Website Design & UX Basics

In Grade 7 Design you learn how to create websites that are easy and enjoyable to use. Good design is not about how something looks — it’s about how well it works for the people who use it.

What You'll Learn

  • Distinguish between User Experience (UX) and User Interface (UI)
  • Apply UX design principles: usability, accessibility, consistency, feedback, simplicity
  • Create wireframes and storyboards to plan a website
  • Write measurable design specifications with testable criteria
  • Evaluate a design against user needs and design criteria

IB MYP Design Criteria

  • Criterion A — Inquiring and Analysing: Understanding the design problem and user needs
  • Criterion B — Developing Ideas: Planning, sketching, and justifying design solutions
  • Criterion C — Creating the Solution: Building the product to specification
  • Criterion D — Evaluating: Testing against criteria and suggesting improvements

UX and UI: What’s the Difference?

UX and UI are related but distinct. Confusing them is one of the most common mistakes in MYP Design responses.

TermFull FormWhat It MeansExample
UXUser ExperienceThe overall feeling and ease of using a product — how well it serves the user’s needs“I found what I needed quickly and nothing was confusing”
UIUser InterfaceThe specific visual elements the user interacts with: buttons, menus, forms, icons, typographyA blue “Submit” button with rounded corners

The Key Relationship

UX is the broader goal; UI is one of the tools used to achieve it. You can have beautiful UI (attractive visual design) but terrible UX (if users can’t find what they need). A product should be designed from the user’s perspective, not the designer’s.

Key Design Vocabulary

TermDefinition
WireframeA simple, low-detail sketch of a web page layout — boxes and labels only, no colour or images
StoryboardA sequence of sketches showing how a user moves through a website or app (the user journey)
NavigationHow users move through a website: menus, links, breadcrumbs, search bars
PrototypeAn early working model used for testing before final production
ErgonomicsDesigning products to fit the physical and cognitive needs of human users
Target audienceThe specific group of people the product is designed for
Environmental impactThe effect a product has on the natural environment throughout its lifecycle

UX Design Principles

These five principles guide good website and interface design. Be able to define, apply, and evaluate them.

PrincipleWhat It MeansFailure Example
UsabilityEasy to learn and use — users achieve their goals without confusionButtons hidden in unexpected places; non-obvious navigation
AccessibilityUsable by people with disabilities (visual, motor, cognitive)Low colour contrast; no alt text on images; tiny click targets
ConsistencySame style, colours, and interaction patterns throughout the productDifferent button styles on each page; changing menu location
FeedbackThe system tells the user what happened as a result of their actionClicking “Submit” with no confirmation — was it saved? Did it fail?
SimplicityOnly necessary elements — no clutter or unnecessary complexity15 menu options when 5 would cover all user needs

Accessibility: Why It Matters

  • Colour contrast: Text must contrast clearly with its background so it is readable by people with colour blindness
  • Font size: Minimum 16px for body text; larger for elderly or visually impaired users
  • Alt text: Descriptive text for images, read by screen readers for visually impaired users
  • Click target size: Buttons large enough for users with motor impairments to click reliably
  • Keyboard navigation: All functions accessible without a mouse, for users who cannot use a pointer device
Examiner Tip: When asked about design decisions, always link back to the target audience. A design choice that is appropriate for young children (large buttons, simple language) would be unsuitable for professional software users, and vice versa.

The Design Process

MYP Design follows a structured process from problem identification to evaluation. Each stage is linked to a Design criterion.

MYP Design Cycle

StageCriterionKey Questions
1. Inquiring and AnalysingAWhat is the problem? Who is the target audience? What do existing solutions do well or poorly?
2. Developing IdeasBWhat are my design options? Which is best and why? What is my design specification?
3. Creating the SolutionCAm I following the plan? Is the product being made to specification?
4. EvaluatingDDoes the product meet the design criteria? What would I improve and why?

Wireframing: What to Include

A wireframe is a low-fidelity (simple, no colour or styling) layout sketch. A good wireframe shows:

  • Navigation bar position and links
  • Main content area location
  • Placement of headings, text blocks, and images (shown as labelled boxes)
  • Button and form locations
  • Footer with copyright/contact information

Wireframes do not include: actual images, colour schemes, exact fonts, or detailed styling. Those come in the design mockup stage.

Design Specification

A design specification is a list of criteria that the final product must meet. In MYP, specifications must be measurable and testable from the user’s perspective.

Critical Rule: A good design specification must include criteria that are testable from the user’s perspective, not just the designer’s. “The website must allow users to find the home page within 2 clicks” is testable. “The website must look good” is not.

