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UI/UX Design

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MinTraq OriginalsFunctionalEarly career

UI/UX Design

How good products are designed: user research, information architecture, wireframes, visual design, prototyping, usability testing and accessibility.

5 chapters 85 min total Read or listen
Two women engaged in collaborative work at a modern café in Lagos, Nigeria

Chapters

  1. 1

    What UX and UI Design Are

    A form can look beautiful and still fail the people who use it. Learn what UX and UI design really mean, how designers move from problem to solution with the Double Diamond, and how teams prove a design works with clear, simple measures.

    17 min read
  2. 2

    User Research

    Find out what people really need before you design a single screen. Learn to run fair interviews, read surveys and analytics without being fooled, and turn raw notes into personas, journey maps and problem statements your team will trust.

    17 min read
  3. 3

    Information Architecture and Wireframes

    Most people who give up on a website never fail at the visuals. They fail because they cannot find what they came for. Learn to structure content, map the steps people take and sketch rough wireframes that catch problems before anyone writes code.

    17 min read
  4. 4

    Visual Design and Prototyping

    Learn how hierarchy, type, colour and spacing turn wireframes into screens people can read and trust. Then build components, prototype the result and hand it to developers with every state they need, so what gets built matches what you designed.

    17 min read
  5. 5

    Usability Testing, Accessibility and Careers

    A design is only as good as the evidence that real people can use it. This chapter shows you how to run a usability test, design for accessibility under WCAG 2.2 and the laws behind it, and build a portfolio that gets you hired.

    17 min read
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Page 1 of 5 · Chapter 1 of 5

What UX and UI Design Are

Hand holding smartphone over app design sketches on papers, top view

Every app, website and form you use was designed by someone, well or badly. This chapter explains what UX and UI design are, how they differ and how designers actually work. You will learn the Double Diamond, the four-phase process published by the UK Design Council in 2004, and why good designers spend so long on the problem before they draw a single screen.

You will then look at users, their goals and the context they work in, because the same screen can succeed in an office and fail on a crowded train. Finally, you will learn how teams measure good design with task success, time on task and Jakob Nielsen's ten usability heuristics. These skills matter in any role that touches a product, a service or a customer.

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Page 2 of 5 · Chapter 1 of 5

UX vs UI and the design process

What UX and UI Design Are

Group of students collaborating on a creative whiteboard brainstorming activity in a classroom

Two words that people mix up

User experience (UX) design covers everything a person feels and does when they use a product or service: finding it, learning it, getting a task done and getting help when something goes wrong. User interface (UI) design is the part you can see and touch: the layout, buttons, type, colour and icons on each screen.

Don Norman and Jakob Nielsen of the Nielsen Norman Group give a clear example. A film review site can have an excellent search box and still deliver a poor experience if it only lists major studio films and you want a small independent release. UX asks whether the product solves the right problem. UI asks whether each screen makes that solution clear and pleasant to use.

The Double Diamond

In 2004 the UK Design Council published the Double Diamond, a simple picture of how design work moves. Each diamond first opens out, as you explore widely, and then narrows, as you choose. The first diamond is about the problem. The second is about the solution. The Design Council pairs the model with four principles: put people first, communicate visually and inclusively, collaborate and co-create, and iterate, iterate, iterate.

  1. Discover: spend time with the people affected and learn what is really happening, rather than assuming.
  2. Define: use what you learned to write a clear statement of the problem you will solve.
  3. Develop: generate several possible answers, sketch them and try rough versions with real people.
  4. Deliver: test the strongest ideas at small scale, drop what fails and improve what works.

Laura, a product designer at a housing association in Leeds, was asked to "make the repairs form look modern". Before drawing anything, she read 200 recent repair requests and called 8 tenants. She found that 62 of the 200 requests were duplicates, which is 31 per cent (62 divided by 200). Tenants sent them again because they never received a confirmation. The real problem was not how the form looked. It was that tenants could not see what happened after they pressed Submit. Laura added a reference number and a simple status page. The visual refresh came last and took two days.

The common mistake is jumping straight into the second diamond. A team receives a request such as "add a dashboard" and starts designing screens. Weeks later it finds the dashboard answers a question nobody was asking. Discover and Define feel slow, but they are the cheapest place to be wrong.

Knowledge check, included with a free account

Practical takeaway

Before you design any screen, write one sentence that names the user, the problem and how you will know it is solved. If you cannot write that sentence yet, you are still in the first diamond.

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Page 3 of 5 · Chapter 1 of 5

Users, goals and context

What UX and UI Design Are

A technician operates a keyboard while holding a cordless drill at a workstation

Start with who and why

Every design decision rests on three questions. Who is using this? What are they trying to achieve? Where, and under what conditions, are they doing it? The answers change a design far more than any style choice.

