FUNDAMENTALS OF USER INTERFACE
USER EXPERIENCE AND
ERGONOMICS
1. What is User
Experience?
User Experience (UX)
refers to the overall experience, feelings and perceptions of a user while
interacting with a product, service, system or environment.
A designer should not
think only about how a product looks. The designer must also consider:
- Is it easy to use?
- Is it comfortable?
- Can the user understand how to use
it?
- Does it solve the user's problem?
- Is it safe?
- Does the user enjoy using it?
- Does it meet the user's actual needs?
Therefore:
Good design focuses not
only on the product but also on the experience of the person using the product.
2. Understanding UX
Through an Example
Consider two school bags.
Bag A
looks very attractive but:
- has uncomfortable straps,
- is difficult to open,
- has poorly arranged compartments,
- becomes painful to carry.
Bag B
has a simple appearance but:
- distributes weight comfortably,
- has padded adjustable straps,
- provides easy access to books,
- has separate compartments,
- is easy to carry.
Although Bag A may be
visually more attractive, Bag B may provide a better user experience.
This demonstrates an
important principle:
Appearance is only one
part of design. The way a user experiences the product is equally important.
3. Important Elements of
User Experience
A good user experience
usually considers several factors.
Usability
Usability
refers to how easily and effectively a user can use a product.
For example, the buttons
of a school app should be easy to locate and understand.
Accessibility
A design should, where
possible, be usable by people with different abilities and requirements.
For example, readable
text, sufficient contrast and clearly understandable controls can improve
accessibility.
Functionality
The product should
perform the function for which it was designed.
A beautiful water bottle
that leaks fails its basic function.
Comfort
A product that comes into
physical contact with the user should be comfortable to use.
For example, a chair
should support an appropriate sitting posture.
Safety
The design should
minimise avoidable risks to the user.
For example, a children's
product should avoid unnecessarily sharp edges.
Convenience
The product should make
the user's task easier rather than unnecessarily complicated.
Emotional
Experience
Products can also produce
emotional responses.
A user may experience:
satisfaction, confidence,
pleasure, frustration, confusion or irritation.
Designers therefore
consider both functional and emotional experiences.
4. User-Centred Design
User-centred design
is an approach in which the needs, abilities, limitations and experiences of
users are considered throughout the design process.
Instead of saying:
"I think this
product is good."
a designer asks:
"Does the user find
this product useful, comfortable and easy to use?"
This is why empathy
is important in Design Thinking.
The designer needs to
understand the problem from the user's point of view.
5. Understanding the User
Before designing, a
designer may investigate:
Who is the user?
What does the user need?
What difficulties does
the user currently face?
Where will the product be
used?
How often will it be
used?
What are the user's
physical capabilities and limitations?
How does the user
currently perform the task?
What does the user like
or dislike about existing solutions?
These questions help the
designer avoid designing purely on assumptions.
6. User Research
User research
is the process of gathering information about users, their needs, behaviour and
experiences.
Common methods include:
Observation
Watching users perform
activities in their natural environment.
Interviews
Talking directly to users
about their needs and problems.
Questionnaires/Surveys
Collecting responses from
a larger group of users.
User Testing
Allowing users to
interact with a prototype and observing what happens.
The
objective is to identify the difference between:
What the designer assumes
users need?
and
What users actually need
and experience?
7. What is Ergonomics?
Ergonomics is the study
of designing products, systems and environments to suit the physical and
cognitive capabilities, needs and limitations of people.
In simple words:
Ergonomics means
designing things to fit people rather than forcing people to fit the design.
Ergonomics is
particularly important when people interact physically with products for long
periods.
Examples include:
chairs, desks, keyboards,
tools, bags, footwear, vehicles, mobile devices and workspaces.
8. Why is Ergonomics
Important?
An ergonomically designed
product can contribute to:
Comfort
– the product feels comfortable during use.
Safety
– unnecessary physical risks are reduced.
Efficiency
– tasks can be performed more effectively.
Ease of use
– interaction requires less unnecessary effort.
Reduced fatigue
– appropriate design can reduce physical strain.
Better user experience
– users are generally more satisfied with products that suit their needs and
capabilities.
9. Anthropometry and
Ergonomics
A very important concept
related to ergonomics is anthropometry.
Anthropometry is the
measurement of human body dimensions.
