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Web Design & UX Principles – Unit Course Notes

Course: 12DGT
Year Level: Year 12 (Level 7 – NCEA Level 2)
Unit / Module: 02_Web_Design (UX/UI Foundations)
Aligned Standard(s): AS91892 – Web Design
Lesson Context: Design thinking and user-centered approach leading to summative assessment
Estimated Time: ~6 weeks (2 weeks prep + 4 weeks assessment)


1. Purpose of These Notes

These notes exist to: - explain UX design principles clearly and grounded in user needs - support user research and design thinking - provide a reference students can revisit - reinforce the connection between design decisions and user behavior

These notes are not a substitute for real user testing or iterative design practice.


2. Key Concepts (Overview)

This section lists the non-negotiable ideas students must understand by the end of this unit:

  • Design begins with understanding users, not aesthetics. Before making anything look good, understand who will use it and why.
  • User research is grounded in real data. You discover user needs through interviews, surveys, or observation—not assumptions.
  • Accessibility is not optional; it is ethical and required. Design must work for all users, including those with disabilities.
  • Visual hierarchy guides attention. Size, color, and spacing signal what is important; users see them in order.
  • Consistency reduces cognitive load. Users learn patterns (button placement, color use, navigation structure). Inconsistency is frustrating.
  • Usability is measurable. You test designs with real users and iterate based on feedback, not personal preference.
  • Responsive design adapts to different devices. The same design works on mobile, tablet, and desktop.
  • Color, typography, and whitespace have psychological effects. These choices communicate tone and influence emotion.

If students cannot explain these ideas in their own words AND apply them in their designs, they have not mastered the topic.


3. Core Explanation

User-Centered Design vs. Designer-Centered Design

Designer-centered design: "I think this looks good, so I'll make it this way."

User-centered design: "Who will use this? What problem does it solve for them? How will they use it?"

The difference is fundamental. User-centered design asks questions before designing:

  • Who are the users?
  • What is their goal?
  • What devices do they use?
  • What frustrates them?
  • What are they familiar with?

Why this matters: A beautiful website that users can't navigate is a failed design. A plain website that solves a user problem is a success.

What goes wrong: Students design for themselves or assume they understand users without asking. This leads to designs that are hard to use or miss real user needs.


User Research: Learning About Your Audience

User research is the process of understanding who will use your product and what they need.

Methods:

  1. Interviews – Ask real people questions about their needs and frustrations.
  2. "What problems do you face when trying to [task]?"
  3. "How do you currently solve this problem?"
  4. Listen more than you talk.

  5. Surveys – Ask many people structured questions.

  6. Useful for gathering data from a larger group
  7. Less useful for understanding deep user motivations

  8. Observation – Watch people use similar products.

  9. "What do they click on first?"
  10. "Where do they look for navigation?"
  11. "What confuses them?"

  12. Personas – Create fictional but realistic user profiles based on research.

  13. Example: "Sarah is a 45-year-old teacher who rarely uses tech. She needs to submit grades online but finds most education software confusing."
  14. Personas help you design for someone, not everyone.

Why research matters: It prevents the trap of designing for yourself. Real users have different needs, devices, and technical skills.

What goes wrong: Students create personas from imagination instead of research. This leads to designs that don't solve real problems.


Visual Hierarchy

Visual hierarchy is the arrangement of elements so that the most important elements are noticed first.

Tools for creating hierarchy:

Tool Effect Example
Size Large elements attract attention first Heading is large, body text is small
Color Bright or contrasting colors stand out Call-to-action button is red; background is neutral
Position Top-left and center are noticed first Logo is top-left; important message is center
Whitespace Elements surrounded by space feel important Important text has space around it
Weight Bold text is noticed before thin text Section titles are bold

Example of poor hierarchy: All text is the same size, color, and weight. Users don't know what to read first.

Example of good hierarchy: Heading is large and bold. Subheadings are medium. Body text is smaller. Users naturally scan in order of importance.

What goes wrong: Students make everything big and colorful, trying to make it all important. This creates noise, not clarity.


Consistency and Pattern Recognition

Humans learn patterns. When patterns are consistent, we feel confident. When they break, we feel confused.

Examples of consistency: - Buttons always have the same color and shape - Navigation is always in the same location - Font sizes follow a predictable scale - Link colors are always the same

Why consistency matters: After the first interaction, users predict what will happen next. Consistency rewards that prediction. Breaking it—even for aesthetic reasons—breaks user confidence.

