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Institute of Advanced Technological and Commercial Studies

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Designing a genuinely usable interface

A usable interface is recognised by one thing: the user reaches their goal without wondering where to click. It is built through research, content organisation and visual hierarchy, then verified by testing.

Research precedes drawing

Design begins by watching someone perform the task the way they do it today. The interview reveals the real vocabulary, observation reveals the gestures nobody mentions, and usability testing reveals the gap between the designer's intent and the user's reading. Those three materials define the problem to solve. Drawing comes afterwards, and it goes quickly because the structuring decisions are already made.

  • An interview to gather the vocabulary users actually employ
  • Observation in context, to see the real gestures
  • A written definition of the problem, agreed before any mock-up
  • A visual hierarchy that makes the main path obvious
  • A test with five people, which surfaces most of the friction

What a component must anticipate

The loading state

A screen showing it is working keeps the user. The same screen frozen makes them reload the page.

The empty state

The first visit happens with no data: that is the moment to explain the service and offer the first action.

The error state

A message naming the cause and offering the next step turns a block into one extra step.

The success state

An explicit confirmation closes the action. Without it, the user starts over and creates a duplicate.

The design programme, block by block

Research, information architecture and accessibility each occupy a whole block. The hour count states how much weight design gives to what precedes drawing.

Teaching blockYearHoursCredits
Research and framing1200 h20
Information architecture1180 h18
Interface design1220 h22
Accessibility and real constraints2180 h18
Component systems2180 h18
Cross-curricular base1-2120 h12
Workshop and placement2120 h12

Questions about design

How many people should I test with?

Five representative users reveal most of a journey's friction. A test's value depends less on numbers than on the fidelity of the task set: you have people perform the real task, with real data.

Do I need drawing skills?

Interface design rests on grid, typography and hierarchy, which are learned as rules. Freehand drawing belongs to another craft; here, quality comes from structure and consistency.

How does it connect with front-end work?

The programme carries a front-end basics block in its cross-cutting base, precisely so the mock-up transfers without loss. The documented component system is where the two crafts meet.

Designing a genuinely usable interface — Resources | IHETC — IHETC