Examples include:
- height
- arm length
- hand size
- shoulder width
- sitting height
- leg length
- reach
Designers use such
measurements when determining the dimensions of products and spaces.
Example: Designing a
Chair
A designer needs to
consider:
seat height,
seat depth,
back support,
width,
armrest position,
and the user's body
dimensions.
A chair designed without
considering human measurements may be uncomfortable even if it looks
attractive.
10. One Size Does Not Fit
Everyone
Human beings have
different:
heights, weights, body
proportions, ages, abilities and physical requirements.
Therefore, designing only
for one person's measurements may create problems for other users.
One useful solution is adjustability.
Examples:
Adjustable office chair
→ different users can change its height.
Adjustable school-bag
straps → users can change strap length.
Adjustable car seat
→ users can modify seat position.
Adjustable monitor
→ users can alter viewing height or angle.
Adjustability helps a
design accommodate a wider range of users.
11. Physical Ergonomics
Physical ergonomics
deals with the relationship between the human body and physical products or
environments.
It considers factors such
as:
posture, movement, reach,
grip, force, repetition, body dimensions and physical comfort.
Example
When designing scissors,
the designer should consider:
How does the hand hold
them?
Are the finger openings
comfortable?
How much force is
required?
Can both right- and
left-handed users operate them?
Does prolonged use cause
discomfort?
12. Ergonomics in Everyday Products
School Bag
Consider:
- strap width
- padding
- adjustability
- weight distribution
- accessibility of compartments
- size of handles
- ease of opening
Pen
Consider:
- thickness
- grip
- weight
- surface texture
- pressure required
- comfort during long periods of
writing
Water Bottle
Consider:
- grip
- weight
- opening mechanism
- diameter
- ease of cleaning
- possibility of leakage
Mobile Phone
Consider:
- screen size
- button/icon size
- readability
- reach of controls
- weight
- grip
- ease of navigation
13. Ergonomics in
Workspace Design
Suppose a student spends
several hours working at a computer.
The designer should
consider the relationship between:
User → Chair → Desk →
Keyboard → Mouse → Monitor
For example:
The chair should provide
suitable support.
The desk should allow
comfortable working.
Frequently used objects
should be within convenient reach.
The monitor should be
positioned to support comfortable viewing.
The keyboard and mouse
should be positioned so that unnecessary strain is minimised.
Thus, ergonomics
considers the entire interaction between the user and the environment.
14. Posture
Posture
refers to the position in which a person holds their body while sitting,
standing or performing an activity.
Poorly designed products
or environments may encourage awkward postures.
For example:
A screen placed too low
may encourage repeated bending of the neck.
A table that is
unsuitable for the user may result in uncomfortable arm or shoulder positions.
Therefore, ergonomic
design aims to support comfortable and appropriate working postures.
15. Biomechanics / Grip
Products held in the hand
need careful ergonomic consideration.
Examples include:
pens,
toothbrushes,
tools,
bottles,
sports equipment,
kitchen utensils.
The designer may
consider:
size, shape, texture,
pressure, weight and possible slipping.
A handle that looks
stylish but is difficult to hold may provide poor ergonomics.
16. Comfort vs Function
A product needs to
perform its function, but functionality alone is not enough.
Consider a chair.
Its basic function is to
allow a person to sit.
But if the chair causes
discomfort after ten minutes, the design has not adequately considered the
user's experience.
Therefore:
Good Design = Function +
Usability + Comfort + Safety + User Needs
Relationship Between
UX and Ergonomics
UX and ergonomics are
closely related but are not exactly the same.
|
User
Experience (UX) |
Ergonomics |
|
Concerned with the user's overall
experience |
Concerned with fitting design to human
capabilities and limitations |
|
Includes
usability, emotions, ease and satisfaction |
Includes
posture, dimensions, reach, grip, comfort and cognitive demands |
|
Can apply strongly to digital and
physical products |
Especially important in
human-product/environment interaction |
|
Asks:
"What is the user's overall experience?" |
Asks:
"Does the design suit the user?" |
Simple example
Consider a mobile
application.
If users cannot
understand where to find the Submit button, that is primarily a usability/UX
issue.
If the controls are
extremely small and difficult to tap comfortably, human factors/ergonomic
considerations also become relevant.
The two areas often
overlap.
Example – Redesigning a School Chair
Suppose students complain
that classroom chairs become uncomfortable during long lessons.
Empathise
Observe how students sit
and ask about their experience.
