Foundations of UX Design Flashcards

1
Q

Accessibility

A

The design of products, devices, services, or environments 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

Interviews

A

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

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5
Q

Apprenticeships

A

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

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6
Q

Assets

A

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

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7
Q

Assistive technology

A

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

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8
Q

Bias

A

Favoring or having prejudice against something based on limited information

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9
Q

Brand Identity

A

The visual appearance and voice of a company

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10
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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11
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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12
Q

Confirmation Bias

A

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

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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

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14
Q

Design Agency

A

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

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15
Q

Design Research

A

Answers the question: How should we build it?

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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

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17
Q

Design Thinking

A

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

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18
Q

Digital Literacy

A

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

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19
Q

Empathize

A

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

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20
Q

Empathy

A

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

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21
Q

Equality

A

Providing the same amount of opportunity and support

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22
Q

Equity-focused design

A

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

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23
Q

False consensus bias

A

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

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24
Q

Foundational research

A

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

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25
Framework
Creates the basic structure that focuses and supports the problem you're trying to solve
26
Freelancers:
Designers who work for themselves and market their services to businesses to find customers
27
Generalist
A UX designer with a broad number of responsibilities
28
Graphic designers
Create visuals that tell a story or message
29
Ideate
The phase of Design Thinking that involves brainstorming all potential solutions to the user's problem
30
Ideation
The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them
31
Implicit bias
The collection of attitudes and stereotypes you associate with people without your conscious knowledge
32
Inclusive design
Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender
33
Information architecture
The framework of a website or how it's organized, categorized, and structured
34
Insight
An observation that helps you understand the user or their needs from a new perspective
35
Interaction designers
Focus on designing the experience of a product and how it functions
36
Iterate
Revise the original design to create a new and improved version
37
Iteration
Doing something again, by building on previous versions and making tweaks
38
Key Performance Indicators (KPIs)
Critical measures of progress toward an end goal
39
Motion designers
Think about what it feels like for a user to move through a product
40
Platform
The medium that users experience your product on
41
Post-launch research
Answers the question: Did we succeed?
42
Primacy bias
Remembering the first user more than others
43
Primary research
Research you conduct yourself
44
Product
A good, service, or feature
45
Production designers
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
Prototype
An early model of a product that demonstrates functionality
47
Qualitative research
Focuses observations on why and how things happen
48
Quantitative research
Focuses on data that can be gathered by counting or measuring
49
Prototype
An early model of a product that demonstrates functionality
50
Qualitative research
Focuses observations on why and how things happen
51
Quantitative research
Focuses on data that can be gathered by counting or measuring
52
Recency bias
Most easily remembering the last thing you heard
53
Responsive web design
A design approach that allows a website to change automatically depending on the size of the device
54
Retrospective
A collaborative critique of the team's design sprint
55
Screen reader
Software that reads aloud any on-screen text, interactive elements, or alternative text
56
Secondary research
Research that uses information someone else has put together
57
Startup
A new business that wants to develop a unique product or service and bring it to market
58
Sunk cost fallacy
The idea that the deeper we get into a project we've invested in, the harder it is to change course
59
Surveys
An activity where many people are asked the same questions in order to understand what most people think about a product
60
Switch device
An assistive technology device that replaces the need to use a computer keyboard or a mouse
61
Test
The phase of Design Thinking that involves facilitating and observing user tests with your design prototypes
62
T-shaped designer
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
Universal design
The process of creating one product for users with the widest range of abilities and in the widest range of situations
64
Usability study
A technique used to evaluate a product by testing it on users
65
User
Any person who uses a product
66
User-centered design
Puts the user front-and-center
67
User experience
How a person, the user, feels about interacting with, or experiencing, a product
68
UX engineers
Translate the design's intent into a functioning experience
69
UX program managers
Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish
70
UX research
Understand users and learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals
71
UX researchers
A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product
72
UX writers
Create the language that appears throughout a digital product, like websites or mobile apps
73
Visual designers
Focus on how the product or technology looks
74
Voice control
Allows users to navigate and interact with the buttons and screens on their devices using only their voice
75
Wireframe
An outline or a sketch of a product or a screen
76
UX researchers
A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product
77
UX writers
Create the language that appears throughout a digital product, like websites or mobile apps
78
Specialist
A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design
79
Sprint Brief
A document that you share with all your attendees to help them prepare for the sprint
80
Prototype
An early model of a product that demonstrates functionality
81
Confirmation Bias
Occurs when you start looking for evidence to prove a hypothesis you have