Design Principles

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What are Design Principles?

Design principles are guidelines, biases and design considerations that designers apply with discretion. Professionals from many disciplines—e.g., behavioral science, sociology, physics and ergonomics—provided the foundation for design principles via their accumulated knowledge and experience.

Table of contents

Design Principles – Laws with Leeway

Design principles are fundamental pieces of advice for you to make easy-to-use, pleasurable designs. You apply them when you select, create and organize elements and features in your work. 

Design principles represent the accumulated wisdom of researchers and practitioners in design and related fields. When you apply them, you can predict how users will likely react to your design. “KISS” (“Keep It Simple Stupid”) is an example of a principle where you design for non-experts and therefore minimize any confusion your users may experience.

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    Let's look at the mobile UX design checklist. This is a checklist that you want to internalize and keep in your head as you're designing. First of all is – are you making sure that your controls are *consistent*, to the operating system and to the application that you're developing? The second one is *proximity* – that closeness of items mean that those items are in relationship. So, the grouping, for example, like that means that these items are the same and the pattern there  

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    is the 'OK / Cancel', for example. The third one is *visual hierarchy*. So, visual hierarchy is a concept from graphic design that says put the most important thing at the top and bring it down to the bottom. Generally, visual hierarchy is a reminder to put the important tasks up front on your screens,

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    and so the user doesn't have to navigate, doesn't have to play and look for them. And the fourth thing on the mobile UX design  checklist is *contrast*. Contrast and emphasis – that's a graphic design issue. If you're using very light colors, if you're using light gray. I mean, go outside and test your design in the sun. Go out, go into a dark place and test your design – see what it looks like. Turn your brightness down. I've interviewed users who actually use their mobile phones with the brightness turned to the minimum – I could barely see the phone.

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    And I said to this user, "Can you turn your brightness up?" because I was actually videotaping and trying   to get the phone in. He said, "No, I normally keep it down there just to save battery." So, what does your design look like on a low lighting, you know, where the user has deliberately turned the lighting down? That's another thing to test and make sure that  it works for the eye but works for the lighting situation. And then, the fifth one on the checklist  is *intuitive icons*. To me, if icons are not intuitive, then there's a problem with them – they're not usable.

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    So, when we say 'intuitive', it means no understanding – a user should look at an icon and know what it does. Otherwise, the icon maybe shouldn't be there; it shouldn't be used. That's my general rule of icon usability. And that applies to desktop as well. And then, finally, on our checklist – not to be missed – is *making the main task apparent*. That is huge and crucial – that's our task-oriented design approach. If you take one thing away from this checklist, it's that sixth element there

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    as one of your most important ones. So, let's go through some examples of these, then – *the consistency of controls*. So, you see here in this example, you have all the options side by side there. The in-call screen is a good one in the sense that you have this action, it's occurring – you know – it's a live call,

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    so how do you present and display the information? And these guys have decided to go with consistency – all the controls and the icons are the same size and the same positioning. That does make it easier to see. But it's not necessarily the right answer from a layout perspective. You could exaggerate one of those items, for  example. Conference calls doesn't have the same priority as mute does for me.

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    To me, I'm muting more than I'm conferencing, for example. So, we can see some 'at a glance' data and call to actions as well in this example. So, the second one on the checklist is  *proximity of controls*. You'll see proximity being used here. This is an iPad app – it's an EMR system, Electronic Medical Record. And the proximity we're seeing here is that

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    the grouping of that clinical information as buttons is all together, the vitals at the top and the patient history down at the bottom. You also have use of the left channel. Notice the left channel. Those buttons are huge because they're used when the patient is being interviewed, so the physician or the nurse needs to tap those very quickly and enter that data as part of the intake so they can get on with the exam.

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    Here are some different examples of visual hierarchy at use. You have the Yelp app on the left. And notice the the reviews, really important, at the top, right, so you can see the name of the – I think it's a pub, and the reviews, and then more information further down the page. The second app is from Open Table. Again, content first, so the name of the location and then the call to action is actually further down the page,

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    from the perspective of being able to easily tap those in that tappable area. And, of course, on the third example we've got the task up front and the main important things – prices and performance being one of the key tasks. It's like right there. Some other features further down is they've decided to go with a strict visual hierarchy: the important stuff at the top and then further down. So, our fourth item on the checklist is *using  colors for emphasis*.

