Conversation with a UX Design Professor – Laura Lovell Anderson From UAL LCC

My first question is what do you feel is the role of accessibility in UX design? in terms for inclusivity for different age groups? Are they easily usable by all?

I think in in this question it would help to understand what you’re considering as accessibility or what factors of accessibility. Accessibility means easier to be used by all groups, the question we need to ask is can a product or service be used by everybody? It often has a target user audience where we know that we can’t necessarily make something absolute for every person on earth to to be able to use because we all have different abilities, lived, experiences, ways of knowing and making sense of the world around us. Are we talking about accessibility or the role of universal design and user experience? So that may be something to consider as you kind of pursue this, setting a standard for a minimum threshold of usability and feasibility to within a digital or physical product, object service environment, etc.

The term user experience design was only coined in 1993 by Don Norman from Apple, about 30 years of user experience design and what that means, it was cultivated in tech. So looking at the principles of what what creates a user experience, what are the factors or the elements, and how do we go about designing that so inherently. We want to start from a place of inquiry, so it’s an inquiry led approach where as designers are researchers, we need to move beyond our individual opinions, assumptions, personal experiences and follow a human centred design practise that allows the people for whom we seek to serve through our design allow them to to guide us and help us uncover insights.

I think as a discipline for being a relatively young discipline, again getting its foundation in the early 90s has come a long way in terms of building out a truly interdisciplinary space that you know is grounded in industrial design at its core. We know that starting from from Apple and and Don Norman. So having that industrial design sort of foundation.

Do they facilitate groups such as senior citizens, illiterate and those who are new to this tech? What do you feel about the 55+ age range?

What a senior citizen’s experience may be with an app or web page. It it depends on a variety of design decisions and factors. Who was it made for? Was it made for people who are novice and don’t have previous experience or is it made for people who already understand these systems and interfaces? Or does it cater to a range of users?

You know the demographic of 55 as a senior, it’s kind of had a really interesting point. When we look at when the advent of the Internet came about and some of these technologies where at 55, I don’t know if it’s a foreign a practise as it might have been even 10 years ago. There are so many components in our everyday life that required the use of mobile. Apps, phones and and technologies, for example, travel for London TfL underground. It’s kind of changed the the demographic in terms of seeing your citizens even pre pandemic. What they’re comfort and ability might have been an understanding intuitively how to use these apps or you know having the creative confidence to make mistakes, figure it out and know that in a lot of apps you can kind of start over or go back or try something. Again many apps.

How do you feel about Facebook’s interface? As that is an app frequented by this age range. How can we make User Experience better for this group?

In Facebook I the distinction being Facebook for mobile app users versus Facebook Web page users. I think that’s an important distinction because they are somewhat different. And so Facebook being a mobile platform, an accessible via app. The questions one might ask: But I think if you can really focus your attention, you know, are there, you know, how are these senior citizens in India using it? Are they using it to stay connected with their friends? Are they? are these folks who are still actively in the workplace? Are these, you know, senior citizens who are? Maybe we’re tired? Are they active but retired, or are they active and somewhat isolated? Are they using this as a primary source of socialising? Is it where they get their news and information? Where you can focus in terms of understanding, accessibility, inclusivity.

You know target audience in a situational context for specific purpose and really let them tell you what they need. I can, you know, point to the guidance of frameworks and things that based on the insights that you’ll get. To see this focused on a specific need. For example, one case study that we look at in the BA user experience design programme here is on, you know, the NHS, the UK NHS site, how it’s it follows web accessibility guidelines, it has clear navigation tools.

Unit 3: Further Intervention Design?

I tested my first intervention with one of the audience members from my target group which is adults aged 55+, the first intervention was just based around getting intial thoughts of the user about normal everyday interfaces that one might stumble upon, picked from the mobile apps used by the stats which show the type of apps used by adults aged 55+

While this intervention did give me some insights into the type of interfaces that might be preferred by this audience group as I asked them to give me an explanation about why they prefer one over the other, it also made me realise that it doesnt specifically point out the issues of these interfaces and might have, thus I decided to try another set up, which made users choose the same type of design in different layouts.

With this type of interface, there might be issues, as the person might just end up choosing the one which looks easier, rather than the one that might be better functionality wise. As the project progressed I have now decided to look at these from another perspective, which was via using principles of Art in design. Each question of the intervention tackles one of the principles of art, namely as Balance, Proportion, Contrast, Emphasis, Unity, Movement, & Harmony.

Unit 3: More places of convergence.

As I started to look more into places where I could see more divergence of art and UX design I started looking at literature such as books.

