#4 UX / Usability (en)
Cours de Julie Chaumard
Objective : be able to design an interface based on User Experience Design (UXD) and usability principles.
Lesson 1: Introduction to UX Design
Learning Objectives:
- Understand what UX Design is and why it matters in web applications.
- Identify real user needs through UX research methods.
Content:
- Definition of UX Design
- Difference between UX and UI
- User research methods (interviews, surveys, observation)
- Creating personas
- Introduction to user journeys
Activity:
- Case study: analyze an existing website + create two personas and a user journey
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 â itâs 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 â itâs 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. Iâve just browsed a feed of recent news curated by Flipboard.
Itâs 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 â short articles, constant notifications, homepage refreshes â 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 doesnât force these behaviors, but its design makes this kind of reading experience possible.
Where does the word âUXâ 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.
Itâs not just about completing tasks â it also includes emotions, context, and hesitation.
Experience isnât a step-by-step technical process.
Itâs holistic, subjective, and personal.
UX laws are based on Psychology
https://lawsofux.com/selective-attention/
The Different Sides of Experience Design
Three Aspects to Balance
Good design takes into account:
- Function: Does it work well?
- Meaning: Does it make sense to people?
- Economy: Is it realistic to produce, distribute, and use?
In the digital world, design can change and evolve easily. Users can even adapt the tool to their own needs.
Thatâs 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:
- User research
- Interviews
- Persona creation
- User journey mapping
- Wireframes and prototypes
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 donât 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 âWhat do you want?â, we try to understand situations, problems, and habits.
This means truly listening and observing carefully.
Empathy is not about feeling sorry for someone â itâs about seeing things from their point of view.
User Research Methods
Quantitative vs Qualitative
- Quantitative: gives a big-picture view (e.g., surveys, statistics)
- Qualitative: helps understand details and motivations (e.g., interviews, observation)
Both are useful at different stages of the project.
Participant Observation
We spend time with users, watch what they do, and take notes â even about things they donât 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:
- Look: What does it look like? (e.g., wireframes, sketches)
- Function: How does it work? (e.g., HTML/JS demo)
- Purpose: What is it for in real life? (e.g., simulation video, storyboard)
A good prototype is not final.
It should be easy to change.
It helps teams talk, test, and adjust â without getting too attached.
Evaluation
Two Ways to Evaluate:
- Analytical: done by an expert using specific criteria (fast, but sometimes far from real use)
- Empirical: done with users (usability testing, field studies, etc.)
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: Obamaâs 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:
- studied user needs
- created personas
- designed a clear site structure
- made interactive mockups
- tested with real users
- improved at every step
The website allows users to:
- do a skin self-diagnosis
- get personalized advice
- rate and recommend products
- access a personal account with loyalty points, history, and preferences
This project shows how UX can build a full experience around a product â not just a nice interface.
In Summary
UX Design means:
- Understanding users in real-life situations
- Designing with empathy, starting from their needs
- Prototyping quickly, testing and improving
- Evaluating regularly, not just at the end
The goal is to create a smooth, satisfying, and user-centered experience.
UX doesnât guarantee success â but it greatly increases the chances of building something users truly like.
Lesson 2: Wireframing and Web Usability Principles
Learning Objectives:
- Apply usability principles (readability, consistency, visual hierarchyâŚ)
- Create a wireframe for a practical case
Content
- Nielsenâs 10 heuristics
- Usability and accessibility standards (WCAG, responsive designâŚ)
- Prototyping tools (paper, Figma, Whimsical, BalsamiqâŚ)
- Building a low-fidelity wireframe
Activity
- Design a wireframe for the homepage of a fictional mobile app, with explanation of ergonomic choices
Nielsenâs 10 Usability Heuristics (Simplified Version)
1. Visibility of System Status
Users should always know whatâs going on.
Example: A loading bar or a message like âYour order has been sent.â
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 âUndoâ button, or âBackâ and âCancelâ options.
4. Consistency and Standards
Things should always mean the same thing and behave the same way.
Example: A blue button = main action. It shouldnât mean âSendâ in one place and âCancelâ 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 â 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: âPassword too short â must be at least 8 charactersâ instead of just âError 404â.
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 â including people with disabilities.
4 main principles (easy to remember with the word POUR):
- P â Perceivable: Content must be visible or audible to all.
Example: Add alt text to images for screen readers.