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    So, remember we talked about making navigation *pop*. So, you see some examples here of – the Fandango app is where you can see you're looking at the 'in theaters', and the other one here, the other app, you can see that you're on 'what's popular'. Even though the contrast is a little light there, the color is still highlighted nicely in the icon at the bottom on all three of these apps, so that at a glance you can tell where you are, what you're looking at,

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    and be able to pivot from there. So, our fifth one is *intuitive icons*. Some  examples here: GasBuddy is one of my favorite   ones because it's task-oriented and the icon is actually used as the starting point. So, 'find gas stations near me', which is almost what you would say to Siri on an iPhone as well. So, that's a nice clever interlink between the app and the command, the way you think about it linguistically, but notice it's like very clear: the icons are not overdone.

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    All these examples have really nice clean icons. The second screen is when you go into GasBuddy – that's a list of results. And then the gas stations that appear  again with a nice visual intuitive icon there. And then, finally, *make the task apparent*. And so, making the task apparent is – the challenge there is that you don't want navigation, so you want to keep the user focused

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    on the *content*, you want to keep them focused on the *flow* of their experience. And this is a case where a pie menu can be very helpful or those contextual menus to know what the task is. A pie menu, by the way, is a left-click item, so it's not a right-click – it's a left, a left tap, if you will. And it brings up your options, your task options on a wheel and allows the user to navigate.

Franks Spillers’ design checklist is an example of customized design principles for mobile user experience (UX) design.

In user experience (UX) design, minimizing users’ cognitive loads and decision-making time is vital. The authors of Universal Principles of Design state that design principles should help designers find ways to improve usability, influence perception, increase appeal, teach users and make effective design decisions in projects.

You need a firm grasp of users’ problems and a good eye for how users will accept your solutions to apply design principles effectively. For instance, you don’t automatically use a 3:1 header-to-text weight ratio to abide by the principle of good hierarchy. That ratio is a standard rule. Instead, a guideline you might use to implement a good hierarchy is “text should be easy to read.” You should use discretion whenever you apply design principles to anticipate users’ needs – e.g., you judge how to guide the user’s eye using symmetry or asymmetry. Consequently, you adapt the principles to each case and build a solid experience as you address users’ needs over time.

“Design is not a monologue; it’s a conversation.”

—Whitney Hess, Empathy coach and UX design consultant

Illustration of design principles including unity, Gestalt, hierarchy, balance, contrast, scale and dominance.

Illustration of visual design elements and principles that include unity, Gestalt, hierarchy, balance, contrast, scale and dominance.

© Interaction Design Foundation, CC BY-SA 4.0

Types of Design Principles

Designers use principles such as visibility, findability and learnability to address basic human behaviors. We use some design principles to guide actions. Perceived affordances such as buttons are an example. That way, we put users in control of seamless experiences.

Usability kingpin Jakob Nielsen identified ten “commandments”:

  1. Keep users informed of system status with constant feedback.

  2. Set information in a logical, natural order.

  3. Ensure users can easily undo/redo actions.

  4. Maintain consistent standards so users know what to do next without learning new toolsets.

  5. Prevent errors if possible; wherever you can’t do this, warn users before they commit to actions.

  6. Don’t make users remember information – keep options, etc., visible.

  7. Make systems flexible so novices and experts can choose to do more or less on them.

  8. Design with aesthetics and minimalism in mind – don’t clutter with unnecessary items.

  9. Provide plain-language error messages to pinpoint problems and potential solutions.

  10. Offer easy-to-search troubleshooting resources, if needed.

Empathy expert Whitney Hess adds:

1. Don’t interrupt or give users obstacles – make apparent pathways that offer an easy ride.

2. Offer few options – don’t hinder users with nice-to-haves; give them needed alternatives instead.

3. Reduce distractions – let users perform tasks consecutively, not simultaneously.

4. Group related objects together.

5. Have an easy-to-scan visual hierarchy that reflects users’ needs, with commonly used items handily available.

6. Make things easy to find.

7. Show users where they’ve come from and where they’re headed with signposts/cues.

8. Provide context – show how everything interconnects.

9. Avoid jargon.

10. Make designs efficient and streamlined.

11. Use defaults wisely – when you offer predetermined, well-considered options, you help minimize users’ decisions and increase efficiency.

