Foundations of UX Design Flashcards

1
Q

Accessibility

Hint: Who is it for?

A

The design of products, devices, services, or environments for people with disabilities

TL;DR.
To design for people with disabilities

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2
Q

Advertising Agencies

A

Teams of creatives hired by clients to build marketing campaigns

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3
Q

Alternative Text (Alt Text)

A

Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers

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4
Q

Apprenticeships

A

Provides on-the-job training to help people develop real skills

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5
Q

Assets

A

Everything from the text and images to the design specifications, like font style, color, size, and spacing

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6
Q

Assistive Technology

A

Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities

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7
Q

Bias

A

Favoring or having prejudice against something based on limited information

Having a preference to someone or something with little to no knowledge

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8
Q

Brand Identity

A

The visual appearance and voice of a company

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9
Q

Call-to-action (CTA)

A

A visual prompt that tells the user to take action, like to click a button

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10
Q

Color Modification

A

Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode

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11
Q

Define (and what stage of Design Thinking)

A

The 2nd phase of Design Thinking that involves leveraging the insights gained during the empathize phase to identify the problem you’ll solve with your design

TL;DR
2nd phase of Design Thinking where you identify the specific problem to solve

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12
Q

Design Agency

A

A one-stop shop for the look of brands, products, and services

Helps create the brands identity

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13
Q

Design Thinking (5 steps)

A

A UX design framework that focuses on the user throughout all five phases
1) Empathize
2) Define
3) Ideate
4) Prototype
5) Test

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14
Q

Digital Literacy

A

A user’s level of ability related to using digital information and technologies

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15
Q

Empathize

A

The 1st phase of Design Thinking that involves getting to know your user through research

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16
Q

Equality

A

Providing the same amount of opportunity and support

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17
Q

Equity

A

Specifically considering underrepresented and excluded groups

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18
Q

Equity-Focused Design (and what 3 category’s of people)

A

1) Designing for groups that have been historically underrepresented or ignored when building products
2) Making sure the product is both accessible and fair to all genders, races, and abilities.

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19
Q

Framework (frame of a building. What is a building)

A

Creates the basic structure that focuses and supports the problem you’re trying to solve

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20
Q

Freelancers

A

Designers who work for themselves and market their services to business to find customers

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21
Q

Generalist

A

A UX designer with a broad number of responsibilities

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22
Q

Graphic Designers

A

Create visuals that tell a story or messsage

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23
Q

Ideate (what number in Design Thinking)

A

The 3rd phase of Design Thinking that involves brainstorming all potential solutions to the user’s problem

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24
Q

Ideation

A

The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them

TL;DR - The process of coming up with ideas

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25
Q

Inclusive Design
(what identifiers - Use your sentence)

A

Making design choices that take into account personal identifiers like:
1) ability
2) race
3) economic status
4) language
5) age
6) and gender

I’m a young able bodied white man who speaks English and is middle class

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26
Q

Information Architecture

A

The framework of a website or how it’s organized, categorized, and structured

Architecture - How a website is built. The buildings (websites) frames. Framework.

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27
Q

Insight

A

An observation that helps you understand the user or their needs from a new perspective

Looking into the user

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28
Q

Interaction Designers

A

Focus on designing the experience of a product and how it functions

Keyword: Designing the users experience

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29
Q

Iterate

A

Revise the original design to create a new and improved version

Like reiterate. Just like you go back to explain, you go back to design again.

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30
Q

Iteration

A

Doing something again, by building on previous versions and making tweaks

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31
Q

Motion Designers

A

Think about what it feels like for a user to move through a products

32
Q

Platform

A

The medium that users experience your product on

What a user uses to experience your product. Phone, computer, tablet, etc.

33
Q

Product

A

A good, service, or feature

34
Q

Production designers

A

Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to engineering team

Ensures the projects design is good from start to finish before it’s handed off to the engineers.

35
Q

Prototype (define and what phase of design thinking)

A

An early model of a product that demonstrates functionality. This is also the 4th phase of Design Thinking.