Goals sit at two levels. A task goal is concrete: book a doctor's appointment, pay a bill, choose a delivery slot. A life goal sits behind it: feel in control of money, or avoid taking a day off work. Good designers record both, because the life goal explains why people abandon a task that technically works.

Context changes everything

Context means the device, place, time pressure, connection, skills and physical conditions around the user. ISO 9241-11, the international standard on usability, describes usability in terms of specified users with specified goals in a specified context of use. A design is never usable in general. It is usable for someone, doing something, somewhere.

The same banking app is used very differently by a commuter on a slow train connection, a shop owner serving customers at the counter and a retired teacher at home with time to read every word. Write the context down, because it is easy to forget once you are back at your desk.

  • Primary users: who they are, what they already know and what they fear getting wrong.
  • Task goal: the one thing they came to do, written in their own words.
  • Life goal: the bigger reason the task matters to them.
  • Context: device, location, time available, connection quality and physical constraints.
  • Success signal: what the user would see or say when the task went well.

Sam, a UX designer at a field services company in Denver, was redesigning a job checklist app for technicians. In the office the prototype looked fine: 10 out of 10 colleagues finished a sample job in under 4 minutes. Sam then rode along with 5 technicians. They wore gloves, worked in bright sun and often had no signal in basements. Only 2 of the 5 finished the checklist on site, a success rate of 40 per cent. Sam enlarged the tap targets, raised the contrast and let the app save offline. On the next ride-along all 5 finished, with a median time of 3 minutes.

The common mistake is designing for yourself. You are not the user. You know the product, you have a fast laptop and you are rarely in a hurry. Testing only with colleagues tells you how experts behave in ideal conditions, which is seldom how customers behave.

Guided reflection, included with a free account

Practical takeaway

Before your next design task, spend one hour watching a real user in their real setting. Write down three things about their context that you would never have guessed from your desk.

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Page 4 of 5 · Chapter 1 of 5

Measuring good design

What UX and UI Design Are

Two engineers working together on a computer simulation in a control room

Usability you can measure

Good design is not a matter of taste. ISO 9241-11 frames usability through three qualities: effectiveness (did people complete the task?), efficiency (how much time and effort did it take?) and satisfaction (how did they feel about it?). Teams turn these into simple numbers they can track over time. Report time as the median rather than the average, because one participant stuck for ten minutes can badly distort an average.

  • Task success rate: the percentage of users who complete a task without help.
  • Time on task: how long a successful attempt takes, usually reported as the median.
  • Error rate: how many slips or wrong turns happen per attempt.
  • Satisfaction: a short rating straight after the task, such as ease on a scale of one to seven.

Sara, a UX researcher at a bank in Kochi, tested the old and new versions of a bill payment flow with 12 customers each. On the old flow, 7 of 12 paid successfully, a task success rate of 58 per cent (7 divided by 12). On the new flow, 11 of 12 succeeded, which is 92 per cent. Median time fell from 3 minutes 40 seconds to 1 minute 50 seconds, exactly half. Those two numbers made the case to her product manager on a single slide.

Heuristics: a quick expert check

You will not always have users to test with. Jakob Nielsen's ten usability heuristics, developed with Rolf Molich in 1990, refined in 1994 and still widely used, give you a checklist for reviewing a design. They include visibility of system status, match between the system and the real world, user control and freedom, consistency and standards, error prevention, and recognition rather than recall. A heuristic review finds likely problems fast, but it never replaces watching real people.

The common mistake is measuring what is easy rather than what matters. Page views and time on site can rise simply because people are lost. Always measure against the task the user came to do.

Real case: User Interface Engineering

In 2009 Jared Spool of User Interface Engineering described a large online retailer whose checkout asked shoppers to log in or register before paying. In testing, first-time buyers resented it and returning buyers forgot their passwords. The team replaced the Register button with Continue and a note saying no account was needed. Purchases rose by 45 per cent, worth about 15 million dollars in the first month and about 300 million dollars in the first year. One measured change to one real task beat any amount of opinion.

Practical takeaway

Pick one key task in your product. Measure success rate and median time with five users this month, then measure again after your next change.

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Page 5 of 5 · Chapter 1 of 5

Checkpoint

What UX and UI Design Are

A designer sketches a mobile app prototype on paper at an office desk, focusing on creativity and design

Checkpoint: Felix gets a redesign request

Interactive scenario, included with a free account

What good looks like

A good designer treats a request like "make it look modern" as a starting point, not a brief. They check the data, talk to real users and write down the actual problem before choosing a single colour. They set a baseline, such as task success or drop-off at one step, so the redesign can be judged on results. Visual polish still matters, but it comes after the team knows what it is fixing and for whom.