12. Don’t delay users – ensure quick interface responses.

13. Focus on emotion – the pleasure of use is as vital as ease of use; arouse users’ passion for increasing engagement.

14. Use “less is more” – make everything count in the design. If functional and aesthetic elements don’t add to the user experience, forget them.

15. Be consistent with navigational mechanisms, organizational structure, etc., to make a stable, reliable and predictable design.

16. Create an excellent first impression.

17. Be trustworthy and credible – identify yourself through your design to assure users and eliminate the uncertainty.

Learn More about Design Principles

Several Interaction Design Foundation courses closely examine design principles, including Visual Design: The Ultimate Guide.

Whitney Hess examines Design Principles in her article Guiding Principles for UX Designers.

Find out more about the importance of Design Principles in mobile experiences in the article Mobile UX Design: Key Principles.

What are the principles of design in art?

The principles of design in art are foundational concepts that guide the creation and evaluation of artworks, ensuring visual harmony, balance, and cohesion. These principles include balance, contrast, emphasis, movement, pattern, rhythm, and unity/variety. Each principle plays a pivotal role in organizing or arranging the visual elements in a design, ultimately shaping the viewer's experience. For a deeper understanding and exploration of how these principles relate to visual aesthetics in art and design, refer to the chapter on Visual Aesthetics from the Encyclopedia of Human-Computer Interaction. This comprehensive resource provides insights into the interconnectedness of design principles in various mediums.

Is color a principle of design?

Color is not traditionally classified as a principle of design in art. However, color is essential in creating visual interest and evoking emotions in design. As Joann Eckstut, co-author of What Is Color? 50 Questions and Answers on the Science of Color and an interior designer, points out, the perception of color can change based on various factors like the light source and surrounding colors. 

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    Let me introduce myself; my name is Joann Eckstut. I am the co-author of *What Is Color? 50 Questions and Answers on the Science of Color*. When I'm not writing, I spend my time working as an interior designer. Today, I would like to discuss with you the transitory nature of color.

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    There are four primary ways in which colors appear to change or shift. Number 1: Daylight is constantly changing. So, the colors we see change constantly as well. Number 2: Changing a light source changes what colors we see. Number 3: Colors appear to change depending on what colors surround them. And Number 4: Colors that appear to match in one setting do not match in another.

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    Let's start with number one. Daylight is constantly changing. So, the colors we see change constantly as well. Although we don't necessarily realize it, millions of changes in light happen all throughout the day. Here, it's beautifully illustrated in this time-lapse image of the Statue of Liberty, which takes place just as the Sun sets.

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    You can see that even in this short period of time there are myriad changes. We could be overwhelmed by this information about constantly changing light, but our brains help us to hold steady. So, for example, when viewing the red house in this illustration, the human brain has no difficulty in seeing it as entirely one red, even though the side in the Sun looks coral and the side in the shade looks maroon.

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    When you isolate the colors and place them side by side, as in the two swatches here, the coral and the maroon tell a different story. Number 2: Changing a light source changes the colors we see. When we change the light source illuminating a space, the elements in the space reflect *different* wavelengths of light, causing the space and the objects in it to change their color appearance.

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    For example, daylight emits light evenly across the spectrum, so no particular color is emphasized, while incandescent light emphasizes reds, oranges and yellows, so objects lit in this way emphasize those tones. Fluorescents have an uneven pattern of emissions, giving objects a green or a yellow-green kind of a cast; whereas LEDs are weak in violet, blue-violet and red areas,

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    but peak in the orange, yellow and green range. In the example that we see here, the pencils on the left, lit in incandescent light, show the red as enhanced and the natural wood as pinker. The penicils in the middle, that are lit with LEDs, slightly neutralize all the colored pencils and the wood appears beige. The pencils on the right, that are lit with fluorescent lights,

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    are more muted generally and the natural wood appears a light brown. So, the source of the light determines the way colors are perceived. Number 3: Colors appear to change depending on what colors surround them. This phenomenon is known as *simultaneous contrast*. Simultaneous contrast reveals something of utmost importance: Color is not a fixed entity.

