25 UX terms Flashcards

1
Q

PERSONA

A

A persona is a user profile that you develop to get an idea of what the audience wants. In other words, a persona is a representation of the target audience so that you are designing for a specific audience instead of a generic one.

For example, you shouldn’t design a website for seniors with design elements that appeal to millennials. Therefore, a one- or two-page description of your audience covering its goals, behavior patterns, background information, attitude, skills, and working environment is essential.

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2
Q

End USERS

A

Whereas a doctor has patients, a service-based business has clients. A UX designer, however, has a different audience: end users. These are the people you will be designing for. So, while a UX design studio has clients, the people at the end of the chain who interact with the design are end users.

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3
Q

PAIN POINTS

A

Pain points are the problems users face that create friction in certain user flows. Once designers identify these, they can create a user-friendly design. A UX case study shares how user pain points were dug out and how design solved them

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4
Q

USER RESEARCH

A

It is all the research that you conduct to understand your end user better. UX Booth defines user research as “a variety of investigative methods used to add context and insight to the design process.”

The process incorporates analytical tasks such as quantitative and qualitative research.

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5
Q

UI ELEMENT

A

User Interface (UI) elements are virtual items on a website’s interface that allow users to engage with the design. Examples of such items include buttons, slider arrows, navigation bars, dropdown lists, message boxes, and anything that enables users to navigate through a website.

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6
Q

USER-CENTERED DESIGN

A

The goal is to produce a design that aligns with the wants and needs of the user. To this end, UCD revolves around continuously researching, testing, and checking features within the product to deliver a design that appeals to users.

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7
Q

EXPERIENCE ARCHITECTURE

A

a map that lays the outline of the path that a user will take from the start to the intended goal.

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8
Q

BREADCRUMBS

A

Breadcrumbs are secondary navigation aids that tell users where they are on a website. These allow users to retrace their steps on multilevel websites.

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9
Q

WIREFRAME

A

A wireframe is a skeletal framework of your product, app, or website design. It is a blueprint of the design without any content, images, and interactive elements. The purpose of a wireframe is to lay out the functionality and content of the page, showing where a design element will be present on the screen.

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10
Q

PROTOTYPE

A

A prototype is an outline of the proposed final product that is used for testing before launch. Low-level prototypes showcase a bare-bones sketch of how a design will look. High-level prototypes, on the other hand, add more details to the sketch, but aren’t full-design mockups.

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11
Q

MOCKUP

A

is a realistic representation of how the design will finally look in the end. Bear in mind that a mockup looks exactly like the final product.

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12
Q

A/B Testing

A

split testing. It is the process that asks users to pick from two versions of your design.

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13
Q

CARD SORTING

A

is a user research method that asks users to arrange information into groups that make sense to them. The card sorting technique allows you to develop an effective, user-friendly sitemap and information architecture. You use pieces of paper, cards, or an online card sorting tool to get started with this research technique.

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14
Q

DATA-DRIVEN DESIGN

A

Design that is backed by data and helps understand the target audience better is known as data-driven design. Data helps prove, reveal, and improve your design

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15
Q

FLAT DESIGN

A

Flat design is a UI design style that focuses on employing simple, two-dimensional elements with bright colors. Nick Babich of UX Planet calls flat design a “more sophisticated cousin of minimalism” as all the UI elements are based on simplicity.

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16
Q

INTERACTION DESIGN

A

Interaction design is a type of web design that is centered around creating an engaging interface with logical actions and behaviors.

17
Q

ITERATIVE DESIGN

A

It is a cyclical method of design that involves prototyping, planning, implementing, testing, and then repeating the process.

18
Q

MOOD BOARD

A

is a collection of materials and assets that help define the specific style for a product (such as a website or an app) using images, text, colors, and other branding elements.

19
Q

Storyboard

A

is a rough sketch of a scenario. A storyboard captures a UX designer’s vision of what a design will look like.

20
Q

USER JOURNEY

A

is a chain of steps established by a UX designer to demonstrate where site visitors enter and how they interact with a design. A user journey is also referred to as UX flow.

21
Q

USABILITY TEST

A

Usability among UX design terms refers to the ease of navigating through a design. So, usability testing asks users to complete tasks while a researcher observes them to learn about any problems or confusion encountered when interacting with the design.

22
Q

EYE TRACKING

A

the method employs tools to track eye movements of the users to learn where they look at a design, website, or any other visual data

23
Q

KPI

A

key performance indicators. These study the trends prevailing over a duration, usability patterns, and sketch comparisons with competitors as well. The end result is to gather data on how well the users are interacting with a design and whether or not it succeeded in fulfilling the designer’s expectations.

24
Q

CONVERSATION RATE

A

shows how effective your design is in convincing people to take action.

25
Q

WIDGET

A

s an on-screen element that users interact with. For example: social media icons, sliders, buttons, and contact forms, to name a few.