BAB 3 DESIGN PROCESS PART 2 Flashcards

1
Q

What is the purpose of a UI design workshop?

A

to have participants quickly sketch rough ideas for the user interface.

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2
Q

outputs of a UI design workshop(3)

A

storyboards, design concepts, and guidelines

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3
Q

What is the definition of storyboards in a UI design workshop?

A

A storyboard communicaates a story through images displayed in a sequence of panel that chronologically maps the story’s main events

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4
Q

What is the role of design concepts in a UI design workshop?

A

Design concepts frame UI ideas to ensure an aesthetically-consistent app, software, or website.

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5
Q

What is the role of guidelines in a UI design workshop?

A

Guidelines set design rules based on the agreed design concepts, ensuring consistency across the project.

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6
Q

What is a design pattern in the context of user interface design?

A

A design pattern is similar to a recipe for handling common user interface design issues.

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7
Q

How can design patterns be useful when facing a design problem?

A

When facing a design problem, it can be useful to look at several patterns to see if they help solve the problem.

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8
Q

What are the advantages of using design patterns?

A

The advantages include not having to reinvent the wheel and learning from others’ mistakes.

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9
Q

What are the limitations of design patterns?

A

The limitations are that only common things have patterns, and patterns are not one-size-fits-all; what works in one situation may not work in another

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10
Q

What are the different formats for getting input from users? (4)

A

Flexible format, forgiving format, fill in the blank, and structured format.

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11
Q

What is a Flexible/Forgiving Format?

A

It is a user input method where users can quickly enter data in a way that the system can interpret, even if the input isn’t perfectly formatted.

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12
Q

When should you use a Flexible/Forgiving Format?

A

When select boxes, radio buttons, and checkboxes make the input process too complicated.

When the time it takes to complete a task exceeds the importance of the user’s goal.

When the input is related to a single topic, such as a physical location or an event with a start time.

When the expected input can be easily interpreted by a computer program.

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13
Q

When should you not use a Flexible/Forgiving Format?

A

When users might input anything or ask questions unrelated to the task.

When there isn’t a clearly defined purpose for the input.

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14
Q

What is a Fill-in-the-Blank Format?

A

It is an input method where users enter data directly into blank spaces within a sentence, making the context of the input clear.

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15
Q

When should you use a Fill-in-the-Blank Format?

A

When creating labels for input fields that do not adequately explain the input’s purpose.

When labels for input fields are long and complicated, making it hard for users to understand.

When the context of the input field can be better expressed by placing it within a sentence.

When filling out input fields within a sentence structure forces users to read the entire sentence and understand the context of each input field.

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16
Q

When should you not use a Fill-in-the-Blank Format?

A

When there are many input fields that are not required to be filled out.

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17
Q

How should input fields be represented in a Fill-in-the-Blank Format?

A

Input fields should be placed within a sentence, so the context is clear

The sentence should be structured in a way that guides the user to understand what is being asked for in each input field.

18
Q

What is the rationale behind using a Fill-in-the-Blank Format?

A

It simplifies the user interface by reducing the need for long and complicated labels.

It ensures that users read and understand the context of each input field, reducing errors and misunderstandings.

By integrating input fields into sentences, it makes the form more intuitive and user-friendly.

19
Q

What is a Structured Format?

A

It is an input method where users need to enter data in a predefined structure, ensuring the input adheres to a specific format.

20
Q

When should you use a Structured Format?

A

When select boxes, radio buttons, and checkboxes make data entry too complicated.

When the task completion time is disproportionate to the importance of the user’s goal.

When the input data type is specific, such as a zip code, date, time, or phone number.

When the expected user input follows a specific format that can be easily interpreted by a computer program.

21
Q

When should you not use a Structured Format?

A

When the user input is open-ended and does not follow a predictable pattern.

22
Q

How should input fields be represented in a Structured Format?

A

Input fields should be presented with accompanying labels that clearly describe the expected input format.

Labels should specify the structure users must follow to input valid data.

Use mechanisms like date selection calendars to help users enter data in the correct format.

