Extra Questions Flashcards
WHICH OF THE FOLLOWING IS A
POOR INCLUSIVE DESIGN CHOICE?
USING A FULL NAME OPTION INSTEAD OF A FIRST NAME AND LAST NAME OPTION
USING IMAGES THAT INCLUDE A DIVERSE GROUP OF USERS
USING ALT-TEXT WITH IMAGES
DEVELOPING EFFECTIVE KEYBOARD NAVIGATION
USING NON PERSON-FIRST LANGUAGE
Using non person first language
WHICH OF THE FOLLOWING STATEMENTS IS FALSE?
A STORYBOARD IS CONSIDERED A LOW FIDELITY PROTOTYPE
FEEDBACK ON HIGH FIDELITY PROTOTYPES IS OFTEN FOCUSED MORE ON THE AESTHETICS OF THE DESIGN OVER THE PROCESS FLOW
A PAPER PROTOTYPING SESSION INCLUDES A HUMAN-COMPUTER ACTOR
AN INCLUSIVE DESIGN WILL CONSIDER BOTH ACCESSIBILITY AND INCLUSIVITY EVEN WHEN DESIGNING A PAPER PROTOTYPE OR WIREFRAME
A PROTOTYPE NEED NOT REPRESENT THE ENTIRE SYSTEM THAT IS BEING DESIGNED
Honestlyidk. Either its the story board one or inclusive design
WHEN DESIGNING A RESPONSIVE WEB INTERFACE THAT ADJUSTS SMOOTHLY BETWEEN DESKTOP & MOBILE DEVICES, WHICH GESTALT PRINCIPLE IS MOST CRUCIAL TO MAINTAIN VISUAL CONTINUITY AND ENSURE THAT USERS PERCEIVE THE WEBSITE AS A UNIFIED WHOLE ACROSS DIFFERENT SCREEN SIZES?
LAW OF SIMPLICITY: EMPHASIZING THE SIMPLEST FORM OR A CLEAR PATH IN DESIGN TO ENHANCE USABILITY ON VARIOUS DEVICES
LAW OF SYMMETRY: ENSURING ELEMENTS ARE SYMMETRICALLY ARRANGED FOR AESTHETIC BALANCE ON DIFFERENT SCREENS
LAW OF PROXIMITY: KEEPING RELATED ELEMENTS TOGETHER TO ENSURE THAT INFORMATION HIERARCHY AND GROUPING REMAIN CONSISTENT ACROSS DEVICES
LAW OF COMMON FATE: DESIGNING ELEMENTS TO MOVE IN THE SAME DIRECTION IN ANIMATIONS AND TRANSITIONS FOR SMOOTHER RESPONSIVE BEHAVIOUR
LAW OF PRAGNANZ: CREATING INTERFACES THAT ARE PERCEIVED IN THE SIMPLEST FORM POSSIBLE, ADJUSTING COMPLEXITY BASED ON DEVICE CAPABILITIES
LAW OF PROXIMITY
first law is not real
2nd and 5th are the same thing so cant be the answer
3rd is the answer.
What are the three main components of Information Architecture?
Content, Context and User
Personas and Scenarios help us understand:_______
The user and their behaviours
Law of Proximity is part of what group of terms?
Gestalt principles
Personas should be created through:
Evidence, not assumptions or stereotypes
With Typography, you should aim for three key goals
Avoid complicated language
Ensure legibility
Choose an ideal font for legibility
Visual feedback tells the user that the app:
Has received their request for action and is doing something
Recognizing Icons for what they do over remembering is called: ___________ ___ _______
Recognition over Recall
What are the three types of grid systems?
Column, Modular and Hierarchical
SVGs are better to use over JPEGS or PNGs, especially across several platforms because:
They can scale in size without loss of resolution/clarity of the image
Responsive design is an approach that:
Adapts to the device
Heuristic Evaluation, A/B Testing and Card Sorting are all what?
Types of Usability Testing Methods
What is an affordance?
An action a user believes is possible when interacting with an interface (could be doable or impossible to do, still counts as an affordance).
What is a signifier?
Cues that indicate that a user can perform an affordance.
What are some end results of prototyping?
Validate our UI Desgin
See if design fits user’s mental models
communicate effectively
Inspire “ownership”
Why should we be kind to designers of the past?
(a) Designers of the past did not have access to the internet, thus limiting their abilities to understand other
cultures.
(b) Designers of the past weren’t as creative or intelligent as designers of today.
(c) Designers of the past may not have had access to the same resources or technology that we have today.
(d) Since trends tend to be cyclical, the aesthetic choices made by designers of the past will come back into
fashion.
(e) Even though their designs might be out of style, they still look aesthetically pleasing.
A - Did not have access to the internet, limiting their abilities
A prototype is a model of something that allows us to test out ____________ and improve __________
Assumptions, our design/design of an interface
Does a prototype need to be a physical thing?
NO
It can be as simple as a use case
True or False?
A prototype covers all of the use cases and details of a possible application or interface
False
A PROTOTYPE DOES NOT NECESSARILY HAVE TO
DESCRIBE THE ENTIRE THING YOU ARE DESIGNING
YOU COULD DESIGN, FOR EXAMPLE,
ONE USE CASE AT A TIME
A PROTOTYPE SHOULD
USE THE ________________ OF THE USER
ALLOW FOR ____________ REFINEMENT
HELP THE DESIGN TEAM ________________________
Vocabulary
Iterative
Better communicate with a user/client
What are some benefits/downsides of low fi prototypes?
CHEAP & QUICK
EASY TO CHANGE
INVITES USERS/CLIENT TO BE CO-DESIGNERS
ABOUT THE PROCESS, NOT THE “PRETTY”
FEATURE CREEP IS HIGH
What are some benefits/downsides of high fi prototypes?
NOT AS CHEAP & NOT AS QUICK
NOT AS EASY TO CHANGE/UPDATE
CAN ALSO INVITE USERS/CLIENT TO BE CO-DESIGNERS*
ABOUT THE PROCESS BUT ALSO THE “PRETTY”
FEATURE CREEP IS LOW