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AuthorDario Calonaci

Think about UIs using design thinking principles from an award winning graphic designer Key Features ● Practical knowledge of visual design basics and typography. ● Understand the modern UI to kick-start your career with UI designs. ● Introduces you to explore UI designs for e-commerce web applications. Description From the initial introduction about the meaning behind interfaces to the technical skills of thinking and designing a modern UI, this book will guide you on designing the UI of a screen for a real-world application, infused with the newly learned knowledge with the Figma tool. You will be able to explore and practice visual design concepts, namely, color, contrast, balance, consistency, alignments, negative space, how to approach visual impairments, and many more. You will be able to learn about one of the most critical elements of how to think about a UI for which you will explore concepts such as memory, vision, processing of info and objects, models of thinking, and more. Furthermore, you will explore the Figma tool and a live practical example of how to design a UI for an e-commerce graphic application, including its shopping cart page and adding a payment method screen. What you will learn ● Get familiar with the basic visual design concepts. ● Understand the fundamentals of the User Interface and User Interaction. ● An overview of Search Results, Font Psychology, and Typography. ● Learn to work with some common interface elements. ● Understand how real-time collaborative editing works in the Figma UI design tool. Who this book is for This book is literally for everyone! You should only be loaded with plenty of curiosity. No previous knowledge of the field is required. Table of Contents 1. Definition of the User Interface 2. The Web and Graphic User Interfaces 3. Explanation to Typography 4. Visual Design Basics 5. Thinking About User Interaction 6. Usability 7. Know Your Habits 8. Interfaces’ Elements 9. Foreword to an E-commerce 10. A Small Introdu

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【One-Line Pitch】 A practical, beginner-friendly guide to thinking about and designing modern user interfaces, blending visual design fundamentals, psychology, usability principles, and hands-on Figma practice through a real e-commerce project. Ideal for curious newcomers and self-taught designers who want a structured yet accessible entry into UI design. 【Book Arc】 - **Opening (~0%–8%)**: Introduces the meaning of interfaces, why they matter in daily life, and sets the stage with a brief history of graphical user interfaces—from early computing milestones like magnetic core memory and the floppy disk to the birth of the Macintosh and Windows. This stage frames UI design as both a technical and human-centered discipline. - **Early (~8%–20%)**: Traces the evolution of GUIs through key moments—Xerox PARC, Apple’s Lisa and Macintosh, Susan Kare’s icon work, NEXTSTEP’s Interface Builder—and draws lessons from history, such as starting small, combining ideas, and respecting the web’s open origins. This section builds context for why modern interfaces look and behave the way they do. - **Early (~20%–32%)**: Moves into visual design fundamentals: color models (RGB vs. RYB), contrast ratios for accessibility, and Gestalt principles like similarity, proximity, continuity, and unity. The focus is on training your eye and brain to recognize good versus bad visuals, with practical guidance on creating coherent, readable layouts. - **Middle (~32%–44%)**: Shifts to user interaction and usability—how perception works (the brain processes images upside-down and fills gaps), the role of conventions and innovation (e.g., a novel button interaction that became a standard), and strategies like personalization, filters, and social proof to keep users engaged and reduce friction. - **Middle (~44%–52%)**: Covers practical design thinking tools: user personas (goal-driven, role-based, engaging, fictional), breaking goals into manageable steps, and testing methods like blur testing and keystroke-level modeling (Fitts’ Law and Hick’s Law). This stage prepares you to design with real users in mind and validate your choices. - **Late (~52%–end)**: The excerpts taper off before the e-commerce walkthrough and Figma tutorials, but the table of contents indicates the book concludes with interface elements, an e-commerce foreword, and a practical introduction to using Figma for a real-world project, including shopping cart and payment screens. 