Common inconsistency mistakes: - Navigation menu is on the left on page 1, the right on page 2 - Some buttons are rounded, some are square, with no reason - Link colors change arbitrarily - Spacing between sections varies with no logic

What goes wrong: Students make each page different to show creativity. Consistency is boring to them, but predictable to users.


Accessibility (WCAG AA Standards)

Accessibility means designing so that all users can access your website, including those with: - Vision impairments (low vision, color blindness, blindness) - Hearing impairments - Motor impairments (difficulty with fine mouse control) - Cognitive impairments (difficulty processing complex layouts)

Key accessibility rules (WCAG AA):

  1. Color Contrast: Text must have sufficient contrast against its background.
  2. Minimum ratio is 4.5:1 for normal text
  3. Check contrast at https://www.tpgi.com/color-contrast-checker/
  4. Why: Users with low vision or color blindness can't read low-contrast text.

  5. Text Size: Body text should be at least 14-16px.

  6. Why: Large text is easier to read, especially for aging eyes.

  7. Alt Text: Every image must have a text description (alt text).

  8. <img src="dog.png" alt="A golden retriever sitting on grass">
  9. Why: Screen readers (used by blind users) read alt text aloud.

  10. Readable Fonts: Use fonts designed for screen reading (sans-serif fonts like Arial, Verdana).

  11. Avoid script or decorative fonts for body text
  12. Why: These fonts are harder to read, especially on screens.

  13. Logical Navigation: Headings and links should be meaningful and in order.

  14. Don't skip heading levels (e.g., h1 → h2 is fine; h1 → h3 skips h2 and confuses screen readers)
  15. Link text should describe the destination ("Learn More" is vague; "Read Our Privacy Policy" is clear)
  16. Why: Screen reader users navigate by headings and links; meaningful text helps them understand structure.

  17. Keyboard Navigation: All interactive elements must be reachable via keyboard.

  18. Users who can't use a mouse rely on Tab key to navigate
  19. Why: Some users have motor impairments and can't manipulate a mouse.

What goes wrong: Students design only for vision and don't consider other disabilities. They use inaccessible colors or fonts because they "look cool."


Responsive Design

Responsive design means a website adapts its layout to different screen sizes (mobile, tablet, desktop).

Key principles: - Layouts stack vertically on small screens (mobile) - Layouts expand horizontally on large screens (desktop) - Text and images scale proportionally - Navigation simplifies on small screens (hamburger menu instead of full navigation bar)

Example: A three-column layout on desktop becomes one column on mobile.

Desktop (3 columns):                      Mobile (1 column):

[Sidebar] [Main] [Sidebar]                [Sidebar]
                                          [Main]
                                          [Sidebar]

Why responsive design matters: More than 60% of users access websites on mobile. Ignoring mobile is ignoring your audience.

What goes wrong: Students design for desktop only. Mobile users see a tiny, unreadable website or have to scroll horizontally (frustrating).


Color Psychology and Tone

Colors communicate emotion and influence user behavior.

Color Feeling Common Use
Red Urgent, energetic, stop Call-to-action buttons, alerts, warnings
Blue Calm, trustworthy, professional Corporate sites, banking, tech
Green Growth, health, go Success messages, health/wellness sites
Yellow Happy, optimistic, caution Call-to-action, warnings
Purple Creative, premium, mysterious Creative industries, luxury brands
Black/Gray Professional, sophisticated Neutral backgrounds, tech

Example: A health and wellness app uses greens and light blues (calm, healthy). A fast-food site uses reds and yellows (energetic, urgent—buy now).

Tone matching: Your color choices should match your audience and purpose. - Professional B2B site: Blues, grays, professional - Youth-oriented site: Bright colors, creative combinations - Medical site: Trust-inspiring blues and greens

What goes wrong: Students pick colors they like personally without considering tone or accessibility.


Typography: Font Choices Matter

Serif fonts (Georgia, Times New Roman) have small decorative lines at letter ends. Historically used for printed books.

Sans-serif fonts (Arial, Verdana, Helvetica) are clean without decorations. Better for screen reading.

For web: - Body text: Use sans-serif (easier to read on screens) - Headings: Can use serif or sans-serif, but keep consistent - Avoid: Script, decorative, or handwriting fonts for body text (too hard to read)

Font sizes: - Headings: 24px–48px (depending on hierarchy) - Body text: 14px–16px minimum - Small text: Not below 12px

Line spacing (line-height): More space between lines makes text easier to read. - Normal is about 1.5x the font size - Example: 16px font → 24px line height

What goes wrong: Students use fancy fonts that look cool but are hard to read. Or mix too many fonts (more than 2 is usually too many).