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    Color isn't constructed solely via particular wavelengths of light, but by a larger visual field. Simultaneous contrast can make a color look more saturated, duller, darker, lighter, or some combination thereof, depending on what color it sits next to. In the example seen here, all of the X's are printed in the same color, although they appear to change color as they are paired with different backgrounds.

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    In the second example, the turquoise-blue in the circle on the left and the bright lime-green in the circle on the right are actually the *same color*. I know this seems impossible at first glance, but I assure you this is true. They *appear* to be completely distinct colors only because the colors they sit next to are different. Number 4: Colors that appear to match in one setting do not in another.

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    Two materials can appear to be the same matching color under particular lighting, but no longer match when moved to a different light source. This called *metamerism*. For example, a blue carpet and a blue fabric swatch, as seen in this illustration, may look the same when observed in a showroom that is lit with bulbs that are close to daylight in temperature.

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    *However*, inside a room lit with *incandescent* bulbs, that reflect more red, the carpet may appear to have a more purple cast and no longer match the upholstery fabric as it did in the showroom. This is the bane of every designer's existence: color appearing one way in the showroom, another in the interior where it's going to be used. So, beware! This is due to the different molecular properties of the dyes – say, a vat dye versus a pigment dye –

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    and the different molecular properties of the fibers – say, a wool versus a nylon. So, now that you are aware of how ephemeral color can be, you will be prepared to work with it.

For example, daylight constantly alters how we perceive colors, and different light sources like incandescent, LED, or fluorescent can shift color appearances. Also, colors can appear different depending on their background, a phenomenon known as simultaneous contrast. For an in-depth exploration of color's impact on design, watch the insightful video by Joann Eckstut on the topic.

What are Don Norman’s design principles?

Don Norman, a pioneer in user-centered design, emphasized creating strategies that align with how people think and function. Initially concerned about the complexity of early computer systems, he highlighted the significance of intuitive design. For instance, the early Unix systems had a text editor where users could lose work hours if they forgot to save. Norman's experience extended beyond computer systems to areas like nuclear power and aviation safety, where poor design could lead to grave consequences. His collaboration with NASA, a leading authority in aviation safety, underlined the importance of designing for the end user. To delve deeper into Don Norman's philosophy and principles, check out his detailed discourse in the video provided:

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    In the very beginning, when I first started  becoming a designer, which was the 1980s, I was concerned about the early adoption of computer systems which were really almost impossible for anybody to understand. Even the experts who designed them were making errors in using them. And there's a famous case where the early Unix  systems had a text editor

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    that was called 'Ed', for 'editor'. You could type away and type your program  or your text, whatever you were doing, and spend several hours typing it. And you'd have this wonderful document. And then you (say), 'Ah, I'm finished!' and you turn off the machine and go home. And you come back the next morning to continue, and... it wasn't there. Well, why wasn't it there? Because you *didn't save* it. And, well, you mean... The system doesn't bother to tell you when you try to turn it off that 'Hey – you want to save the information?'

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    It was little things like that that were so frustrating. In the early days, what we did was we tried to study the people who used these complex systems. And it was not just computer systems; I actually started off studying *nuclear power systems*, some of the nuclear power accidents where the control rooms were so badly designed that if you wanted to cause an error, you could not have done a better job in designing something to cause errors. And then *aviation safety*,  where lives were at stake; many lives were at stake, and there were a huge amount of research and work done.

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    And that was a really good place to work. I worked with the American National Aeronautics and Space Administration (NASA). Most people think of NASA as shooting rockets up into space, but they forget the first two letters, 'NA', are 'Aeronautics'; and so, NASA is the world's leader often  in aviation safety. And that's where I started. So, we were looking, though, at the *users* of these systems, and so we called them 'users'.

What is emphasis in principles of design?