Research
Study relevant body
dimensions, posture and existing chairs.
Define
Identify specific
problems rather than simply saying "the chair is uncomfortable."
Ideate
Develop several
alternatives for seat dimensions, back support, materials or other features.
Prototype
Build a model or mock-up.
Test
Allow students to use it
and collect feedback.
Iterate
Modify the prototype
according to evidence from testing.
This demonstrates how user
experience, ergonomics and Design Thinking work together.
The Fundamentals of UI/UX Design and Process
The process of UI/UX
design involves understanding user needs and structuring applications to be
both functional and visually appealing. User interface (UI) focuses on the
visual presentation, including colors, fonts, and layouts, while user
experience (UX) ensures the product is intuitive and solves real problems
effectively.
Designers begin by
conducting research through surveys and observations to identify target
audience preferences and common pain points. Next, they create wireframes and
organize information architecture to establish a logical layout and seamless
navigation flow.
Following structural
planning, visual design elements are applied to create a professional and
pleasant aesthetic using calming color schemes and clear typography.
Finally, usability
testing allows creators to gather critical feedback from real users, enabling
iterative improvements that transform a cluttered concept into a successful,
user-friendly application.
Activity:
Watch: https://www.youtube.com/watch?v=ODpB9-MCa5s
Ans the following based on above video:
- What
is the difference between UI (User Interface) and UX (User Experience)?
Give an example.
- Why
is it important for a designer to understand users before designing a
product or solution?
- Can
a product have an attractive UI but a poor UX? Explain with an example.
- What is a wireframe, and why is it created before developing the final design.
1. User-Centred Design
(UCD)
User-Centred Design is a
design approach in which the needs, problems, abilities and experiences of
users are kept at the centre of the entire design process.
Instead of designing
according to what the designer personally likes, the designer asks:
- Who will use the product?
- What does the user need?
- What problems does the user face?
- Is the solution easy and comfortable
to use?
- What does the user say after testing
it?
Example: While designing
a school website, students first understand what new students and parents need,
create a prototype, test it with them, collect feedback and improve the
website.
Easy definition:
User-Centred Design means designing with the user's needs and experience as the
main focus.
2. User Persona
A user persona is a fictional
but realistic profile of a typical target user, ideally based on user research.
It helps the designer
understand WHO they are designing for.
For example:
Name: Riya
Age: 16
Role: New Class XI student
Goal: Find important school information quickly
Needs: Timetable, notices, events, contact information
Pain Point: Finds complicated websites difficult to navigate
Technology: Mainly uses a mobile phone
Now, while designing,
students can ask:
“Will Riya be able to
find the timetable easily?”
So a persona prevents
designers from designing only according to their own preferences.
Easy definition: A user
persona is a representation of a typical user showing their goals, needs,
behaviour and problems.
3. Storyboard
A storyboard is a sequence
of drawings or frames showing how a user experiences a situation or interacts
with a product or solution over time.
It is similar to a comic
strip.
For example, for the school website:
Frame
1: Riya joins a new school.
↓
Frame 2: She wants to find her Class XI timetable.
↓
Frame 3: She opens the school website on her phone.
↓
Frame 4: She selects Student Corner.
↓
Frame 5: She selects Timetable.
↓
Frame 6: She finds and downloads her timetable.
The storyboard helps the
designer visualise the user's experience step by step and identify where the
user might face difficulties.
Easy definition: A
storyboard is a visual sequence showing the user's experience with a problem,
product or solution.
Remember the difference
|
Concept |
Main
Question |
|
User-Centred Design |
HOW should we design? → Keep the user
at the centre |
|
User
Persona |
WHO
are we designing for? |
|
Storyboard |
HOW does the user's experience unfold
step by step? |
Point to remember:
UCD → Approach
Persona → User
Storyboard → User's experience in sequence
Assignment:
- What is User Experience? Explain with
an example.
- What is ergonomics and why is it
important in design?
- Differentiate between User Experience
and ergonomics.
- What is anthropometry? How does it
help a designer?
- Explain physical ergonomics with
suitable examples.
- What is cognitive ergonomics? Give an
example.
- Why should designers consider
different body dimensions while designing products?
- Explain the role of ergonomics in
designing a school chair or school bag.
- How are usability and ergonomics
related to good user experience?
- Explain how the Design Thinking
process can be used to improve the ergonomic design of an everyday
product.
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