Whitespace (The Power of Negative Space)

Whitespace is empty space on a page. It's not "wasted" space; it's a design element.

Benefits of whitespace: - Clarity: Separates elements so you know what goes together - Breathing room: Makes the page feel less cramped - Focus: Elements surrounded by space feel important

Example of poor whitespace: Everything is crammed together. The page feels overwhelming.

Example of good whitespace: Elements have space around them. The page feels organized and calm.

What goes wrong: Students feel whitespace is "wasted" and fill it with content. This makes pages overwhelming.


Iteration and User Testing

Iteration is the process of making a design, testing it, and refining it based on feedback.

Cycle: 1. Design – Create wireframes or a prototype 2. Test – Show it to users and ask for feedback 3. Iterate – Refine based on feedback 4. Repeat – Test again

Testing questions: - "What is the main purpose of this page?" - "How would you [task]?" (e.g., "How would you find our phone number?") - "What is confusing?" - "What would you improve?"

Why iteration matters: Your first design won't be perfect. Real feedback reveals problems you missed.

What goes wrong: Students design once and submit. They don't test or iterate. The result lacks user validation.


4. Diagrams and Visual Models

The Design Process (Iterative)

graph TD
    A[Understand Users] --> B[Research & Personas]
    B --> C[Wireframe & Sketch]
    C --> D[Create Prototype]
    D --> E[User Testing]
    E --> F{Feedback Positive?}
    F -->|No| G[Iterate: Refine Design]
    G --> D
    F -->|Yes| H[Final Design]
    H --> I[Hand-off to Developers]

Visual Hierarchy Example

graph TD
    A["<b>Large Heading</b><br/>(Most Important)"]
    B["Subheading<br/>(Medium)"]
    C["Body text body text body text<br/>(Normal)"]
    D["Small text<br/>(Least Important)"]
    A --> B
    B --> C
    C --> D

Responsive Breakpoints

graph LR
    A["Mobile<br/>0-480px<br/>1 column"] --> B["Tablet<br/>481-768px<br/>2 columns"]
    B --> C["Desktop<br/>769px+<br/>3 columns"]

User Research Methods Comparison

graph LR
    A[User Research Methods]
    A --> B[Interviews<br/>Deep insights,<br/>small sample]
    A --> C[Surveys<br/>Broad data,<br/>many users]
    A --> D[Observation<br/>Real behavior,<br/>no bias]
    A --> E[Personas<br/>Synthesize<br/>research]

5. Worked Examples (Conceptual, Not Procedural)

Example 1: Analyzing an Accessibility Problem

Scenario: A student designs a website with a red button on a dark red background. The button has white text.

Accessibility problem: The red-on-dark-red has poor color contrast. Users with low vision or color blindness can't see where the button is.

How to fix it: 1. Use a contrasting background (light gray, white) 2. Or use a different button color (green, blue, yellow) 3. Check contrast ratio (should be 4.5:1 or higher)

What was learned: Color choice affects not just aesthetics but user access.


Example 2: Designing for Multiple Users

Research findings: - User A (tech-savvy, 25 years old): Wants advanced features, fast interface - User B (beginner, 60 years old): Wants simple, large text, clear instructions

Design solution: - Make the interface simple by default - Offer "Advanced" mode for power users - Use large fonts and clear navigation for all

Why this works: You're not designing for one user; you're designing for a range. The solution accommodates both.


Example 3: Iterating a Navigation Menu

Version 1 (designed by student, not tested): - Navigation text is small (12px) - Items are close together - Hover effects are subtle

User testing feedback: - "I can't read the menu" - "I keep clicking on the wrong item" - "I don't know when I'm hovering over something"

Version 2 (after iteration): - Navigation text is larger (16px) - Items are spaced farther apart - Hover effects are obvious (background color changes)

What was learned: Testing reveals problems that designers miss. Iteration improves usability.


6. Common Misconceptions and Pitfalls

Misconception 1: "Good design = pretty design"

Incorrect thinking: If it looks nice, it's good design.

Why it's wrong: A beautiful website that's hard to use is bad design. An ugly website that users love is good design.

Correct understanding: Good design is invisible. Users accomplish their goal without thinking about the interface.


Misconception 2: "I should design for myself, not users"

Incorrect thinking: If I like it, users will too.

Why it's wrong: You are not typical. Different users have different needs, devices, and abilities.

Correct understanding: Design for users, not yourself. User research reveals what matters to them.


Misconception 3: "Accessibility is hard and optional"

Incorrect thinking: Accessible design is complicated and can be skipped.

