Generalities Flashcards

1
Q

What are the UX Design Skills

A

Strategic Thinking
Leadership
Research
Design
Development

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2
Q

What are the basic steps of UX ?

A
  • Define the problem
  • Do some research
  • Design your solution
  • Test your design
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3
Q

Succinctly, what is the “define the problem” phase ?

A

Figuring what you are trying to do and why you want to do it.

What are the customer challenges ?
What is the company vision / objective ?
Why is this project happening ?
Grow the user base / Position the product ?
Help both company and user.

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4
Q

Succinctly, what is the “Do some research” phase ?

A

Get a broader understanding of the problem and some data to work with

Understanding who you are designing for and wether or not your hypothesis is correct

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5
Q

Succinctly, what is the “Design your solution” phase ?

A

Create your solution, using all the information collected in previous phases

It is here that user stories are created.

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6
Q

Succinctly, what is the “ Test your design” phase ?

A

Test your design

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7
Q

What is a good UX Process ?

A
  • Simple over comprehensive
  • Flexible over prescriptive
  • Variety of tools
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8
Q

3 types of research in UX ?

A
  • Deductive
  • Interrogatory
  • Experimental
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9
Q

What is a deductive research ?

A

You deal with everything you can learn without actually talking to customers or stakeholders (conduct a competitive analysis, existing research, best practices, Refine Personas)

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10
Q

What is an interrogatory research ?

A

It is an overly fancy way of saying “asking question”

surveys
1-on-1 interviews
usability labs

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11
Q

What is an experimental research ?

A

AB Test
Watch users on your app/site

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12
Q

What are the skills needed in the “Design” step of UI ?

A
  • UI Design
  • Writing
  • Empathy
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13
Q

What are the basic of UI Design ?

A
  • Understanding of colors and their meaning (focus attention, what does it communicate)
  • Typography (easy to read ? does it convey the right message ?)
  • Usability (is the page intuitive)
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14
Q

Why is writing important for ux designers ?

A

Clearly communicate to others your ideas
Clearly define success

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15
Q

Why is empathy is the most important skill ?

A

Evaluate different options available and choose the one that work the best, thinking about how it will be seen and experienced by your customer.

Where do users encounter the feature ?
What is their mood ?
Are they doing other things ?

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16
Q

what are the 3 options of testing we have ?

A
  • Prototype
  • MVP
  • Full Build
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17
Q

What is a prototype ?

A

A prototype is something that can be quickly build and tested.

It doesn’t have the fidelity of the finished product
It communicates the value and experience of your work (paper prototype, wireframes printed out, design mocks on envision, html static pages, etc.)

A prototype is a simulation of the product or solution you want to build. It is an early version of a product or feature with which people can interact.

Prototypes allow you to bring your idea closer to life before investing time and energy in building the real thing. You can test your idea with real people to identify friction points and iterate on your design — without having to write a single line of code. Common types of prototypes include low-fidelity and high-fidelity.

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18
Q

What is an MVP ?

A

Minimum Viable Product

No Nice to have feature
Get feedback more quickly
Must be viable

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19
Q

Full Build Test

A

Riskiest option
Potentially wasted effort

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20
Q

Why is leadership important in UX ?,

A

It permeates the entire process.
It is more guidance and facilitation.
Being a leader mean being a resource, building trust and creating the right conditions

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21
Q

What are the common deliverables of UX designers

A
  • Wireframes
  • Prototypes
  • Flow Charts
  • Information Architecture (sitemap, userflows)
  • usability reports
  • Style Guide
  • User Journey maps
  • High Fidelity Mockups
  • Competitive Analysis
  • System Map
  • Findings System
  • Personas
  • Storyboards
  • Requirements and Specifications
  • Brainstorming
  • Content Strategy
  • UX Writing / Microcopy
  • Design Systems
  • analytics reports
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22
Q

What is a journey map ?

A

Tools to understand the user experience on several layers at once.
The purpose of a Journey Map is to document an experience from beginning to end in more than one dimension.

customer journey mapis a diagram that represents the steps (i.e., the process) taken by a user to meet a specific goal.

By laying the process out along a timeline, designers can understand the changes in the user’s context, and their motivations, problems and needs along the way.

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23
Q

Talk about personas

A

Very useful but can be abuse.

Create a fictional person that you can use as an example when your are thinking through possible solutions to UX challenges.

The danger of personas is that they have a lot of assumptions. TO BE USED IN MODERATION.

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24
Q

Talk about the flow chart ?

A

THe flow charts shows all the screens that the user could encounter, the order in which he encounter them.

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25
Q

Talk about Information Architecture

A

Tu purpose of IA is to show how information is organized so it is usable, findable, manageable.