Emphasis in design principles refers to intentionally highlighting specific elements to draw attention and create a focal point. By manipulating contrast, color, size, or placement, designers can guide the viewer's eye to the most crucial parts of a composition. Emphasis ensures that certain design elements have more visual weight, allowing them to stand out and capture interest. This principle helps convey the main message, evoke emotions, or guide user behavior. For a deeper understanding of how designers create meaningful connections through emphasis and other principles, explore the article on empathizing in design at interaction-design.org.

What is balance in principles of design?

Balance in design principles refers to the distribution of visual weight within a composition. It ensures that elements are arranged in a way that doesn't make one side feel heavier than another. 

Balance can be achieved symmetrically, where elements mirror each other on either side of a central axis, or asymmetrically, where elements provide equilibrium without mirroring. Achieving balance creates stability, harmony, and cohesion in a design. It ensures that viewers can engage with the content without feeling overwhelmed or distracted. For a deeper dive into the intricacies of visual composition, including balance, refer to the article on the building blocks of visual design at interaction-design.org.

What is unity in principles of design?

Unity in design principles refers to the cohesive arrangement of elements that ensures all parts of a composition work together harmoniously. It's achieved when each element appears to be an integral part of the overall design, resulting in a complete and aesthetically pleasing piece. 

Unity helps guide the viewer's attention and ensures a consistent, integrated visual experience. The absence of unity can make a design feel disjointed or chaotic. To comprehend unity and other fundamental aspects of design, consider exploring the building blocks of visual design on interaction-design.org.

What is hierarchy in design?

Hierarchy in design refers to the arrangement of elements in a way that signifies importance. It guides viewers' eyes, ensuring they focus on primary information first, followed by secondary and tertiary details. Designers establish a visual hierarchy by employing size, contrast, color, and spacing, directing attention and aiding comprehension.

As outlined in the visual hierarchy article on interaction-design.org, effective use of hierarchy follows natural eye movement patterns, enhancing user experience and making content more accessible and engaging. Properly implemented hierarchy ensures clarity and a seamless flow in design.

Why are principles of design important?

Design principles are crucial as they provide a foundation for creating compelling, organized, and impactful visuals. They guide how elements interact, ensuring consistency, proximity, and visual hierarchy, as highlighted in this video with Frank Spillers, CEO of Experience Dynamics. 

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    Let's look at the mobile UX design checklist. This is a checklist that you want to internalize and keep in your head as you're designing. First of all is – are you making sure that your controls are *consistent*, to the operating system and to the application that you're developing? The second one is *proximity* – that closeness of items mean that those items are in relationship. So, the grouping, for example, like that means that these items are the same and the pattern there  

  2. 00:00:39 --> 00:01:00

    is the 'OK / Cancel', for example. The third one is *visual hierarchy*. So, visual hierarchy is a concept from graphic design that says put the most important thing at the top and bring it down to the bottom. Generally, visual hierarchy is a reminder to put the important tasks up front on your screens,

  3. 00:01:00 --> 00:01:33

    and so the user doesn't have to navigate, doesn't have to play and look for them. And the fourth thing on the mobile UX design  checklist is *contrast*. Contrast and emphasis – that's a graphic design issue. If you're using very light colors, if you're using light gray. I mean, go outside and test your design in the sun. Go out, go into a dark place and test your design – see what it looks like. Turn your brightness down. I've interviewed users who actually use their mobile phones with the brightness turned to the minimum – I could barely see the phone.

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    And I said to this user, "Can you turn your brightness up?" because I was actually videotaping and trying   to get the phone in. He said, "No, I normally keep it down there just to save battery." So, what does your design look like on a low lighting, you know, where the user has deliberately turned the lighting down? That's another thing to test and make sure that  it works for the eye but works for the lighting situation. And then, the fifth one on the checklist  is *intuitive icons*. To me, if icons are not intuitive, then there's a problem with them – they're not usable.