Why it's wrong: Basic accessibility (contrast, readable fonts, alt text) is simple. And it's required by law (in many countries) and ethics.

Correct understanding: Accessibility benefits everyone. Large fonts help those with and without vision impairments. Clear navigation helps all users.


Misconception 4: "Whitespace is wasted space"

Incorrect thinking: I should fill all empty space with content.

Why it's wrong: Whitespace organizes and clarifies. Too much content with no spacing overwhelms users.

Correct understanding: Whitespace is a design tool. Use it to separate sections and guide attention.


Misconception 5: "I should use many colors and fonts to make it interesting"

Incorrect thinking: More variety = more creative.

Why it's wrong: Too many colors or fonts create visual noise. Users feel confused, not delighted.

Correct understanding: Consistency with restraint (2–3 fonts, a limited color palette) feels sophisticated and professional.


Misconception 6: "Mobile is optional; most users are on desktop"

Incorrect thinking: I can design for desktop and ignore mobile.

Why it's wrong: Over 60% of web traffic is mobile. Ignoring mobile means ignoring the majority of your users.

Correct understanding: Design mobile-first. Start with mobile layouts, then expand to tablet and desktop.


7. Assessment Relevance

This unit directly prepares you for AS91892 – Web Design, which requires:

  • User research showing you understand your audience (interviews, surveys, or personas)
  • Wireframes showing page structure and layout
  • Prototype or mockup showing visual design (colors, fonts, spacing)
  • Design rationale explaining why you made specific choices
  • Iteration evidence showing you refined the design based on feedback
  • Accessibility audit showing your design meets WCAG AA standards

What you'll be asked to do: - Research real users and create personas - Sketch wireframes (low-fidelity designs showing structure only) - Create a digital prototype in Figma or similar tool - Write explanations for design choices - Test your design with users and iterate - Verify your design is accessible

Why this matters in industry: - Professional designers spend 50% of time on research and 50% on design - Accessibility is both legal requirement and ethical obligation - Iteration based on user feedback produces better outcomes than guessing - Designers must justify their choices; "I like it" is not a reason


Video Resources

  • What is UX Design? – The Interaction Design Foundation – YouTube – Clear overview of UX vs UI and the design process
  • User Research 101 – Nielsen Norman Group – YouTube – How to conduct user interviews and research
  • Accessibility for Web Design – WebAIM – YouTube – Clear explanations of WCAG standards and how to implement them
  • Color Theory for Design – Interaction Design Foundation – YouTube – How colors communicate and affect emotion
  • Responsive Web Design – Traversy Media – YouTube – Mobile-first design and CSS media queries
  • Wireframing for UX – NN/g – YouTube – How to sketch wireframes effectively

Design Tools and Resources

Learning Resources


9. Key Vocabulary

Students are expected to understand and use this terminology accurately:

  • UX (User Experience): How a user feels when interacting with a product; includes usability, emotion, and satisfaction.
  • UI (User Interface): The visual and interactive elements of a product (buttons, menus, forms).
  • User-centered design: Design based on understanding and testing with real users, not designer assumptions.
  • User research: Investigation into who users are, what they need, and how they behave.
  • Persona: A fictional but realistic user profile based on research; represents a user segment.
  • Wireframe: A low-fidelity sketch showing page structure and layout without visual design.
  • Prototype: A working or semi-working mockup of a design; used for testing and feedback.
  • Mockup: A high-fidelity visual representation of a design; shows colors, fonts, and images.
  • Iteration: The process of refining a design based on feedback; repeat cycles.
  • Visual hierarchy: The arrangement of elements so that important elements are noticed first.
  • Accessibility: Design that is usable by all people, including those with disabilities.
  • WCAG (Web Content Accessibility Guidelines): International standards for web accessibility.
  • Color contrast: The difference in brightness between text and background; required for readability.
  • Alt text: Text description of an image; read aloud by screen readers for blind users.
  • Responsive design: Design that adapts to different screen sizes (mobile, tablet, desktop).
  • Consistency: Repeating patterns (colors, fonts, layouts) so users feel confident and learn quickly.
  • Whitespace (negative space): Empty space on a page; a design tool that aids clarity and focus.
  • Typography: The art of arranging and styling text; includes font choice, size, and spacing.
  • Cognitive load: The amount of mental effort required to use a product; lower is better.
  • Usability: How easily users can accomplish their goals with a product.
  • Feedback (in design context): Information shown to users about the result of their action (e.g., button changes color when clicked).

End of Web Design & UX Principles – Unit Course Notes