This chapter

UX design
BIZ
The design of everything a person feels and does while using a product or service, from finding it to getting help.
UI design
KEY
The design of the visible parts of a product, such as layout, buttons, type, colour and icons.
Double Diamond
BIZ
The Design Council's four-phase process of Discover, Define, Develop and Deliver, exploring the problem before the solution.
Context of use
BIZ
The users, goals, tasks, equipment and environment in which a product is actually used.
Task success rate
KEY
The percentage of test participants who complete a defined task without help.
Time on task
KEY
How long a participant takes to complete a task, usually reported as the median across users.
Usability heuristics
KEY
Broad rules of thumb, such as Nielsen's ten, used by experts to review a design for likely problems.

What's inside the rest of this course

A free account opens every chapter, with audio, practice and progress saved.

  1. 2

    User Research

    17 min read

    Find out what people really need before you design a single screen. Learn to run fair interviews, read surveys and analytics without being fooled, and turn raw notes into personas, journey maps and problem statements your team will trust.

    You'll learn
    • Ask about the last real time something happened, not what people would do.
    • Watch people do the task to see the steps they forget to mention.
    • Use analytics to find where people struggle and interviews to learn why.
    • Write problem statements that name the user, the need and the evidence.
    Key terms covered
    Leading questionContextual inquiryAttitudinal dataFunnelResponse rateAffinity mapping
    Read chapter 2 →
  2. 3

    Information Architecture and Wireframes

    17 min read

    Most people who give up on a website never fail at the visuals. They fail because they cannot find what they came for. Learn to structure content, map the steps people take and sketch rough wireframes that catch problems before anyone writes code.

    You'll learn
    • Build menus from how users group content, not from your organisation chart.
    • Use a tree test to measure whether people can find things before screens exist.
    • Map every step of a task, including the paths where things go wrong.
    • Keep wireframes rough until the structure has survived real users.
    Key terms covered
    Information architectureCard sortingTree testingSitemapUser flowUnhappy path
    Read chapter 3 →
  3. 4

    Visual Design and Prototyping

    17 min read

    Learn how hierarchy, type, colour and spacing turn wireframes into screens people can read and trust. Then build components, prototype the result and hand it to developers with every state they need, so what gets built matches what you designed.

    You'll learn
    • Every screen needs one clear first thing.
    • Normal text needs a contrast ratio of at least 4.5:1.
    • Components and tokens make change cheap.
    • Hand over every state, not only the happy path.
    Key terms covered
    Visual hierarchyType scaleContrast ratioDesign systemComponentDesign token
    Read chapter 4 →
  4. 5

    Usability Testing, Accessibility and Careers

    17 min read

    A design is only as good as the evidence that real people can use it. This chapter shows you how to run a usability test, design for accessibility under WCAG 2.2 and the laws behind it, and build a portfolio that gets you hired.

    You'll learn
    • Five participants per round find most usability problems.
    • Rate each problem by how often it happens and how badly it blocks people.
    • WCAG 2.2 AA is the benchmark most laws and buyers point to.
    • Three honest case studies beat a gallery of polished screens.
    Key terms covered
    Usability testSeverity ratingWCAG 2.2Assistive technologyReasonable adjustmentCase study
    Read chapter 5 →

Frequently asked questions

What is the difference between UX and UI design?

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UX (user experience) design is about how a product works for the people using it: their goals, the steps they take and whether they succeed. UI (user interface) design is the visual and interactive layer: layout, type, colour and controls. They overlap, and many roles cover both, but UX decisions usually come first.

Do I need to be good at drawing to work in UX design?

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No. Most UX work is research, structuring information and testing ideas. Wireframes are simple boxes and labels. Visual design skills help for UI roles, and they can be learned through practice with tools such as Figma.

Which tools do UX and UI designers use?

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Figma is the most widely used design and prototyping tool. Teams also use whiteboard tools such as FigJam or Miro for workshops, survey and analytics tools for research, and testing platforms for remote usability sessions. The method matters more than the tool.

Why is accessibility part of a design course?

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Accessible design lets people with disabilities use your product, and it usually makes the product easier for everyone. Many countries have laws and public sector standards that require it, so accessibility is part of professional practice rather than an optional extra.

How do I build a UX portfolio without a design job?

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Pick real problems, for example a confusing form or a local service, and document the whole process: research, insights, sketches, prototypes, testing and what changed. Three case studies that show your reasoning are worth more than many polished screens without context.

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