The structure of a site or an app (a sitemap)

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26
Q

3 words to define the role of a UX designer

A
  • Clarification (Analytical skills)
  • Creation (Creative skills)
  • Collaboration (Leadership)
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27
Q

What are the step of Design Thinking

A
  • Emphatize
  • Define
  • Ideate
  • Prototype
  • Test
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28
Q

What is the quote of Jesse James Garret (2010) on User Experience ?

A

“Every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.”

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29
Q

What is user experience ?

A

User Experience is what we experience while using a product designed by someone or a group of people

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30
Q

What is user experience design ?

A

It is the design of any product.

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31
Q

For vitruvius (a renouned roman architect), what are the qualities of a good design ?

A
  • Durability
  • Usefulness
  • Aesthetics
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32
Q

How was UX called by the years 1970s and 1980s ?

A

HCI = Human Computer Interaction

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33
Q

At the origin, from which area HCI practitionners were coming from ? And what was their focus ?

A
  • Computer Science
  • Cognitive psychology

They were mainly focusing on “usability”: how to make computers as intuitive as possible

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34
Q

Which fields are important to design intuitive computers/software ?

A
  • Computer Science
  • Cognitive Psychology
  • Motion Graphics
  • Storytelling
  • Linguistics
  • Visual Design
  • Psychology
  • Sociology
  • Aesthetics
  • Usability
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35
Q

What is the question UX designers are asking since the beginning ?

A

How can we make the experience of interacting with a computer, a smartphone, a product, a service as intuitive, smooth and pleasant as possible ?

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36
Q

Who coined the term “User Experience” ?

A

Don Norman, a prominent designer

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37
Q

What does Don Norman wanted to say when he said that “Design is everything” ?

A

He meant that UX designers are not only concerned with the product when it is being used, but also before the product has been purchased and after he has been used.

Let’s take the example of an IPhone for example: UX designers don’t only care about making the software easy to use. They also care about “designing the right marketing campaign”, “creating a great unboxing experience”, as well as making troubleshooting as painless as possible, and of course making sure that the product or service addresses the need of the user in the first place.

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38
Q

How does ISO defines User Experience

A

“A person’s perceptions and responses that result from the use or anticipated use of a product, system or service.”

39
Q

According to ISO, what are the crucial issues user interface should address

A
  • Effectiveness - Does it do the right thing ? Does it get things done that are important ?
  • Efficiency - Does it do that with the minimum mental/physical effort ?
  • Satisfaction
40
Q

What are the 5 elements of UX as per Jesse James Garret Book ?

A

Strategy
Scope
Structure
Skeleton
Surface

41
Q

as per Jesse James Garret Book, what is the strategy ?

A

The business objectives and the user needs.

Conduct surveys and interviews and use tools such as user personas and customer journey maps.

42
Q

as per Jesse James Garret Book, what is the scope ?

A

The scope of the project defines what the value proposition, the product and the features that meet the business objectives and user needs are.

Identify the different features of the application and create a product roadmap, which prioritizes the features to introduce first.

43
Q

as per Jesse James Garret Book, what is the structure ?

A

How the user interacts with and navigates around the product’s features.

This typically includes different types of flowcharts and maps indicating how information is classified and how users navigate around the product.

44
Q

as per Jesse James Garret Book, what is the skeleton ?

A

A full-scale sample, to give you a more realistic feel of the product. Here — on the Skeleton plane — the interface of the product becomes visible.

The skeleton of the application is where the first drawings are created, in the form of wireframes. Wireframes are simple line drawings, usually no more than labeled boxes and lines depicting different items on the screen. These wireframes may be turned into prototypes to get a feel of how the application works.

45
Q

as per Jesse James Garret Book, what is the surface ?

A

The Surface plane is where the layer of presentation is put in place (colors, furnitures and accessories, etc.).

The surface is where all the visual design elements — colors, typography, icons and illustrations — come into the picture. This also includes the content and microcopy such as labels, headings, messages and instructions.

46
Q

Example of questions at the strategy stage ?

A

How well do we understand our users?
Are we solving the right problem(s)?

47
Q

Example of questions at the scoping stage ?

A

Does the product solve the problem(s)?
What features can help solve the problem(s)?

48
Q

Example of questions at the “structure, skeleton, surface” stages ?

A

Are the product features easy to use? (Structure, Skeleton, Surface)

49
Q

What are the deliverables of the Strategy stage ?

A

User needs
Product Objectives

50
Q

What are the deliverables of the scope phase ?

A

Features
Content Requirements

51
Q

What are the deliverables of the structure phase ?

A

Interaction Design
Information Architecture

52
Q

What are the deliverables of the skeleton phase ?

