Foundations of UX Design Flashcards

1
Q

Accessibility

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Advertising agencies

A

Teams of creatives hired by clients to build marketing campaigns

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Interviews

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Apprenticeships

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Assets

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Assistive technology

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Bias

A

Favoring or having prejudice against something based on limited information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Brand Identity

A

The visual appearance and voice of a company

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Call-to-action (CTA)

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Color modification

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Confirmation Bias

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Define

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Design Agency

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Design Research

A

Answers the question: How should we build it?

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Design Sprint

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Design Thinking

A

A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Digital Literacy

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Empathize

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Empathy

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Equality

A

Providing the same amount of opportunity and support

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Equity-focused design

A

Designing for groups that have been historically underrepresented or ignored when building products

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

False consensus bias

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

Foundational research

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

Framework

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
26
Q

Freelancers:

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
27
Q

Generalist

A

A UX designer with a broad number of responsibilities

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
28
Q

Graphic designers

A

Create visuals that tell a story or message

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
29
Q

Ideate

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
30
Q

Ideation

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
31
Q

Implicit bias

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
32
Q

Inclusive design

A

Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
33
Q

Information architecture

A

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

34
Q

Insight

A

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

35
Q

Interaction designers

A

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

36
Q

Iterate

A

Revise the original design to create a new and improved version

37
Q

Iteration

A

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

38
Q

Key Performance Indicators (KPIs)

A

Critical measures of progress toward an end goal

39
Q

Motion designers

A

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

40
Q

Platform

A

The medium that users experience your product on

41
Q

Post-launch research

A

Answers the question: Did we succeed?

42
Q

Primacy bias

A

Remembering the first user more than others

43
Q

Primary research

A

Research you conduct yourself

44
Q

Product

A

A good, service, or feature

45
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

46
Q

Prototype

A

An early model of a product that demonstrates functionality

47
Q

Qualitative research

A

Focuses observations on why and how things happen

48
Q

Quantitative research

A

Focuses on data that can be gathered by counting or measuring

49
Q

Prototype

A

An early model of a product that demonstrates functionality

50
Q

Qualitative research

A

Focuses observations on why and how things happen

51
Q

Quantitative research

A

Focuses on data that can be gathered by counting or measuring

52
Q

Recency bias

A

Most easily remembering the last thing you heard

53
Q

Responsive web design

A

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

54
Q

Retrospective

A

A collaborative critique of the team’s design sprint

55
Q

Screen reader

A

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

56
Q

Secondary research

A

Research that uses information someone else has put together

57
Q

Startup

A

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

58
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

59
Q

Surveys

A

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

60
Q

Switch device

A

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

61
Q

Test

A

The phase of Design Thinking that involves facilitating and observing user tests with your design prototypes

62
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

63
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

64
Q

Usability study

A

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

65
Q

User

A

Any person who uses a product

66
Q

User-centered design

A

Puts the user front-and-center

67
Q

User experience

A

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

68
Q

UX engineers

A

Translate the design’s intent into a functioning experience

69
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

70
Q

UX research

A

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

71
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

72
Q

UX writers

A

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

73
Q

Visual designers

A

Focus on how the product or technology looks

74
Q

Voice control

A

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

75
Q

Wireframe

A

An outline or a sketch of a product or a screen

76
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

77
Q

UX writers

A

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

78
Q

Specialist

A

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

79
Q

Sprint Brief

A

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

80
Q

Prototype

A

An early model of a product that demonstrates functionality

81
Q

Confirmation Bias

A

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