Checkpoint 3.2 Flashcards

(40 cards)

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
Pre-contemplation (behavior change)
before deciding to make a change
26
Contemplation (behavior change)
Thinking about all the factors involved in the change
27
Preparation (behavior change)
Gathering information and resources and learning what it takes to make the change
28
Action (behavior change)
Doing something related to the change you want to make
29
Maintenance (behavior change)
Continuing or repeating the new behavior on a regular basis
30
Relapse (behavior change)
Going back to behaviors from before the change
31
List the 6 stages of behavior change
Pre-contemplation, contemplation, preparation, action, maintenance, relapse
32
6 stages of the purchase funnel
Awareness. Interest. Consideration. Intent. Evaluation. Purchase.
33
Purchase Funnel
A key marketing tool for conceptualizing the stages of a customer interaction.
34
SMART goals
Specific. Measurable. Achievable. Realistic. Time-Bound.
35
Time on Task KPI
Time that user need to complete a task, as measured during usability testing
36
Error Rate KPI
Number of user errors divided by total number of attempts
37
Task Success Rate KPI
Number of successfully completed tasks divided by the total number of attempts
38
Navigation versus Search KPI
Number of tasks completed using search or navigation divided by the total number of tasks completed
39
Customer Satisfaction Scale KPI
Customer satisfaction can be gauged in various scales, 1-10, smiley vs sad face etc
40
Attitudinal KPI's
System Usability Scale (SUS). Net Promoter Score (NPS). Customer Satisfaction (CSAT)