A

Information Interface and Navigation design

53
Q

What are the deliverables of the surface stage ?

A

The visual design

54
Q

Why should you, as a ux designer, detach yourself from your Deliverables ?

A

Design is a fluid activity, and you must mentally prepare yourself to adapt to changes — internal, external, known and unknown.

For example, you will often find yourself revising your designs after a usability test. This could be at the surface, skeleton or even strategy level. Sometimes your research might reveal new insights that prompt you to reconsider.

The product’s core value (strategy). Perhaps the technical team runs into a roadblock that makes it difficult to implement your solution (scope). In all these, and many other cases, you (and your team) will need to adapt your design decisions.

The beauty of (and indeed the toughest challenge in) design is to be open to iteration. Always remember, iteration is a crucial part of a UX designer’s work, and you will rarely ever create a “final” deliverable in the first attempt.

55
Q

What is a storyboard ?

A

Astoryboardis an idea borrowed from the movie industry. It essentially consists of a comic strip, outlining the user’s actions and circumstances under which these are performed. The power of this idea is that it doesn’t only demonstrate what the user does, but it also reveals the environment, which might be affecting how or why the user does something.

56
Q

What are the deliverables of the Strategy stage ?

A

User Needs and Product Objectives:

  • Personas
  • Storyboards
  • Customer Journey Maps
57
Q

What is a persona

A

It is a fictional character built by the designer to represent a user stereotype.

It represents the typical users, their goals, motivations, frustrations and skills. Other information such as demographics and education backgrounds complete the persona.

58
Q

What are the deliverables of the “scope” stage ?

A

Features and Content Requirements

  • Brainstorming
  • Content Strategy
59
Q

What are the deliverables of the “structure” stage ?

A

Information Architecture and Interaction Design

  • site maps
  • user Flows
60
Q

What are the deliverables of the “skeleton” stage ?

A

Interface Design

  • Wireframes
  • Prototypes

Information Design

  • UX Writing / Microcopy
61
Q

What are the deliverables of the “surface” stage ?

A

Visual Design

  • Mockups
  • Design Systems
62
Q

What is a brainstorming ?

A

Brainstorming is a process whereby a team of designers generates ideas about how to address the issues and opportunities identified in the user research phase.

63
Q

What is a content strategy ?

A

Content strategy is the practice and process of ensuring that content is written, published, edited, repurposed and archived at the right time, and for the appropriate audience.

64
Q

Which analogy match with Information Architecture

A

The blueprint of a house.

65
Q

2 examples of flowcharts ?

A

Site Maps
User flows

66
Q

What is a sitemap ?

A

Sitemaps show the hierarchy and navigation structure of a website or an application.

They show how the content will be organized into logical “screens” or sections, and how the user may transition from one section of your service to another.

67
Q

What is a userflow ?

A

A user flow (also known as a task flow) diagram is a simple chart outlining the steps that a user has to take with your product or service in order to meet a goal.

68
Q

What is the difference between a user flow and a user journey map ?

A

The user flow diagram considers only what happens with your product (that is to say, ignoring all external factors).

69
Q

What is a wireframe ?

A

Wireframes are the first interface-related deliverables in the UX design process and are just a step away from the surface layer and visual design. They are the first tangible elements of the proposed ideas or solutions.

They can be an intermediary step between sketches and prototypes.

70
Q

What is the difference between low fidelity prototype and high fidelity prototype ?

A

A low-fidelity prototype omits any visual design details and serves as a rough guide to allow designers to get a feel of how and where they should place content.

A high-fidelity prototype is a step up from a low-fidelity prototype. They are often called pixel-perfect prototypes because they try to show all the visual and typographic design details of a product, as it would be shown on a real screen. They take into consideration physical screen dimensions and are produced in a size that corresponds to the physical device’s size. Although these require a lot more time to produce compared with low-fidelity prototypes, they are often the type of illustration that you would want to show to a customer or stakeholder.

71
Q

What is UX Writing ?

A

UX writing is the practice of choosing the words people see when they interact with software, an app, or a website. This specialized writing is about designing the conversation between a digital product and the person using it.

72
Q

What is a mockup ?

A

Even thoughmockupslook like screenshots from a completed, real app, they are little more than images. Unfortunately, many clients seem to believe that at this stage, you must be really close to actually finishing the whole project, so be careful to make it abundantly clear that these are little more than good-looking visuals with no code behind them!

73
Q

What is a design system ?

A

Adesign systemis alibrary of reusable componentsandguidelinesthat people within a company can combine into interfaces and interactions. What goes into a design system and how it is implemented can vary quite a bit from company to company, depending on the size and maturity of the design practice and the needs of the product team.