- O â Operable: The interface must be easy to use.
Example: Everything should be doable with a keyboard, not just a mouse.
- U â Understandable: Content and navigation must be clear.
Example: Use simple language and logical menus.
- R â Robust: The site must work with all browsers and assistive technologies.
Example: Clean code that follows HTML standards.
2. Responsive Design
A website must adapt to all screen sizes (desktop, tablet, mobile).
Key principles:
- Use flexible layouts (Flexbox, Grid)
- Use sizes in % or relative units (em, rem, vh, vw)
- Test on different screen resolutions
- Make buttons and text easy to read and tap on mobile
3. Web Usability â Key Rules
Some basic standards to improve user experience for everyone:
- Readability: Use large enough font (at least 16px), good contrast (black on white, avoid light grey on white)
- Clear navigation: Visible menu, links that look like links
- Visual feedback: Buttons that change when clicked, clear messages after actions
- Visual hierarchy: Use headings, colors, spacing to guide the eye
- Accessible forms: Clear labels, helpful error messages, easy-to-fill fields
â Real Example
- Bad design: light grey text on white background, tiny buttons, no mobile version
- Good design: high contrast text, large buttons on mobile, images with descriptions, responsive site that adapts to smartphones
Web Usability & Accessibility
Area | Bad Practice | Good Practice |
---|---|---|
Readability | Light grey text on white background, very small font (12px) | High contrast text (black on white), easy-to-read font (16px or more) |
Navigation | Hidden or confusing menu, unclear links | Clear menu, always visible, recognizable links (underlined or colored) |
Responsive Design | Fixed layout at 1024px, hard to read on mobile | Adaptive layout (Flexbox, Grid), buttons and text adjusted for screens |
Images | No descriptions, decorative icons with no explanation | Alt text for every important image |
Forms | Fields without labels, error messages in code | Clear labels, helpful error messages (âPassword too shortâ) |
Feedback | Button doesnât change when clicked | Button changes color, clear confirmation message |
Keyboard Accessibility | Navigation only with a mouse | Can navigate with keyboard (tab key, shortcuts) |
Structure | Big block of text without headings | Visual hierarchy: headings (H1, H2âŚ), short paragraphs, bullet points |
Understanding | Complicated text, technical jargon | Simple language, clear instructions, real examples |
Compatibility | Works only in latest version of Chrome | Standard-compliant code (HTML5/WCAG), works in all browsers |
The WCAG (Web Content Accessibility Guidelines) are organized into 3 levels:
- A (basic): The website is usable in a basic way by people with disabilities.
- AA (intermediate, recommended): The site meets a good level of accessibility for most users.
- AAA (advanced, ideal but hard to reach everywhere): Maximum accessibility, including very specific cases.
Here are some example rules for each level:
WCAG Rule Examples
Level | Example Rules | Simple Explanation |
---|---|---|
A (basic) | - Provide alt text for images. - Donât 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:
- Level A: An image of the âCartâ button has the alt attribute: alt="Add to cart".
- Level AA: The text âAdd to cartâ has good contrast and the demo video has subtitles.
- Level AAA: The video also includes sign language, and the website offers a high-contrast mode.
đ¨ Moockup tools : Figma vs Penpot
Criteria | Figma | Penpot |
---|---|---|
License | Proprietary (freemium) | Open source (AGPL) |
Platform | Web + desktop (Win/Mac/Linux) + mobile (view only) | Web (hosted) or self-hosted on your own server |
Collaboration | Real-time (like Google Docs) | Also real-time, share via link |
Prototyping | Yes, advanced interactions | Yes, basic interactions (improving) |
Component libraries | Rich, many plugins | Yes, with styles and reusable components |
Plugins & integrations | Very large ecosystem (3rd party, API) | More limited (growing community) |
Ease of use | Very smooth interface, industry standard | Modern interface, similar to Figma, but less âpolishedâ |
Performance | Excellent (cloud optimized) | Decent, can be slower depending on hosting |
Target users | Pro designers, agencies, students, companies | Designers, teams who value open source and data control |
Price | Free (limited), paid plans (Pro/Enterprise) | 100% free and open (hosted on penpot.app or your own server) |
Agence digitale Parisweb.art
Tout savoir sur Julie, notre directrice de projets digitaux : https://www.linkedin.com/in/juliechaumard/