Checkpoint 3.2 Flashcards

1
Q

Persona

A

Fictional characters that designers create to represent types of users

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2
Q

Proto-persona

A

Personas based on designers intuition and anecdotal experiences

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3
Q

User Journey

A

The journey a user will take before, during, and after interaction with a product or service

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4
Q

Scenarios

A

Involves at least one actor and gives context to how a product is used. Can be task-based and narrow, or task-based and broad

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5
Q

User Story

A

Describes the type of user, what they want and why

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6
Q

Journey mapping

A

Maps out expectations, touchpoints, highs and lows of the user journey

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7
Q

Touch-points

A

Anytime and user comes into contact with either the product or a representation of a product

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8
Q

Decision Points

A

Points along the user journey that involve choices and decision

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9
Q

Influence

A

Different factors may influence how people approach/complete tasks

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10
Q

Bias

A

Factors that can skew data in an interviewing process

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11
Q

Persuasion

A

How a design influences human behavior

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12
Q

Behavioral Change

A

Modification of behavioral patterns. Typically broken down into 6 steps

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13
Q

Humans make choices in response to the following stimuli…(list 5)

A

Circumstance, necessity, emotion, environment, social influences

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14
Q

Friendliness bias/Acquiescence bias

A

User tells you what they think you want to hear

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15
Q

Framing effect

A

Response differs based on framing of the question

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16
Q

Confirmation bias

A

Interpreting information in a way that supports their existing belief

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17
Q

Hindsight bias

A

Perceiving past events as more predictable than they were

18
Q

Social desirability bias

A

Wants to look good

19
Q

Sunk cost fallact

A

Continue to do something that isnt working because you’ve already invested effort

20
Q

Illusion of transparency

A

Overestimating how much they know about what someone else is thinking

21
Q

Clustering bias

A

Identifying patterns, even where no pattern exists

22
Q

Implicit bias

A

Holding implicit associations about certain groups and their behaviors

23
Q

Fundamental attribution error

A

Attributing errors to someones internal characteristics rather than their circumstances

24
Q

Tasks are influenced by these 4 factors

A

Ability, perception, attitude, attribution

25
Q

Pre-contemplation (behavior change)

A

before deciding to make a change

26
Q

Contemplation (behavior change)

A

Thinking about all the factors involved in the change

27
Q

Preparation (behavior change)

A

Gathering information and resources and learning what it takes to make the change

28
Q

Action (behavior change)

A

Doing something related to the change you want to make

29
Q

Maintenance (behavior change)

A

Continuing or repeating the new behavior on a regular basis

30
Q

Relapse (behavior change)

A

Going back to behaviors from before the change

31
Q

List the 6 stages of behavior change

A

Pre-contemplation, contemplation, preparation, action, maintenance, relapse

32
Q

6 stages of the purchase funnel

A

Awareness. Interest. Consideration. Intent. Evaluation. Purchase.

33
Q

Purchase Funnel

A

A key marketing tool for conceptualizing the stages of a customer interaction.

34
Q

SMART goals

A

Specific. Measurable. Achievable. Realistic. Time-Bound.

35
Q

Time on Task KPI

A

Time that user need to complete a task, as measured during usability testing

36
Q

Error Rate KPI

A

Number of user errors divided by total number of attempts

37
Q

Task Success Rate KPI

A

Number of successfully completed tasks divided by the total number of attempts

38
Q

Navigation versus Search KPI

A

Number of tasks completed using search or navigation divided by the total number of tasks completed

39
Q

Customer Satisfaction Scale KPI

A

Customer satisfaction can be gauged in various scales, 1-10, smiley vs sad face etc

40
Q

Attitudinal KPI’s

A

System Usability Scale (SUS). Net Promoter Score (NPS). Customer Satisfaction (CSAT)