Week 1
Intro to Design
Why Design Matters
- Bad design can be confusing and even dangerous
- e.g., bug spray packaged like cooking oil
- e.g., Glen Cinema Disaster (fire alarm and exits poorly designed, led to deaths)
- Good design = intuitive, safe, usable
- Always ask: what purpose is this serving?
Core Principles
- Constraints — physical, logical, or cultural rules that guide use
- Affordances — clues that signal how something can be used
- Context — who is using it, where, and why
Design is creating something to serve a purpose.
Interfaces
- Interface = boundary where user and system exchange information
- Good vs bad design depends on context (task, user, motivation)
- Bad design is more noticeable than good design
- No “universally good” UI — design involves tradeoffs, best to focus on your most common user rather than pleasing everyone
UX and UI
UX (User Experience)
- Research, testing, planning
- Personas, user stories, journeys, usability testing, wireframes
- Prototyping is iterative and essential
- Goal: understand user behavior and motivations
UI (User Interface)
- How the user interacts with the product
- Focus on aesthetics: layout, typography, colour, branding, interaction design
Workflow
1. UX team: research, personas, testing, wireframes
2. UI team: apply branding, layout, typography, colours to wireframes
3. Developers: build the product from designs
HCI (Human–Computer Interaction)
- Academic research area
- Many UX/UI principles come from HCI
Design Thinking Framework
- Empathize — research and discovery
- Define — who are we designing for, what hurdles exist
- Ideate — brainstorming solutions
- Prototype — low-cost, small-scale example for quick feedback
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Test — improve and refine
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Not linear — can start at any stage depending on the project
- Iterative — rarely perfect on the first try
Case study: baby warmer incubator bags for premature babies → affordable alternative to traditional incubators
Project
- You will be “building” your own app during this course
- Think like a startup: design something valuable to end users
- Each lab feeds into the final project
Value Proposition
- Framework for clarifying your idea
- Write a problem statement and explain how your app solves it
- Must show clear benefits for users, not just “better/faster/cooler”
Validating Assumptions
- Don’t assume users want your solution — test it
- Validate both the problem and the demand
- Talk to real users, not just family and friends
- Methods: interviews, landing pages, competitor analysis, MVPs
- Goal: fail fast → save time and money if wrong
Entrepreneurship and Startups
- Entrepreneurship: pursuit of opportunity regardless of resources (Howard Stevenson)
- Startups: new ideas searching for business models
- Lean Startup (Eric Ries, 2011): hypothesis-driven experimentation and iterative releases
Agile Methodology
- Collaborative, adaptive, iterative project management
- Cross-functional teams, short cycles, transparency
- Embrace change, even late in process
- Deliver working product frequently
Agile vs UX Design
- Pain points: UX treated as less important, misaligned goals
- Solutions: multidisciplinary teams, feature-focused work, clear alignment between devs and designers
Tips
Do’s
- Think big, start small
- Test hypotheses, build MVPs
- Be willing to pivot/change
Don’ts
- Rely on “going viral”
- Assume no competition
- Confuse idea with company
- Focus only on being “cool”