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.
| Term | Full Form | What It Means | Example |
|---|---|---|---|
| UX | User Experience | The 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” |
| UI | User Interface | The specific visual elements the user interacts with: buttons, menus, forms, icons, typography | A 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
| Term | Definition |
|---|---|
| Wireframe | A simple, low-detail sketch of a web page layout — boxes and labels only, no colour or images |
| Storyboard | A sequence of sketches showing how a user moves through a website or app (the user journey) |
| Navigation | How users move through a website: menus, links, breadcrumbs, search bars |
| Prototype | An early working model used for testing before final production |
| Ergonomics | Designing products to fit the physical and cognitive needs of human users |
| Target audience | The specific group of people the product is designed for |
| Environmental impact | The 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.
| Principle | What It Means | Failure Example |
|---|---|---|
| Usability | Easy to learn and use — users achieve their goals without confusion | Buttons hidden in unexpected places; non-obvious navigation |
| Accessibility | Usable by people with disabilities (visual, motor, cognitive) | Low colour contrast; no alt text on images; tiny click targets |
| Consistency | Same style, colours, and interaction patterns throughout the product | Different button styles on each page; changing menu location |
| Feedback | The system tells the user what happened as a result of their action | Clicking “Submit” with no confirmation — was it saved? Did it fail? |
| Simplicity | Only necessary elements — no clutter or unnecessary complexity | 15 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
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
| Stage | Criterion | Key Questions |
|---|---|---|
| 1. Inquiring and Analysing | A | What is the problem? Who is the target audience? What do existing solutions do well or poorly? |
| 2. Developing Ideas | B | What are my design options? Which is best and why? What is my design specification? |
| 3. Creating the Solution | C | Am I following the plan? Is the product being made to specification? |
| 4. Evaluating | D | Does 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.
Good vs. Poor Specification Examples
| Poor Specification | Why It’s Poor | Improved 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
Practice Test — 20 Questions
Test your knowledge. Select an answer for each question then check your results.