pdf document of InDesign pages displaying/explaining the following:
- Controls and Dialogs
(with explanation)
- Alerts and Confirmations
(with statement) Note: Alerts and Confirmations are a form of Dialogs — however they are built to keep users from making major errors.
📱 Continue your high fidelity prototype
(non-sketch): Figma/XD/InVision mock-up Add four more screens to your high fidelity mock-up
(Your total should be 15 by the end of Week 10)
Dialogs are effective user interface element when you design and use them right. They can help your users complete reach their goals faster and easier. But dialogs can frustrate users when they’re done wrong. Knowing how to design dialogs will allow you to use them in a way that doesn’t annoy your users.
What is Dialog?
A dialog is an overlay that requires the user to interact with it and designed to elicit a response from the user. Dialogs inform users about critical information, require users to make decisions, or involve multiple tasks. Within apps, on the web and even on mobile dialogs are increasingly used to direct the user’s attention to a specific task, without taking them away from the context of the current screen.
Sending people the right amount of notifications is a balancing act, and overdoing it is fraught with peril.
The product may get a lot of negative feedback, or at worst, alienate people to the degree where they will abandon it. Designers, therefore, need to carefully consider the UX and only send messages with a well-defined purpose. It’s also a good idea to give users the flexibility to turn off all, or at least some of the notifications.
The initial approach to notification design needs classification on three levels: high, medium, and low-attention, i.e., “levels of severity.” Following that, notification types need to be further defined by specific attributes on those three levels, whether they are alerts, warnings, confirmations, errors, success messages, or status indicators.