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    So, when we say 'intuitive', it means no understanding – a user should look at an icon and know what it does. Otherwise, the icon maybe shouldn't be there; it shouldn't be used. That's my general rule of icon usability. And that applies to desktop as well. And then, finally, on our checklist – not to be missed – is *making the main task apparent*. That is huge and crucial – that's our task-oriented design approach. If you take one thing away from this checklist, it's that sixth element there

  6. 00:02:33 --> 00:03:03

    as one of your most important ones. So, let's go through some examples of these, then – *the consistency of controls*. So, you see here in this example, you have all the options side by side there. The in-call screen is a good one in the sense that you have this action, it's occurring – you know – it's a live call,

  7. 00:03:03 --> 00:03:31

    so how do you present and display the information? And these guys have decided to go with consistency – all the controls and the icons are the same size and the same positioning. That does make it easier to see. But it's not necessarily the right answer from a layout perspective. You could exaggerate one of those items, for  example. Conference calls doesn't have the same priority as mute does for me.

  8. 00:03:31 --> 00:04:02

    To me, I'm muting more than I'm conferencing, for example. So, we can see some 'at a glance' data and call to actions as well in this example. So, the second one on the checklist is  *proximity of controls*. You'll see proximity being used here. This is an iPad app – it's an EMR system, Electronic Medical Record. And the proximity we're seeing here is that

  9. 00:04:02 --> 00:04:32

    the grouping of that clinical information as buttons is all together, the vitals at the top and the patient history down at the bottom. You also have use of the left channel. Notice the left channel. Those buttons are huge because they're used when the patient is being interviewed, so the physician or the nurse needs to tap those very quickly and enter that data as part of the intake so they can get on with the exam.

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    Here are some different examples of visual hierarchy at use. You have the Yelp app on the left. And notice the the reviews, really important, at the top, right, so you can see the name of the – I think it's a pub, and the reviews, and then more information further down the page. The second app is from Open Table. Again, content first, so the name of the location and then the call to action is actually further down the page,

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    from the perspective of being able to easily tap those in that tappable area. And, of course, on the third example we've got the task up front and the main important things – prices and performance being one of the key tasks. It's like right there. Some other features further down is they've decided to go with a strict visual hierarchy: the important stuff at the top and then further down. So, our fourth item on the checklist is *using  colors for emphasis*.

  12. 00:05:31 --> 00:06:00

    So, remember we talked about making navigation *pop*. So, you see some examples here of – the Fandango app is where you can see you're looking at the 'in theaters', and the other one here, the other app, you can see that you're on 'what's popular'. Even though the contrast is a little light there, the color is still highlighted nicely in the icon at the bottom on all three of these apps, so that at a glance you can tell where you are, what you're looking at,

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    and be able to pivot from there. So, our fifth one is *intuitive icons*. Some  examples here: GasBuddy is one of my favorite   ones because it's task-oriented and the icon is actually used as the starting point. So, 'find gas stations near me', which is almost what you would say to Siri on an iPhone as well. So, that's a nice clever interlink between the app and the command, the way you think about it linguistically, but notice it's like very clear: the icons are not overdone.

  14. 00:06:34 --> 00:07:00

    All these examples have really nice clean icons. The second screen is when you go into GasBuddy – that's a list of results. And then the gas stations that appear  again with a nice visual intuitive icon there. And then, finally, *make the task apparent*. And so, making the task apparent is – the challenge there is that you don't want navigation, so you want to keep the user focused

  15. 00:07:00 --> 00:07:25

    on the *content*, you want to keep them focused on the *flow* of their experience. And this is a case where a pie menu can be very helpful or those contextual menus to know what the task is. A pie menu, by the way, is a left-click item, so it's not a right-click – it's a left, a left tap, if you will. And it brings up your options, your task options on a wheel and allows the user to navigate.

For instance, consistency ensures that controls remain uniform throughout a design, while proximity suggests related items be grouped. Visual hierarchy places importance on presenting the most vital information at the top. By understanding and applying these principles, designers can create intuitive, aesthetically pleasing, and practical designs that cater to user needs and preferences.

Where to learn more about design principles?

