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#4 UX / Usability (en)

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Cours de Julie Chaumard

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Objective : be able to design an interface based on User Experience Design (UXD) and usability principles.

Lesson 1: Introduction to UX Design

Learning Objectives:

Content:

Activity:


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https://ux-ui.fr/parcours-utilisateur-ux/

The Experience with Flipboard

The author describes using the Flipboard app as if reading a paper newspaper: pleasant, stress-free, and well-presented. Unlike other fast-paced news websites, Flipboard encourages users to slow down and take their time.

UX here is not just about the interface or gestures — it’s about the whole experience the user lives in that moment.

Sunday morning, I scroll through the headlines while drinking my coffee. I read an article, then move on to the next one. I flip the page and stop at a photo — it’s Long Street in Cape Town, a city I dream of visiting. I finish the article and my breakfast without spilling anything or getting ink on my fingers. I’ve just browsed a feed of recent news curated by Flipboard.
It’s a tablet app that gives a reading experience close to that of a printed newspaper.
While most news websites are built for real-time updates — short articles, constant notifications, homepage refreshes — Flipboard offers a more peaceful experience. Articles give space to reflect, images are highlighted, and flipping pages is easy and encourages discovery. This design invites you to sit back in a chair, take your time, and maybe share a photo or article with others. Flipboard doesn’t force these behaviors, but its design makes this kind of reading experience possible.

Where does the word “UX” come from?

The term UX (User Experience) was made popular in the 1990s by Don Norman, a former Apple designer.

He wanted to expand the idea of design to include the whole user experience, not just the interface or how easy it is to use.

Since then, UX has become central to how digital products are designed.

What is UX?

UX is everything the user feels when using a product:

How they handle it, how easily they understand it, whether it meets their needs, and how it fits into their life.

It’s not just about completing tasks — it also includes emotions, context, and hesitation.

Experience isn’t a step-by-step technical process.

It’s holistic, subjective, and personal.

UX laws are based on Psychology

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https://lawsofux.com/

https://lawsofux.com/selective-attention/

The Different Sides of Experience Design

Three Aspects to Balance

Good design takes into account:

In the digital world, design can change and evolve easily. Users can even adapt the tool to their own needs.

That’s why UX design must be flexible, adaptable, and easy to customize.

How is the user experience (UX) considered during the planning phase?

In professional environments, UX is often prioritized early.
UX designers conduct:

These deliverables are validated with stakeholders before any code is written. The goal is to reduce friction and maximize usability from day one.

Iterative Design

Test Multiple Times, Step by Step

You don’t find the best solution on the first try.

You need to test, observe, prototype, fix… and repeat.

With each loop, the product becomes better for the user.

This method works for both new products and improving existing websites.

Building Empathy

Empathy is one of the key qualities required for the job of a UX designer.

Understanding Real Needs

Instead of just asking “What do you want?”, we try to understand situations, problems, and habits.

This means truly listening and observing carefully.

Empathy is not about feeling sorry for someone — it’s about seeing things from their point of view.

User Research Methods

Quantitative vs Qualitative

Both are useful at different stages of the project.

Participant Observation

We spend time with users, watch what they do, and take notes — even about things they don’t say.

This helps reveal tricks, obstacles, or hidden needs.

Interviews

We talk with users to understand their daily life.

We ask semi-open questions, in their real environment.

This gives a clear and direct view of their expectations.

Sharing What We Learn

What we discover should be shared with the team (quotes, photos, diagrams, etc.).

Then, we can organize the insights using personas, scenarios, or storyboards (like mini-comics showing real usage situations).

Prototyping

Why create a prototype?

Prototypes help us test ideas quickly, explore different options, and improve the product.

We start wide (many ideas), then narrow down (keep the best ones).

3 Types of Prototypes:

A good prototype is not final.

It should be easy to change.

It helps teams talk, test, and adjust — without getting too attached.

Evaluation

Two Ways to Evaluate:

Both are useful and should be combined.

Evaluation must happen regularly throughout the project.

A/B Testing

You show two versions of a page to different users and see which one works better.

Very common on the web (for example: Obama’s campaign in 2008).

But it must be used carefully to avoid inconsistency or bad side effects.

Case Study: A Cosmetic E-commerce Website

A large company wanted to create a pleasant multi-brand cosmetics shopping site.

The UX agency:

The website allows users to:

This project shows how UX can build a full experience around a product — not just a nice interface.

In Summary

UX Design means:

The goal is to create a smooth, satisfying, and user-centered experience.

UX doesn’t guarantee success — but it greatly increases the chances of building something users truly like.

Lesson 2: Wireframing and Web Usability Principles

Learning Objectives:

Content

Activity

Nielsen’s 10 Usability Heuristics (Simplified Version)

1. Visibility of System Status

Users should always know what’s going on.
Example: A loading bar or a message like “Your order has been sent.”

