Learn how to design systems that not only work and look good, but also serve the purpose they were meant for saving the user from frustration. Make users happy so that they return.
User experiences on digital systems span not only how easy a system is to use, but even how a user feels. The word 'experience' is about the fact that this is a person, a human being, that is using the system - whether it be an app, website or digital device.
User interface refers to any interaction that is available to the user - it could be a button, physical or on the screen.
Dagile free online training courses are only available to participants who:
- Live and/or work in London
- Can provide proof of legal right to live and work in the UK
- Can provide proof of employment or self-employment
- Work in the digital economy and/or have a digital role at work
- Workers from SMEs are particularly encouraged
There are no entry requirements for our Level 1 Units, however a good understanding of the English language and maths are essential.
Who this course is for:
This course is for learners who are new to building digital systems (apps, websites, other) and want to understand the considerations necessary for designing for human-computer interaction. If you want to know the initials stages of designing digital products, and go on to learn coding or work with coders who will build from your design, this course is a great way to get started.
UX = User Experience / UI = User Interface
User = Any person interacting with a system
What is Experience?
Experience is like the 'customer service' counterpart in digital systems. We all knew customer service when dealing with other people, but it was partly forgotten when computers were doing the job and there in place of a person. The shift in designing systems for real people has been so beneficial that conventional customer service has also evolved to contain a field of CX (Customer Experience).
Systems should be designed in a way that all the people who will use them find them easy, intuitive and free of frustrations. Even a frozen screen is a common frustration - the digital equivalent perhaps of a jammed button that does not work no matter how many times you press it.
The study of UX not only covers the design steps necessary to produce likeable experiences, but also covers common issues and workarounds when technology or people also have limitations e.g. a bad internet connection.
What is an Interface?
An interface consists of any method given to a user to interact or observe. Whether it is a physical button or a touch screen interace, it is still an interface. The facility to interact is provided by the interface, therefore it is a broad term.
Interfaces were orignally built only be people who knew how to code or build them. Now, teams are structured to allow the developers (coders) to take instructions from designers who are better trained to 'design' and empathise with all prospective users of the system.
Somewhere, whether it be an online portal or at the library, you would have seen a very tabular layout for information. There is a classic format for forums that has been establiished since the early days of the internet. Who's responsibility is it to eventually update that layout?
Think about a game before the digital age. Let's take Chess as an example. How important is it that the checkered board is there to make sure the pieces are always placed in specific places? You would agree that it is integral to the experience of the game. The squares give common ground for the two parties (players) to interact (with their pieces) in a way that they are both happy with.
There are many principles and methods nowdays to design for digital human interaction. It is less guesswork and more research, adaptation, validation. Humans have spent enough time with a vast number of systems to evolve commonality but it is still tricky because not everyone has had the same exposure to technology. Something simple to one person can still be a challenge to another. Questions as simple as "Where should this button be?" can involve a copious number of considerations.
With design, you may not be able to satisfy everybody but in business, you must at least satisfy all your stakeholders - especially your customers. Not only can should you build something that looks good and works well, but you should create something that lasts and people are willing to use over and over.
Connecting the two fields of UI and UX
The course is about how users interact with digital devices, applications and their overall experience of any device ranging from a digital parking meter to a website or app. It guides novices into how to translate an digital interaction problem or opportunity into a 'use case' for a business. By understanding the role of empathy to support customers and users properly, learners can define needs and insights for all stakeholders. Learners can then take this understanding through a cycle of ideation, research, prototyping and testing so that their proposed solutions can manifest as a pitch to solve the defined problem.
By the end of the course, learners can design a system that is fit for purpose with appropriate measures in place for testing and approval against pre-determined goals and collective stakeholder intent.