our wireframes if usability test him. Finally, we uncovered interfaces and patterns learned for accessibility and design systems to transform those wireframes to beautiful clickable prototypes. The fundus and stop here. At this point, you should use a clickable prototypes to do further testing engagement with users. And perhaps you could go back and check your project goals and needs statements to see if you're on truck. Thank you once again for checking out this course.