【Key Takeaways】 - **Interfaces are everywhere and worth studying** (Opening): Even if you’re not a designer, understanding what makes a UI good helps you collaborate and improve products. The book frames this as essential knowledge for anyone in tech. - **History informs modern design** (Early): From the floppy disk to the Macintosh, past limitations and innovations—like the mouse and hypertext—show that great ideas often come from combining unrelated concepts. Start small, then refine and beautify. - **Color and contrast are accessibility tools** (Early): RGB is additive (screens), RYB is subtractive (reflected light), and contrast ratios of 4:1 or 5:1 (3:1 for large text) ensure content is usable by people with vision deficiencies. Use free online checkers to verify. - **Gestalt principles shape perception** (Early): Similarity, proximity, continuity, and unity guide how users group and interpret visual elements. Designing with these in mind creates layouts that feel coherent and intuitive, not random. - **Vision is perception, not mechanical capture** (Middle): The brain processes images upside-down, fills gaps, and relies on past experiences. This means users “see” what they expect, so conventions matter—but meaningful innovation can still win them over. - **Personalization reduces friction** (Middle): Allow users to customize brightness, fonts, and filters (e.g., submenus for villas vs. lofts) to match their needs. This makes experiences feel meaningful and keeps users in control, boosting satisfaction. - **User personas ground design decisions** (Middle): Build 2–5 fictional personas based on real behaviors to ask human-centered questions like “What would Andrea do?” This adds empathy and focus that pure logic and data miss. - **Testing methods validate usability** (Middle): Blur testing reveals structural flow, while keystroke-level modeling (Fitts’ Law: bigger, closer targets; Hick’s Law: fewer choices) saves time on repeated actions. Small efficiency gains add up to days saved. 【Reading Tips】 - **Skim the history chapters (~8%–20%)** if you’re eager to design: the key takeaway is that innovation comes from combining ideas, not memorizing dates. Deep-read the sections on Susan Kare and NEXTSTEP for inspiration on icon and interface design. - **Slow down on the visual design chapters (~20%–32%)**: Color models, contrast ratios, and Gestalt principles are foundational. Practice by analyzing a few websites or apps you use daily—identify which principles they follow or break. - **Pay extra attention to the usability and personas sections (~44%–52%)**: These are the most actionable for real projects. Try creating one persona and running a blur test on a simple interface to see the concepts in action. - **Skip the MCQ and keyword sections** if you’re reading for practical skills; they’re useful for revision but not essential for understanding the core ideas. - **Expect the Figma and e-commerce content late in the book**: The excerpts don’t cover the hands-on tutorial, so if that’s your main goal, be prepared to read through the theory first—it’s designed to inform the practical work. 【Coverage Limits】 This guide covers the book’s theoretical and conceptual content through the usability and testing chapters (~52%). The excerpts do not include the later sections on interface elements, the e-commerce walkthrough, or Figma-specific tutorials, so those are not summarized here.
Excerpt 1
the User Interface 2. The Web and Graphic User Interfaces 3. Explanation to Typography 4. Visual Design Basics 5. Thinking About User Interaction 6. Usabilit...
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Excerpt 2
in 1990, Bill Gates decided to hire Susan Kare nonetheless! Other OS came and went through the years, almost every one of them from now on supporting Graphic...
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Excerpt 3
yes usually follow a line and revert it to its simpler form. If it consists of various connection points or angled lines, your eyes and brain will follow it...
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Excerpt 4
ame, or you may want to help them with their finances—needs are numerous, as are solutions. But are there more ways to help your user keep track of the scope...
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Excerpt 5
essibility of past behaviour. The British journal of social Introduction This chapter is dedicated to one of the core concepts of every interface: usability....
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Excerpt 6
ed by others (if you change your mind later, you can simply select one draft file and drag and drop it to the team area; the opposite stands true as well. Yo...
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Excerpt 7
n your images a little (after all we’re using it in a 60-px square, so no need for a 4k HDR and bring them to your Figma area, as we did before for the icons...
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Excerpt 8
y detailed. cognitive load 89 complex figures 87 filters 83 graphic customization 88 interface, designing 73 interfaces 71 memory 85 multitasking ability 82...
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UI设计用户体验设计思维
ISBN: 9389898749
Publisher: BPB Publications
Publish Year: 2021
Language: English
Pages: 230
File Format: PDF
File Size: 5.0 MB
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