The terms UX and UI are often used interchangeably. This video clarifies and defines them.
- [Instructor] What is UX, and what is UI? UX stands for user experience, also referred to as user experience design. It's the overarching design of a system that affects whether a user of that system has a good or bad experience. For example, when you visit a retail establishment, everything you see, smell, touch, and hear while you're there is all part of the user experience design. User experience crosses nearly every field, from retail to architecture to what most people today think of when they hear UX, the Internet and applications.
UI, which is often confused with UX, stands for user interface. It's also called user interface design. It's a more specific reference than UX. It means the interface, such as in software on your phone or the physical buttons you press to unlock a touch-code door. It's important to note that often UX and UI are interchanged or often used together to mean anything from the design and placement of buttons on an elevator to wayfinding designs in train stations and airports.
In this course, we'll focus primarily on UI, but not at the exclusion of UX. That is to say, our instructional materials will have a solid user interface to support our overall user experience. For the sake of consistency, we will simply refer to UX and UI as the more commonly used term UX. So how does UX relate to instructional systems design? Instructional designers make a great effort to understand the target audience of learners, and that audience often varies greatly or is vague or unknown.
That can make it difficult to focus a course based on any particular subgroup of learners. However, no matter who the learner is, one thing is constant. A well-designed experience that makes it inviting to learn is universally beneficial. Instructional designers are responsible for designing the entire learning experience, which includes the user experience. Bad UX can distract the learner, make a course unnecessarily confusing, and hinder learning. For example, it should not require any extra effort on the part of a learner to figure out what that tiny icon on the bottom right of some of the pages indicates.
A good UX design should go nearly unnoticed. As an instructional designer, it's especially important to use good design practices so that learners do not have to make any extra effort to understand the UX, and instead they can focus on learning.
In this course, John-Paul Ballard shows you how Sketch fits into your curriculum design workflow. He demonstrates how to use the design features to make icons, shapes, and tables. Then, he takes you right into practical uses, showing you how to make a rubric, a syllabus, a handout, and how to save these as reusable templates. He also discusses how layout and intuitive design improves the user experience for your learners and is complementary to an instructional systems design workflow.
- User experience (UX)
- Instructional systems design (ISD)
- Using artboards and vectors
- Creating icons and text
- Using Sketch templates
- Creating your own templates
- Making a printable handout
- Creating a grading rubric
- Organizing assets
- Creating a course syllabus