74
Q

What is the goal of design systems

A

A robust design system makes the process of assembling interfaces much faster, as designers do not need to create elements from scratch.

It provides consistent styling and interaction guidelines for teams.

75
Q

What are the part of a usability report ?

A

Background Summary: what you tested, where and when, the tools and equipment that you used and who was involved in the research

Methodology: how you went about the evaluation, what tasks you asked the users to perform, what data was collected, what scenarios were used, who the participants were and their demographics

Test Results: an analysis of all the data collected, including illustrations such as bar charts and textual descriptions of the findings, and user comments that might be particularly illustrative or enlightening. Depending on whom you are communicating the report to, this section may contain some more technical details, such as the type of statistical analyses used.

Findings and Recommendations: what do you recommend, based on the data that you collected and your findings? What worked well, what didn’t and why? State what should be done next to improve the design or move forward with the process.

76
Q

What is the difference between user experience and usability ?

A

usability is one of the several factors that influence UX design.

Usability describes how easy a product is to use

77
Q

According to Peter Morville’s UX honeycomb, what are the factors that influence User Experience ?

A

Peter Morville’s UX Honeycomb outlines a set of seven factors that allow us to evaluate and define User Experience (UX).

These factors are:

Usefulness
Usability,
Desirability,
Findability,
Accessibility,
Credibility,
Value

78
Q

Why is it hard to pinpoint what makes a design good or bad ?

A

Because experience is subjective, abstract, qualitative and sometimes invisible by nature.

79
Q

What are the things that make a User Experience desirable ?

A

Design
Imagery
Brand Identity
Emotional Design

80
Q

What is a “useful” product

A

It is a product that has a purpose, a reason to exist. If people cannot put it to use, well, they will not buy it.

A product is useful if it solves a problem or fulfills a need. It is worth noting that a product can be useful in any context, whether it solves a business problem or fulfills a person’s need to play a game.

81
Q

What is a usable product ?

A

It is a product that is easy to use.

The easier your product is to understand anduse, the better it is for your users. People may put up with an unusable product if they need it (i.e., it is useful). But if there is a comparable product that fulfills a need, and is easier to use, people will prefer to purchase the more usable one.

82
Q

What makes a product usable ?

A
  • Usable products are effective
  • Usable products are efficient
  • Usable products are engaging
  • Usable products are error tolerant
  • Usable products are easy to learn
83
Q

In terms of usability, what is an effective product ?

A

Effectiveness is aboutwhetherusers can complete their goals with high accuracy.

84
Q

In terms of usability, what is an efficient product ?

A

Efficiency is all aboutspeed. How fast can the user get the job done?

85
Q

In terms of usability, what is an engaging product ?

A

Engagement refers tohow pleasant and gratifyingthe product is to use.

You can make a product more engaging through aesthetics, storytelling and gamification

(using game elements such as badges, points and rewards in the user’s journey).

86
Q

In terms of usability, what is an error-tolerant product ?

A

While you cannot prevent every error, the next best thing is tominimize errors and ensure that a user can easily recover from an error and get back to what they were doing.

This is error tolerance.

87
Q

In terms of usability, what is an easy-to-learn product ?

A

The best way to support ease of learning is todesign systems that match a user’s existing mental models.

A mental model simply represents something in the real world and how it is done from the user’s perspective. It’s why virtual buttons look a lot like real buttons — we know that we push buttons. Thus, it is easy to learn how to submit a form.

88
Q

What is a findable product ?

A

When users interact with your product, they should be able tofindall its useful and usable features and functions.

If people cannot find it, it does not exist!

89
Q

What is a credible product ?

A

It is a product that provides and maintains the trust.

Trustis the foundation of all transactions. Customers expect our products to be reliable and fulfill their needs. If we collect personal or financial information, customers expect it to be protected.

90
Q

What is a desirable product ?

A

Emotions play a large role in user experience. All other factors being equal, customers will always choose a product that looks and feels good. Aesthetics, brand identity and imagery make products more or lessdesirable.

The more desirable a product, the more our customers will want to use and recommend it to their friends.

91
Q

What is an accessible product ?

A

It is a product that serves allusers — including people with disabilities.

92
Q

What is a valuable product ?

A

For customers, value is the sum of all six of the other factors.

Value for those who create the product — often businesses — is profitability and long-term viability.

93
Q

What are the elements that should be balanced by designers to design for value ?

A
  • Desirability (Humans)
  • Viability (Business)
  • Feasibility (Tech)
94
Q

What are the 3 goals of a UX portfolio ?

A
  • It provides a brief snapshot of your value as a UX designer
  • Attracts and motivates employers
  • Frames the conversations you will have with them throughout the hiring process.