Good vs. Poor Specification Examples

Poor SpecificationWhy It’s PoorImproved Version
“The website should be enjoyable”Subjective — cannot be objectively tested“90% of test users rate the experience 4/5 or higher”
“The app should look modern”No measurable standard for ‘modern’“The design uses a consistent colour palette of 3 colours or fewer”
“Navigation should be easy”Easy is undefined and unmeasurable“Users can find any page within 3 clicks from the home page”
“The website should work well”No criteria for what ‘working well’ means“All pages load in under 3 seconds on a standard connection”

Target Audience Analysis

Before writing specifications, you must understand your target audience. Key factors to consider:

  • Age: Young children need larger text, brighter colours, and simpler navigation; elderly users need high contrast and large click targets
  • Tech literacy: Novice users need more guidance and feedback; experts can handle advanced features
  • Access needs: Any disability that may affect how the user interacts with the site
  • Device: Mobile vs. desktop affects layout, button size, and typography choices
  • Goals: What does the user need to accomplish? Every design decision should serve those goals

Worked Examples

These examples show how to answer MYP Design questions at exam level. Expand each for a full worked answer.

Q1 — Explain: Explain why considering the target audience is important when designing a website.

The target audience determines every design decision. A website for young children needs large buttons, simple language, bright colours, and few choices because young users have limited reading ability, shorter attention spans, and less experience with digital navigation. A website for professionals needs a clean layout, advanced search features, and dense, precise information. If the designer ignores the audience, the product may be technically functional but completely unusable for its intended users — which makes it a design failure. Knowing the audience first ensures that every decision (typography, navigation, content, colour) serves the people who will actually use the product.

Q2 — Identify: Identify the UX principle being demonstrated when a website button changes colour after being clicked.

This demonstrates the principle of feedback. Feedback means the system tells the user what happened as a result of their action. When a button changes colour after being clicked, the user receives visual confirmation that the system registered their input — they do not have to wonder “did that work?” or click again unnecessarily. This reduces user frustration and errors, and is a fundamental principle of good interface design.

Q3 — Evaluate: A student writes the design criterion: “The website should be easy to use.” Evaluate this criterion and suggest an improvement.

This criterion is weak and not testable. “Easy to use” is subjective — there is no way to objectively measure whether the product meets this standard. A design criterion must be specific and testable from the user’s perspective. An improved version: “Users who have not seen the website before can complete the main task (e.g., find product information and add an item to the cart) within 2 minutes without assistance.” This is testable: you can observe users completing the task, measure time taken, and record whether assistance was needed. It is written from the user’s perspective and creates a clear pass/fail standard for evaluation.

Q4 — Compare: Compare a wireframe and a prototype.

Both a wireframe and a prototype are design planning tools created before the final product is built. A wireframe is a simple, low-detail layout sketch showing the position of elements (navigation, content areas, buttons) with no colour, images, or styling. It is created early in the design process to plan structure without investing time in aesthetics. A prototype is an early working model — it may be interactive and looks closer to the finished product, but is not fully built. It is used for testing with real users to identify problems before the final product is built. The key difference: a wireframe is a sketch that shows layout; a prototype is an interactive model that allows testing of functionality and user flow.

Q5 — Analyse: Analyse two design decisions a designer should make when creating a website for elderly users.

Decision 1 — Large, High-Contrast Text: Elderly users commonly experience reduced visual acuity and difficulty distinguishing colours with low contrast. Using a minimum font size of 18–20px and a high contrast ratio (dark text on light background, or vice versa) directly addresses this. This applies the principle of accessibility and improves usability for the target audience. Decision 2 — Simple Navigation with Large Click Targets: Elderly users may have reduced fine motor control, making small buttons and links difficult to click accurately. Navigation should be simple with large, well-spaced clickable areas. This applies both ergonomics (fitting the physical capabilities of the user) and simplicity (removing unnecessary complexity). Both decisions directly serve the target audience and can be tested against measurable criteria.

Q6 — Explain: Explain the difference between UX and UI using an example.

UX (User Experience) is the overall quality of a user’s interaction with a product — whether it feels intuitive, achieves their goals, and leaves them satisfied. UI (User Interface) is the specific set of visual elements the user interacts with: buttons, menus, icons, typography, and layout. Example: Imagine a restaurant booking website. The UI includes the colour of the “Book Now” button, the font used for the menu, and the layout of the reservation form. The UX is whether the user felt confused or confident throughout the booking process, how long it took them to complete, and whether they would return to use the site again. You can have a visually beautiful UI (attractive buttons and colours) but poor UX (the user can’t find the booking form, or the process requires too many steps). Good design prioritises UX and uses UI to support it.

Practice Q&A

Attempt each question before revealing the answer. These reflect MYP Design exam-style questions.

P1 — Define “wireframe” and explain what it should and should not include.

A wireframe is a simple, low-detail layout sketch of a web page. It should include: navigation bar position, main content area placement, button/form locations, heading and text block positions (as labelled boxes). It should NOT include: actual images, colour schemes, decorative styling, or exact typography. Wireframes exist to plan structure efficiently without investing time in aesthetics too early.

P2 — What is the principle of consistency and why does it matter in UI design?

Consistency means using the same style, colours, and interaction patterns throughout the product. It matters because users learn how a product works through repetition. If a “Submit” button is blue on one page and red on another, users cannot build a mental model of how the product works. Consistent design reduces cognitive effort — users do not have to relearn how to interact on each page. It also builds trust and makes the product feel professional and reliable.

P3 — Write one strong and one weak design specification for a school library website.

