Foundations Of UX Design Flashcards

1
Q

Design Sprints

A

A common method for collaborating on projects.

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2
Q

What is a mock-up?

A

A visual way of representing a product. While a wireframe mostly represents a product’s structure, a mockup shows how the product is going to look like. But still, a mockup is not clickable (just like the wireframe As opposed to a wireframe, a mockup is either a mid or high-fidelity display of design)

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3
Q

Advertising agencies

A

Teams of creatives hired by clients to build marketing campaigns

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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

Design Agency

A

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

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7
Q

Freelancers

A

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

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8
Q

Generalist

A

A UX designer with a broad number of responsibilities

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9
Q

Graphic designers

A

Create visuals that tell a story or message

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10
Q

Information architecture

A

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

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11
Q

Interaction designers

A

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

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12
Q

Motion designers

A

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

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13
Q

Product

A

A good, service, or feature

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14
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

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15
Q

Prototype

A

An early model of a product that demonstrates functionality

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16
Q

Specialist

A

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

17
Q

Startup

A

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

18
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

19
Q

User experience

A

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

20
Q

UX engineers

A

Translate the design’s intent into a functioning experience

21
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

22
Q

UX research

A

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

23
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

24
Q

UX writers

A

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

25
Q

Visual designers

A

Focus on how the product or technology looks

26
Q

Wireframe

A

An outline or a sketch of a product or a screen

27
Q

Usability

A

-user experience is about improving usability or making something easier to use. This means that the design, structure, and purpose of the product are clear to everyone.
-Is the ease with which a person can accomplish a given task with your product. And whether you’re designing a login screen, a search experience, or anything else you can imagine, usability is essential!
-is how easily a person can accomplish a given task with your product; it is the result of intentional, research-based, and user-tested design decisions made with one goal in mind: to make it as easy as possible for users to do what they need to do with the product.

28
Q

Equitable

A

Considering the unique needs of many different people is important work and thinking about equitable design is key. Being equitable means your designs are useful and marketable to people with diverse abilities and backgrounds.

29
Q

Augmented Reality Designer

A

uses the physical world as a backdrop and adds virtual elements on top of it. Users are still contextually aware of their surroundings, but their reality is augmented, or enhanced, by adding elements through a screen. For example, you can sit in your actual kitchen, and an AR experience can add digital images, like a new barstool or a piece of artwork, to the room around you.

30
Q

Virtual reality

A

involves a wearable headset that takes over a user’s vision; it blocks out their physical surroundings and immerses them in a completely virtual world.For example, VR can feel like you’re entering the setting of a magical imaginary land.

31
Q

Storyboards

A

sketches that help explore the user’s experience

32
Q

Stakeholder

A

a person you need to work with to complete the project or anyone who has some interest in the project, either within or outside of the company.