To dive deeper into design principles, consider enrolling in specialized courses offered by interaction-design.org. The Visual Design: The Ultimate Guide course provides comprehensive insights into visual elements and principles. For those new to the field, User Experience: The Beginner's Guide provides a foundational understanding of UX design principles. Furthermore, explore the intricate relationship between design and psychology with the Gestalt Psychology and Web Design: The Ultimate Guide course. These courses equip learners with knowledge and practical skills, ensuring a holistic grasp of design principles and their application.

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Literature on Design Principles

Here's the entire UX literature on Design Principles by the Interaction Design Foundation, collated in one place:

Learn more about Design Principles

Take a deep dive into Design Principles with our course User Experience: The Beginner’s Guide .

If you’ve heard the term user experience design and been overwhelmed by all the jargon, then you’re not alone. In fact, most practicing UX designers struggle to explain what they do!

“[User experience] is used by people to say, ‘I’m a user experience designer, I design websites,’ or ‘I design apps.’ […] and they think the experience is that simple device, the website, or the app, or who knows what. No! It’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience the service. Or, yeah, an app or a computer system. But it’s a system that’s everything.”

— Don Norman, pioneer and inventor of the term “user experience,” in an interview with NNGroup

As indicated by Don Norman, User Experience is an umbrella term that covers several areas. When you work with user experience, it’s crucial to understand what those areas are so that you know how best to apply the tools available to you.

In this course, you will gain an introduction to the breadth of UX design and understand why it matters. You’ll also learn the roles and responsibilities of a UX designer, how to confidently talk about UX and practical methods that you can apply to your work immediately.

You will learn to identify the overlaps and differences between different fields and adapt your existing skills to UX design. Once you understand the lay of the land, you’ll be able to chart your journey into a career in UX design. You’ll hear from practicing UX designers from within the IxDF community — people who come from diverse backgrounds, have taught themselves design, learned on the job, and are enjoying successful careers.

If you are new to the Interaction Design Foundation, this course is a great place to start because it brings together materials from many of our other courses. This provides you with both an excellent introduction to user experience and a preview of the courses we have to offer to help you develop your future career. After each lesson, we will introduce you to the courses you can take if a specific topic has caught your attention. That way, you’ll find it easy to continue your learning journey.

In the first lesson, you’ll learn what user experience design is and what a UX designer does. You’ll also learn about the importance of portfolios and what hiring managers look for in them.

In the second lesson, you’ll learn how to think like a UX designer. This lesson also introduces you to the very first exercise for you to dip your toes into the cool waters of user experience. 

In the third and the fourth lessons, you’ll learn about the most common UX design tools and methods. You’ll also practice each of the methods through tailor-made exercises that walk you through the different stages of the design process.

In the final lesson, you’ll step outside the classroom and into the real world. You’ll understand the role of a UX designer within an organization and what it takes to overcome common challenges at the workplace. You’ll also learn how to leverage your existing skills to successfully transition to and thrive in a new career in UX.   

You’ll be taught by some of the world’s leading experts. The experts we’ve handpicked for you are:

  • Alan Dix, Director of the Computational Foundry at Swansea University, author of Statistics for HCI: Making Sense of Quantitative Data

  • Ann Blandford, Professor of Human-Computer Interaction at University College London

  • Frank Spillers, Service Designer, Founder and CEO of Experience Dynamics

  • Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups

  • Michal Malewicz, Designer and Creative Director / CEO of Hype4 Mobile

  • Mike Rohde, Experience and Interface Designer, Author of The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking

  • Szymon Adamiak, Software Engineer and Co-founder of Hype4 Mobile

  • William Hudson, User Experience Strategist and Founder of Syntagm

Throughout the course, we’ll supply you with lots of templates and step-by-step guides so you can start applying what you learn in your everyday practice.

You’ll find a series of exercises that will help you get hands-on experience with the methods you learn. Whether you’re a newcomer to design considering a career switch, an experienced practitioner looking to brush up on the basics, or work closely with designers and are curious to know what your colleagues are up to, you will benefit from the learning materials and practical exercises in this course.

You can also learn with your fellow course-takers and use the discussion forums to get feedback and inspire other people who are learning alongside you. You and your fellow course-takers have a huge knowledge and experience base between you, so we think you should take advantage of it whenever possible.

You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, LinkedIn profile or website.

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