23
Q

What is the rationale behind using a Structured Format?

A

It sets clear expectations by ordering input fields in a structured format, guiding users on the required input.

Chunking large input fields into smaller bits reduces data entry errors and makes it easier to transcribe or memorize long numbers.

Structured formats are well-suited for predictable input, while forgiving formats are better for open-ended input.

It saves time for users who repeatedly fill out the same input fields as part of frequent tasks, streamlining and controlling inputs.

It aids in speeding up data capture tasks and reducing errors, thus addressing the “garbage in, garbage out” problem.

24
Q

How does the UI Pattern Card Deck help designers?

A

It helps designers consider all available options and how they match the needs of the project.

It provides inspiration and guidance for designing user interfaces by presenting common patterns and solutions.

25
Q

What is the UI Pattern Card Deck?

A

It is a set of ideation cards available at ui-patterns.com, used to help designers think through and identify necessary UI elements.

26
Q

What are sketches good for?

A

Sketches are great for brainstorming and quickly refining ideas, experimenting with basic elements, and collaborating with your design team.

27
Q

What are some things to consider when sketching for UI design?

A

Have specific user goals and tasks in mind.

It doesn’t need to be beautiful; focus on functionality.

Expect to discard many ideas as part of the process.

28
Q

What are wireframes good for?

A

Creating the first draft of an app across multiple screens.

Exploring, testing, and iterating on ideas with more refinement.

Sharing with design teams, clients, and users for early feedback.

Gathering feedback on structure and overall concepts, rather than aesthetic details.

Planning the placement of buttons, tabs, icons, and other key UI elements.

29
Q

What should you consider with wireframes?

A

Wireframes can be paper-based or digital; templates or graph/layout paper can help maintain neatness if paper-based.

Keep wireframes greyscale to focus on layout, structure, and arrangement of key elements, not aesthetic details.

Use wireframes when you understand the goals and needs of users, and have a broad idea of the type of content on your site or app.

Use wireframes to establish what is of primary and secondary importance to the user who will interact with the design.

30
Q

What are mockups good for?

A

Performing usability evaluations such as heuristic evaluations, cognitive walkthroughs, and think-aloud tests.

Making decisions about font choice, color schemes, and other visual aspects.

Integrating knowledge about users, including affordances, metaphors, gestalt principles, and layout design into the visual representation.

31
Q

Here are considerations for mockups:

A

Create multiple mockups to explore different font types, sizes of text and buttons, and color schemes.

Maintain consistency with the “design system” by using symbols and components consistently across the mockup.

Ensure a common visual theme throughout all mockups.

Use tools that facilitate mockup creation and allow for easy sharing with team members, clients, and users.

32
Q

What are prototypes good for?

A

They enable exploration of user journeys and flows.

They show results based on user actions.

They provide opportunities for detailed usability feedback, useful for Think Aloud sessions.

33
Q

What should you consider with prototypes?

A

Settle on the final overall visual design before starting.

Initially, avoid simulating all functionality; focus on specific user flows.

Plan the sequence of page flows off-screen first.

34
Q

What is the value of prototyping?

A

Prototyping allows for creating lots of variations quickly and with different degrees of fidelity.

35
Q

What are the different stages of prototyping?

A

The stages of prototyping include sketches, wireframes, mockups, and prototypes.

36
Q

How do you test a prototype?

A

Form a group of sample participants.

Ask participants to try the prototype.

Obtain feedback via interviews, surveys, observation, or remote data gathering.

Use the feedback to improve the prototype.

37
Q

What is a Minimum Viable Product (MVP)?

A

A version of a product with just enough features to be usable by early customers who provide feedback for future development.

38
Q

Why focus on releasing an MVP?

A

To avoid lengthy and potentially unnecessary work by iterating on working versions and responding to feedback.

39
Q

Why do software companies issue updates?

A

To fix bugs and add functionalities, as there is no such thing as “complete” software.

40
Q

What is the purpose of obtaining feedback from early customers?

A

To challenge and validate assumptions about a product’s requirements and improve future versions.