36
Q

Responsive Web Design

A

A design approach that allows a website to change automatically depending on the size of the device

37
Q

Screen Reader

A

Software that reads aloud any on-screen text, interactive elements, or alternate text

38
Q

Speech to text

A

Software that allows users to compose text by speaking into their device

39
Q

Specialist

A

A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design

40
Q

Startup

A

A new business that wants to develop a unique product or service and bring it to market

41
Q

Switch Device

A

An assistive technology device that replaces the need to use a computer keyboard or a mouse

42
Q

Test (what phase of design thinking)

A

The 5th (and final) phase of Design Thinking that involves facilitating and observe user tests with your design prototypes

43
Q

T-Shaped Designer

A

A designer who specializes in one kind of user experience (e.g., interaction, visual, motion) and has a breadth of knowledge in other areas

44
Q

Universal Design

A

The process of creating one product for users with the widest range of abilities and in the widest range of situations

Universally accessible

45
Q

User

A

Any person who uses a product

46
Q

User-Centered Design

A

Puts the user front-and-center

47
Q

User Experience

A

How a person, the user, feels about interacting with, or experiencing, a product

How the user experiences the product and their feelings around it.

48
Q

UX Engineers

A

Translate the design’s intent into a functioning experience

Brings the design to life.

49
Q

UX Program Managers

A

Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish

Oversees the design process to ensure it’s running smoothly.

50
Q

UX Research

A

Understand users and learn about their backgrounds, demographics, motion nations, pain points, emotions, and life goals

Research your user to be able to build a product around them. User-centered design.

51
Q

UX Researchers

A

A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product

52
Q

UX Writers

A

Create the language that appears throughout a digital product, like websites or mobile apps

The person that selects what words to use in your product.

53
Q

Visual Designers

A

Focus on how the product or technology looks

54
Q

Voice Control

A

Allows users to navigate and interact with the buttons and screens on their devices using only their voice

55
Q

Wireframe

A

An outline or a sketch of a product or a screen

56
Q

Design Sprint

What’s the goal?
How many hours & days?
What are the 5 phases.

A

A time-bound process, with five phases typically spread over five full 8-hour days. The goal of design sprints is to answer critical business questions through designing, prototyping, and testing ideas with users.

1) Understand
2) Ideate
3) Decide
4) Prototype
5) Test

57
Q

Retrospective

What two main questions?

A

A collaborate critique of the team’s design sprint

What went well & what can be improved

58
Q

Sprint Brief

A

A document you share with all your attendees to help them prepare for the sprint

59
Q

Confirmation Bias

A

Occurs when you start looking for evidence to prove a hypothesis you have

When you find like minded people to back your thinking up

60
Q

Empathy

A

The ability to understand someone else’s feelings or thoughts in a situation

Being able to put yourself in someone else’s shoes

61
Q

False Consensus Bias

Hint: In relation to yourself.

A

The assumption that others will think the same way as you do

62
Q

Foundational Research

What questions?

A

Answers the questions: What should we build? What are the user problems? How can we solve them?

Done at the beginning or before the design thinking process starts

63
Q

Implicit Bias

Hint: Gay = Fabulous = Catty

A

The collection of attitudes and stereotypes you associate with people without your conscious knowledge

64
Q

Interviews

A

A research method used to collect in-depth information on people’s opinions, thoughts, experiences, and feelings

65
Q

Key Performance Indicators (KPI’s)

A

Critical measures of progress toward an end goal

66
Q

Post-launch research

What question does it answer?

A

Answers the question: Did we succeed?
Done after the Design Thinking process

67
Q

Primacy Bias

A

Remembering the first user more than others

68
Q

Primary Research

A

Research you conduct yourself

69
Q

Qualitative Research

Hint: Who, what, when, where, why, and how?

A

Focuses observations on why and how things happen
Asking open ended questions

70
Q

Quantitative Research

A

Focuses on data that can be gathered by counting or measuring
Asking closed ended questions
Numbers

71
Q

Recency Bias

A

Most easily remembering the last thing you heard

72
Q

Secondary Research

A

Research that uses information someone else has put together

73
Q

Sunk Cost Fallacy

A

The idea that the deeper we get into a project we’ve invested in, the harder it is to change course

74
Q

Surveys

Hint: General

A

An activity where many people are asked the same questions in order to understand what most people think about a product

75
Q

Usability Study

Hint: Who participates in the study? What are they studying?

A

A technique used to evaluate a product by testing it on users