2. Match Between System and the Real World

The system should use familiar words, icons, and ideas.
Example: A trash can icon for deleting, a shopping cart for purchases.

3. User Control and Freedom

Users should be able to go back and undo actions easily.
An “Undo” button, or “Back” and “Cancel” options.

4. Consistency and Standards

Things should always mean the same thing and behave the same way.
Example: A blue button = main action. It shouldn’t mean “Send” in one place and “Cancel” in another.

5. Error Prevention

The system should help avoid errors before they happen.
Example: A confirmation message before deleting an important file.

6. Recognition Rather Than Recall

Users should see what they can do — not have to remember it.
Example: A menu showing all available options, instead of expecting users to remember commands.

7. Flexibility and Efficiency of Use

The system should work well for beginners and power users.
Example: Keyboard shortcuts for experts, clear menus for new users.

8. Minimalist and Aesthetic Design

Less is more: no extra info that distracts or confuses.
Example: A clean and simple interface that goes straight to the point.

9. Help Users Recognize, Diagnose, and Recover from Errors

Error messages should be clear and help users fix the problem.
Example: “Password too short — must be at least 8 characters” instead of just “Error 404”.

10. Help and Documentation

Even a simple system should offer easy-to-find help.
Example: FAQ, help bubbles, or quick tutorials.

Usability and Accessibility Standards

1. WCAG (Web Content Accessibility Guidelines)

WCAG is a set of international rules to make the web accessible for everyone — including people with disabilities.

4 main principles (easy to remember with the word POUR):

2. Responsive Design

A website must adapt to all screen sizes (desktop, tablet, mobile).

Key principles:

3. Web Usability – Key Rules

Some basic standards to improve user experience for everyone:

✅ Real Example

Web Usability & Accessibility

AreaBad PracticeGood Practice
ReadabilityLight grey text on white background, very small font (12px)High contrast text (black on white), easy-to-read font (16px or more)
NavigationHidden or confusing menu, unclear linksClear menu, always visible, recognizable links (underlined or colored)
Responsive DesignFixed layout at 1024px, hard to read on mobileAdaptive layout (Flexbox, Grid), buttons and text adjusted for screens
ImagesNo descriptions, decorative icons with no explanationAlt text for every important image
FormsFields without labels, error messages in codeClear labels, helpful error messages (“Password too short”)
FeedbackButton doesn’t change when clickedButton changes color, clear confirmation message
Keyboard AccessibilityNavigation only with a mouseCan navigate with keyboard (tab key, shortcuts)
StructureBig block of text without headingsVisual hierarchy: headings (H1, H2…), short paragraphs, bullet points
UnderstandingComplicated text, technical jargonSimple language, clear instructions, real examples
CompatibilityWorks only in latest version of ChromeStandard-compliant code (HTML5/WCAG), works in all browsers

The WCAG (Web Content Accessibility Guidelines) are organized into 3 levels:

Here are some example rules for each level:

WCAG Rule Examples

LevelExample RulesSimple Explanation
A (basic)- Provide alt text for images.  - Don’t use color only to show information.  - Make all content keyboard accessible.A screen reader can describe the image. Color-blind users can understand the message. Users without a mouse can navigate.
AA (recommended)- Use sufficient contrast between text and background (at least 4.5:1).  - Add subtitles to videos.  - Keep clear and consistent navigation across the site.Text is readable for visually impaired users. Deaf users understand video content. The menu stays in the same place on every page.
AAA (optimal)- Even higher contrast (at least 7:1).  - Provide sign language for videos.  - Give summaries and definitions for difficult words.  - Let users customize the layout (spacing, fonts, etc.).Maximum readability. Deaf users have direct translation. Everyone can understand technical content. Users adjust the interface to their needs.

Concrete Example:

🎨 Moockup tools : Figma vs Penpot

CriteriaFigmaPenpot
LicenseProprietary (freemium)Open source (AGPL)
PlatformWeb + desktop (Win/Mac/Linux) + mobile (view only)Web (hosted) or self-hosted on your own server
CollaborationReal-time (like Google Docs)Also real-time, share via link
PrototypingYes, advanced interactionsYes, basic interactions (improving)
Component librariesRich, many pluginsYes, with styles and reusable components
Plugins & integrationsVery large ecosystem (3rd party, API)More limited (growing community)
Ease of useVery smooth interface, industry standardModern interface, similar to Figma, but less “polished”
PerformanceExcellent (cloud optimized)Decent, can be slower depending on hosting
Target usersPro designers, agencies, students, companiesDesigners, teams who value open source and data control
PriceFree (limited), paid plans (Pro/Enterprise)100% free and open (hosted on penpot.app or your own server)

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Agence digitale Parisweb.art
Tout savoir sur Julie, notre directrice de projets digitaux : https://www.linkedin.com/in/juliechaumard/