Good Or Poor Design: Comprehending Ux From An Interactive Designer Perspective, the Case of Handheld Devices
Guy Toko1, Ernest Mnkandla2

1Guy Toko, Department of Applies Information Systems, University of Johannesbur, Johannesburg, South Africa. 

2Ernest Mnkandla, Department of Computer Science, School of Computing, University of South Africa, Johannesburg, South Africa. 

Manuscript received on 09 October 2019 | Revised Manuscript received on 23 October 2019 | Manuscript Published on 26 December 2019 | PP: 734-742 | Volume-8 Issue-12S October 2019 | Retrieval Number: L117210812S19/2019©BEIESP | DOI: 10.35940/ijitee.L1172.10812S19

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Abstract: The terms “system interaction”, “system design”, “interface development”, and “GUI design” may sound different, but in reality could well mean the same thing. A computing system is a set of algorithms which are computer-readable only and which control the hardware system and are accessible via a graphical user interface (GUI), which, if poorly designed, confuses and loses users. The user-invisible algorithms are in binary format, which makes it even more difficult for ordinary users to decipher their content, since the ordinary person would rely on decimal, alphabetical, and alphanumerical representation to comprehend meaning, were they to be exposed to the inner circle of computer code. These days, GUIs are more specific than they used to be, thanks to the ingenuity of some developers, but the fight is not over yet, as new challenges are on the rise. Interaction is what stands between humans and a computing system’s algorithm and provides us with information that we need in a format that humans can better understand. The reality is that, as systems are independently developed, there will be good and poor interactive design products developed by good and poor designers. Thus, here we are discussing knowing what goes on in the design room.

Keywords: User-Experience, Usability, Interactive-Designer, Inclusive-Design, GUI.
Scope of the Article: Optical Devices