Weak: “The website should be nice and easy to use.” — This is subjective and not testable.
Strong: “Students can search for and locate a book title in the library catalogue within 60 seconds, without assistance, using the search function.” — This is specific (search function, 60 seconds), measurable (timed observation), written from the user’s perspective, and creates a clear pass/fail evaluation standard.

P4 — What is ergonomics and how does it apply to website design?

Ergonomics is the study of designing products to fit the physical and cognitive needs of human users. In website design: buttons must be large enough for fingers or a mouse pointer to click without error (physical ergonomics); the layout must not overwhelm working memory with too many choices at once (cognitive ergonomics); text must be readable without straining the eyes (visual ergonomics). An ergonomic website reduces fatigue and errors, especially for users with disabilities, elderly users, or users on mobile devices with small screens.

P5 — A website has 20 navigation menu items. Which UX principle does this violate and how would you fix it?

This violates the principle of simplicity. Simplicity means including only necessary elements — too many choices creates cognitive overload (sometimes called “choice paralysis”) where the user cannot decide where to go. The fix is to organise the 20 items into logical categories of 4–6 items each, using dropdown submenus. For example, instead of 20 top-level items, you might have 5 main categories (Home, Products, About, Support, Contact) with subcategories appearing on hover. This makes navigation faster and less overwhelming.

P6 — Explain what the MYP Design Cycle is and name its four stages.

The MYP Design Cycle is a structured process for creating solutions to design problems. The four stages are: 1. Inquiring and Analysing (understanding the problem, researching the context and target audience); 2. Developing Ideas (generating and evaluating design options, creating a specification); 3. Creating the Solution (building the product according to the plan); 4. Evaluating (testing the product against the design criteria and reflecting on improvements). Each stage corresponds to a MYP Design Assessment Criterion (A, B, C, D).

P7 — How does a storyboard differ from a wireframe in the design process?

A wireframe shows the layout of a single page — where elements are positioned. A storyboard shows a sequence of screens or steps, illustrating the user’s journey through the product. For example, a storyboard for a shopping website might show: landing page → product search → product page → add to cart → checkout → confirmation screen. Storyboards are useful for planning the overall flow and navigation structure before designing individual pages in detail.

P8 — Describe two ways a designer can make a website more accessible for users with visual impairments.

1. High contrast colour scheme: Use dark text on a light background (or vice versa) with a contrast ratio of at least 4.5:1. This ensures text remains readable for users with low vision or colour blindness. 2. Alt text for all images: All images should have descriptive alternative text in the HTML. Screen reader software reads this text aloud to users who cannot see the image. Without alt text, visually impaired users lose access to all image-based content. Both decisions directly apply the principle of accessibility and are testable against clear standards (contrast ratio can be measured; alt text can be verified in code).

Flashcards

Tap each card to reveal the answer. Review all 15 before your exam.

What is the difference between UX and UI?
UX = the overall experience of using a product (how it feels, how well it works). UI = the specific visual elements the user interacts with (buttons, menus, layout).
Tap to reveal
What is a wireframe?
A simple, low-detail sketch of a web page layout — shows structure and position of elements (as boxes) without colour, images, or styling
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What does ergonomics mean in design?
Designing products to fit the physical and cognitive needs of the human body — reduces fatigue, errors, and discomfort
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What is the UX principle of consistency?
Using the same style, colours, and interaction patterns throughout the product so users don't have to relearn how to interact on each page
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What must a design specification include to be useful?
Measurable and testable criteria written from the user's perspective — conditions that can be objectively checked (e.g., "page loads in <3 seconds")
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What is feedback as a UX principle?
The system tells the user what happened as a result of their action — e.g., a button changes colour when clicked, or a "Saved!" message appears
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What is a storyboard in design?
A sequence of sketches showing how a user moves through a website or app — maps the user journey across multiple screens
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What is a prototype?
An early working model used for testing before final production — more developed than a wireframe, used to identify problems before building the full product
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Name the four stages of the MYP Design Cycle.
1. Inquiring and Analysing, 2. Developing Ideas, 3. Creating the Solution, 4. Evaluating
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What is the UX principle of accessibility?
Designing so the product is usable by people with disabilities — including visual, motor, and cognitive impairments
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Why must design specifications be testable?
Because you need to be able to objectively evaluate whether the product meets the criteria. Vague criteria like "looks good" cannot be tested — only measurable criteria tell you if the design succeeded.
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What is the principle of simplicity in UX?
Include only necessary elements — no clutter or unnecessary complexity. Too many options creates cognitive overload and confusion.
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What is the principle of usability?
The product is easy to learn and use — users can achieve their goals without confusion, excessive effort, or needing to read instructions
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Name two ways to make a website more accessible for visually impaired users.
1. High contrast colour scheme (dark on light or light on dark). 2. Alt text on all images (readable by screen reader software).
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What is navigation in website design?
The system by which users move through a website: menus, links, breadcrumbs, search bars, and buttons that guide users to different pages
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Practice Test — 20 Questions

Test your knowledge. Select an answer for each question then check your results.

Score: —
Q 1 / 20