Extra Questions Flashcards

1
Q

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

A

Using non person first language

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2
Q

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

A

Honestlyidk. Either its the story board one or inclusive design

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3
Q

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

A

LAW OF PROXIMITY

first law is not real

2nd and 5th are the same thing so cant be the answer

3rd is the answer.

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4
Q

What are the three main components of Information Architecture?

A

Content, Context and User

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5
Q

Personas and Scenarios help us understand:_______

A

The user and their behaviours

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6
Q

Law of Proximity is part of what group of terms?

A

Gestalt principles

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7
Q

Personas should be created through:

A

Evidence, not assumptions or stereotypes

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8
Q

With Typography, you should aim for three key goals

A

Avoid complicated language
Ensure legibility
Choose an ideal font for legibility

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9
Q

Visual feedback tells the user that the app:

A

Has received their request for action and is doing something

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10
Q

Recognizing Icons for what they do over remembering is called: ___________ ___ _______

A

Recognition over Recall

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11
Q

What are the three types of grid systems?

A

Column, Modular and Hierarchical

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12
Q

SVGs are better to use over JPEGS or PNGs, especially across several platforms because:

A

They can scale in size without loss of resolution/clarity of the image

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12
Q

Responsive design is an approach that:

A

Adapts to the device

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13
Q

Heuristic Evaluation, A/B Testing and Card Sorting are all what?

A

Types of Usability Testing Methods

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14
Q

What is an affordance?

A

An action a user believes is possible when interacting with an interface (could be doable or impossible to do, still counts as an affordance).

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15
Q

What is a signifier?

A

Cues that indicate that a user can perform an affordance.

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16
Q

What are some end results of prototyping?

A

Validate our UI Desgin
See if design fits user’s mental models
communicate effectively
Inspire “ownership”

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17
Q

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

A - Did not have access to the internet, limiting their abilities

18
Q

A prototype is a model of something that allows us to test out ____________ and improve __________

A

Assumptions, our design/design of an interface

19
Q

Does a prototype need to be a physical thing?

A

NO

It can be as simple as a use case

20
Q

True or False?

A prototype covers all of the use cases and details of a possible application or interface

A

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

21
Q

A PROTOTYPE SHOULD

USE THE ________________ OF THE USER
ALLOW FOR ____________ REFINEMENT
HELP THE DESIGN TEAM ________________________

A

Vocabulary
Iterative
Better communicate with a user/client

22
Q

What are some benefits/downsides of low fi prototypes?

A

CHEAP & QUICK
EASY TO CHANGE
INVITES USERS/CLIENT TO BE CO-DESIGNERS
ABOUT THE PROCESS, NOT THE “PRETTY”
FEATURE CREEP IS HIGH

23
Q

What are some benefits/downsides of high fi prototypes?

A

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

24
Q

IS a story board a hi-fi prototype?

A

No it is a low fidelity prototype.

25
Q

What does a story board help us understand better?

A

The process + flow of the application

26
Q

True or False

Accessibility Design is the same thing as Inclusive Design, just broader in scope

27
Q

Accessibility is the ___________, inclusive design is ____ ___ ______ ____

A

destination, how we get there

28
Q

Why is designing for mobile devices special?

A

Limited screen space
Different screen space across several different devices
Different way of navigation (touch screen vs mouse/tabbing)

29
Q

What does content prioritization mean when it comes to mobile devices?

A

Using information architecture to determine what can be used to inform what makes it on the screen and what doesn’t

Also see using hierarchical grid system/layout to better determine what should be displayed on the limited screen space

30
Q

What are some best practices when it comes to designing for mobile devices?

A

ASSUME A MOBILE-FIRST MENTALITY
USE SCALABLE VECTOR GRAPHICS
DESIGN FOR 3+ DEVICES
PRIORITIZE & HIDE CONTENT TO SUIT USERS’ CONTEXT
AIM FOR MINIMALISM
USE DESIGN PATTERNS
AIM FOR ACCESSIBILITY

31
Q

If all of the content can’t be displayed on a smaller display, what should happen to that content?

A

PRIORITIZE AND HIDE CONTENT

SHOW THE USER WHAT THEY NEED, AND HIDE THE REST.
USE THE INFORMATION ARCHITECTURE TO SUPPORT THIS.

32
Q

When designing for multiple devices, what does the term “breakpoint” mean?

A

A BOUNDARY WHERE DESIGN WILL NECESSARILY CHANGE TO ACCOMMODATE A DIFFERENT DEVICE/SCREEN SIZE. DESIGNERS TYPICALLY CONSIDER AT LEAST 3 DIFFERENT SIZES (MOBILE, TABLET, LAPTOP/DESKTOP)

33
Q

List three main considerations of responsive design

A

Fluid grid system
fluid images
Media queries & breakpoints

34
Q

What is a fluid grid system?

A

The principle of a grid is simple: every element occupies the same percentage of space, however large or small the screen becomes, which means that the components can be scaled up and down as the user switches devices.

35
Q

What is a fluid image in responsive design?

A

In responsive design, fluid images are images that scale to fit their container, meaning that when the browser reaches a breakpoint, the image will scale up or down to the current window size.

36
Q

In order to achieve fluid images, what image type would be the best to achieve this?

A) PNG
B) JPEG
C) WEBD
D) SVG
E) AI

37
Q

What are media queries when it comes to responsive design?

A

Media queries are filters that detect the browsing device’s dimensions and make your design appear appropriate regardless of the screen size

38
Q

T/F

Media queries work best with a “mobile first” mentality over a “desktop first” mentality

A

TRUE
Media queries work best with a “mobile first” approach where you define what you want on mobile and then scale up from there.

39
Q

INCLUSIVE DESIGN - ALSO INCLUDES CONSIDERATIONS SUCH AS ________________, ____________, AND ACCESS TO ___________________

A

Socioeconomics, Education and Access to Technology

40
Q

Avoiding images that contain text, Keyboard navigation
and Simplified language are all what?

A

Approaches to inclusive design

41
Q

List some benefits of participatory design

A

ENHANCED USER SATISFACTION
INCREASED USABILITY AND ACCESSIBILITY
IMPROVED INNOVATION
OWNERSHIP & ACCEPTANCE
IMPROVED INCLUSIVITY

42
Q

List some challenges of participatory design

A

MANAGING DIVERSE OPINIONS/EXPERIENCES
POTENTIAL FOR CONFLICT
FACILITATION SKILLS ARE REQUIRED
TIME & RESOURCES TO ENGAGE

43
Q

When should you avoid paper prototyping over wireframes/other hi-fi prototypes?

A

Whenever you are revisiting a solution - if you’ve created a similar design/app several times before you should avoid paper prototyping (don’t reinvent the wheel)