3.4 Ui Elements Xmpro Ui Design Basics
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Transcript
in this video we're going to cover three
different ui
elements icons images and buttons
now if you want to add icons to your
interface a great place to find them
is a site called icons8.com
the website offers a large library of
icons in various styles
that you can resize recolor and add
padding to
all for a low monthly subscription fee
my most important recommendation for
using icons
is to use a consistent icon style across
your ui
at xmpro we use the windows 10 style
from icons 8
in all of our elements consistent icons
help to reinforce the familiarity that
your user has with the interface
secondly icons should convey meaning and
they need to be
easy to recognize for example if you
want to create a launch button using an
icon
a rocket would be a good choice but what
if you want to use an icon that's
difficult to recognize
and not commonly used well then you need
to pair it with a text label where
possible
and finally when you use icons it's
important to make them large enough to
tap
easily if they're going to be used on
mobile
now let's look at images blurry images
make an interface
look unprofessional and they detract
from the user experience
the best way to ensure that your images
are crisp and clear
is to use them at two times the
resolution
to optimize for retina displays mac
users have retina displays
and this simple tweak will greatly
improve their experience
if your image needs to be 300 by 600
pixels in the interface
it's ideal to use an image that is
double the size
so 600 by 1200 pixels
but you also don't want the page to take
forever to load so
one thing i recommend is to compress
your images
using something like tinypng.com
this tool will help you compress your
images without
losing any resolution quality now let's
look at buttons
there are a few things that you need to
consider when adding buttons to your
interface
firstly you want to emphasize the
positive action
in general on the left you'll see an
example of two
identical buttons except for the text in
their labels
ideally you want to point the user to
the action you think
they want to take in this case it's to
approve something
you'll see that we change the styling on
the reject button to give it an outline
and no fill on the right
next you want your buttons to be easily
recognized
as something clickable you can do this
by adding things like
rounded corners and drop shadows which
will help your user understand
that this is a clickable element you
need to stay consistent with button
styling in your interface
on the left we have buttons styled in a
variety of ways
and this can be confusing to your users
they might not recognize that something
is actually a button
whereas on the right you're using a
consistent style
and when you want to direct the user to
the default choice you can use outline
instead of full like we did on the
delete button
as i mentioned earlier you want your
buttons and icons to be easy to click or
touch
consider making any touch targets for
mobile
at least 48 by 48 pixels or a minimum
of 10 by 10 millimeters so you'll see
that the items on the left are not ideal
for use on mobile
because your finger is probably bigger
than the icon
and if there's something close to it
you'll end up tapping the wrong thing
whereas on the right you have large
touch targets that make it much easier
to interact with the interface
finally the labels you write on your
buttons should invite
action this also gets back to the
familiarity principle that we talked
about in our first video
rather than asking the user to say yes
or no
choose labels with verbs words like
approve or reject delete save cancel
undo these words clearly invite the
action you want the user to take
now that you know how to style different
elements in your ui
we're going to look at the final piece
of the design puzzle
in the next video we're going to be
covering chart types
and when to use which type of chart
depending on your data
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