UX Design - Lectures
21.4.2025 - 23.6.2025 (Week 1 - Week 10)
Chong Hui Yi / 0363195
UX Design / BDCM
Lecturers
Chong Hui Yi / 0363195
UX Design / BDCM
Lecturers
LECTURES
Week 1:
Introduction to UI-UX
- UX = User Experience → How it works
- UI = User Interface → How it looks
- UX is a process, UI is a deliverable
- Good UX comes first, then UI
- A product needs both to succeed
- "UX without UI is like a skeleton; UI without UX is just decoration."
UI vs UX vs CX
UI (User Interface)
- Visual design: colours, buttons, icons, layout
- Guides users through screens
- Makes the product look good and interactive
UX (User Experience)
- User feelings and satisfaction
- How easy and enjoyable it is to use
- Includes research, usability, testing
CX (Customer Experience)
- Full journey with the brand (online + offline)
- Includes customer service, social media, in-store
- Goal: happy customers = brand loyalty and more revenue
User-Centred Design (UCD)
- Put users at the centre
- Involve users from the start to the end
- Focus on usability: easy, useful, clear
- 4 Phases:
- Understand users
- Design solutions
- Test with users
- Improve based on feedback
UI-UX Skillsets & Trends
UI Designer
- Focus: Look and feel
- Skills: branding, layout, responsive design, animation
- Works with developers + UX team
UX Designer
- Focus: Usability and function
- Skills: user research, wireframing, testing, strategy
- Looks at both online & offline experiences
Good vs Bad UX Design
- Good design is invisible, bad design is frustrating.
- Example: Norman Doors – look like you should push, but you need to pull.
- Bad UX = Confusing / Misleading / Needs extra instructions
- Good UX = Intuitive / Clear / Predictable
Characteristics of Good UX Design (4Es)
Usable
- Easy to use and understand
- Clear actions and feedback
- Example: Ride-hailing app with easy destination input
Equitable
- Inclusive for all users (age, race, ability, etc.)
- Example: Emojis with skin tones, accessible UI
Enjoyable
- Makes user happy
- Inspires and delights
- Example: Music app recommends songs you like
Useful
- Solves real user problems
- Adds value
- Example: Map app suggests faster routes automatically
Week 2:
User Profiling
Classifies users into:
- Primary: direct users
- Secondary: occasional or indirect users
- Tertiary: those affected by or making decisions about the system
# Understanding users’ backgrounds helps predict their expectations and behaviour.
Week 3:
User Journey Map
# A user journey map is a visual representation of the steps a user takes to achieve a goal.
Key Components:
- Actor
- A specific user or persona (e.g. a university student).
- Each journey map focuses on one actor’s experience.
- Scenario & Expectations
- A situation that reflects the user’s goal or need.
- Can be based on existing products or future concepts.
- Journey Phases
- High-level stages of the user’s experience (e.g. Discover → Try → Buy → Use).
- Vary by scenario (e.g. e-commerce vs. B2B).
- Actions, Thoughts, Emotions
- Actions: Key user behaviours during each phase (not every micro-step)
- Mindsets: What the user is thinking, feeling, or wondering.
- Emotions: Mapped across the journey, showing emotional highs and lows.
- Opportunities
- Insights into what can be improved, who is responsible, and how to measure success.
Approaches:
- Research-First Approach
- Conduct in-depth user research first (takes 3–12 weeks).
- Best for comprehensive understanding.
- Hypothesis-First Approach
- Internal workshop creates a draft map based on assumptions.
- Later validated through real user research.
- Quick-Fire Approach
- 60–90-minute working session for urgent issues.
- Useful when problem is well-known and needs fast visualisation.
Week 5:
# How might we (HMW): A question that helps us explore ideas or potential solutions for the problem we need to solve.
# A good “How might we...” statement sparks imagination and users teams into ideation.
# A good “How might we...” statement sparks imagination and users teams into ideation.
# “Crazy 8” is a fast brainstorming method where you sketch 8 ideas in 8 minutes, focusing on quantity over quality.
Week 6:
Week 10:
Usability Testing
- What: When you solicit feedback, about the prototypes you have created, from your users
- Why: To refine prototypes and solutions
- How: Show, don’t tell
Characteristics of Usability Testing:
- Clear goals and concerns
- Real users participate
- Realistic tasks
- Observation & recording
- Data analysis & design changes
Steps for Conducting Usability/User Testing:
- Defining Usability Goals and Concerns: effectiveness, efficiency, satisfaction, learnability, safety, memorability, utility.
- Deciding who are your participants: Refer to user profile and user persona
- Identifying Scenarios and Tasks:
- Focus on key concerns
- Target possible usability issues
- Use real user goals and actions
- Base on your experience and context - Deciding how to measure Usability
- Running the usability test
- Analysing data and usability result
- Disseminating usability results and design recommendations to the product development team
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