“Universal Principles of Design” by William Lidwell, Kritina Holden, and Jill Butler: This book covers 125 design principles, including many that apply to both art and UI design. It explores concepts such as balance, contrast, harmony, and proportion, offering practical examples and applications in different design fields. The books explains 5 questions and answers them with the help of different design and art concepts. The 2 questions which jumped out to me most where I coukd find some convergence surrounding my research question where, 1. How can I enchance the usability of a design? and 2. How can I make people learn from a design?

How can I enchance the usability of a design?

80/20 Rule – All elements in a design are not created equaL Use the 80/20 rule to assess the value of elements, target areas for redesign and optimization, and focus resources efficiently.

Consistency – According to the principle of consistency, systems are more usable and learnable
when similar parts are expressed in similar ways. Consistency enables people to efficiently transfer knowledge to new contexts, learn new things quickly, and focus attention on the relevant aspects of a task.

Fibonacci Sequence – A Fibonacci sequence is a sequence of numbers. Patterns exhibiting the sequence are commonly found in natural forms, such as the petals of flowers, spirals of galaxies, and bones in the human hand. Patterns based on the Fibonacci sequence are intrinsically aesthetic and, therefore, worthy of consideration in design.

Golden Ratio – The golden ratio is found throughout nature, art, and architecture. Such as in Pinecones, seashells, and the human body, used by Piet Mondrian and Leonardo da Vinci. It results in a more fundamental, subconscious aesthetic preference.

How can I make people from a design?

Advance Organizer – An instructional technique that helps people understand new information ill terms of what they already know. Advance organizers are brief chunks of information- spoken, written, or lIlustratedpresented prior to new material to help facilitate learning and understanding.

Chunking – A technique of combining many units of information into a limited number of units or chunks, so that the information is easier to process and remember. By breaking a 10 word list into multiple, smaller chunks, results in recall performance that is essentially equivalent to the single list of five words.

Mental Model – People understand and interact with systems and environments based on mental representations developed from experience. Design with people’s interaction models in mind.

Unit 3: Something a little new?

As I started to more about the direction that I wanted to take this project in, I started to think about more areas that I could connect my research with, as I thought about UX design and design in general I started thinking about Art. As there are several topics where art and UX design converge, the idea which came to mind where bringing the two topics together landed on the principles of art, and how they can be used when it comes to designing interfaces. Applying principles of art in UX design can greatly enhance the user experience by making interfaces visually appealing, engaging, and easy to use. 

  1. Balance: Balance refers to the distribution of visual weight in a design. A balanced interface creates a sense of stability and harmony, making it easier for users to navigate and understand the content.
  2. Proportion: Proportion deals with the relationship between different elements in a design. In UX, proportion can be used to emphasize important elements and create hierarchy. By giving proper visual weight to key elements such as headings or call-to-action buttons, designers can guide users’ attention and help them focus on the most important aspects of an interface.
  3. Contrast: Contrast involves using differences in color, size, shape, or other visual attributes to create visual interest and make elements stand out. In UX design, contrast can be employed to highlight important information, such as clickable buttons or error messages, by making them visually distinct from the rest of the interface. This helps users quickly identify interactive elements and improves usability.
  4. Emphasis: Emphasis is about drawing attention to specific elements or areas in a design. In UX, emphasis can be used to guide users through a flow or to highlight key features. By employing techniques like color, size, or whitespace, designers can direct users’ attention to important information and help them understand the structure of the interface.
  5. Unity: Unity refers to the coherence and consistency of a design. In UX, achieving unity involves creating a consistent visual language throughout the interface. This can be accomplished through the use of consistent typography, colors, icons, and other design elements. A unified design helps users feel comfortable and confident in navigating the interface, as they can easily recognize familiar patterns.
  6. Movement: Movement refers to the visual flow and dynamic aspects of a design. In UX, movement can be applied through animation and transitions to provide feedback, guide users’ attention, or indicate changes in state. Thoughtful and purposeful use of movement can enhance the overall user experience and make interactions feel more natural and intuitive.
  7. Harmony: Harmony is the overall sense of cohesion and visual agreement in a design. In UX, harmony can be achieved by ensuring that all design elements work together in a cohesive and coherent manner. This includes maintaining a consistent visual style, aligning elements properly, and creating a balanced composition. A harmonious interface creates a pleasant and enjoyable experience for users.

The above shown activity is an activity I personally had done as a student of visual design in my bachelors. This Idea led me think of an activity where I can get people involved and understand more abut the way that people view this principles of design and maybe use it in context with UX design elements, and almost make a game with a collage of elements. .