Google Glossary Flashcards

1
Q

Advertising agencies

A

Teams of creatives hired by clients to build marketing campaigns

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2
Q

Apprenticeships

A

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

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3
Q

Assets

A

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

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4
Q

Design Agency

A

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

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5
Q

Freelancers

A

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

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6
Q

Generalist

A

A UX designer with a broad number of responsilibilies

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7
Q

Graphic Designers

A

Create visuals that tell a story or message

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8
Q

Information Architecture

A

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

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9
Q

Interaction designers

A

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

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10
Q

Motion Designers

A

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

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11
Q

Product

A

A good, service, or feature

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12
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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13
Q

Prototype

A

An early model of a product that demonstrates functionality

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14
Q

Specialist

A

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

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15
Q

Startup

A

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

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16
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.

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17
Q

User experience

A

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

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18
Q

UX Engineers

A

Translate the design’s intent into a functioning experience

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19
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.

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20
Q

UX Research

A

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

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21
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.

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22
Q

UX Writers

A

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

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23
Q

Visual Designers

A

Focus on how the product or technology looks

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24
Q

Wireframe

A

An outline or a sketch of a product or a screen

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25
Q

Accessibility

A

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

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26
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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27
Q

Assets

A

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

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28
Q

Assistive technology

A

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

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29
Q

Bias

A

Favoring or having prejudice against something based on limited information

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30
Q

Brand Identity

A

The visual appearance and voice of a company

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31
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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32
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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33
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

34
Q

Design Agency

A

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

35
Q

Design Thinking

A

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

36
Q

Digital Literacy

A

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

37
Q

Empathize

A

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

38
Q

Equality

A

Providing the same amount of opportunity and support

39
Q

Equity-focused design

A

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

40
Q

Framework

A

Framework: Creates

41
Q

Freelancers

A

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

42
Q

Ideate

A

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

43
Q

Ideation

A

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

44
Q

Inclusive design

A

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

45
Q

Information Architecture

A

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

46
Q

Insight

A

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

47
Q

Iterate

A

Revise the original design to create a new and improved version

48
Q

Iterate

A

The medium that users experience your product on

49
Q

Product

A

A good, service, or feature

50
Q

Production designers

A

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

51
Q

Responsive web design

A

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

52
Q

Screen reader

A

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

53
Q

Speech to text

A

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

54
Q

Switch device

A

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

55
Q

Test

A

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

56
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

57
Q

User-centered design

A

Puts the user front-and-center

58
Q

Voice control

A

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

59
Q

Bias

A

Favoring or having prejudice against something based on limited information

60
Q

Brand Identity

A

The visual appearance and voice of a company

61
Q

Design Agency

A

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

62
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

63
Q

Digital Literacy

A

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

64
Q

Equity-focused design

A

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

65
Q

Retrospective

A

A collaborative critique of the team’s design sprint

66
Q

Sprint Brief

A

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

67
Q

Confirmation Bias

A

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

68
Q

Digital Literacy

A

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

69
Q

False consensus bias

A

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

70
Q

Foundational research

A

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

71
Q

Implicit bias

A

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

72
Q

Inclusive design

A

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

73
Q

Insight

A

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

74
Q

Key Performance Indicators (KPIs)

A

Critical measures of progress toward an end goal

75
Q

Primacy bias

A

Remembering the first user more than others

76
Q

Post-launch research

A

Answers the question: Did we succeed?

77
Q

Qualitative research

A

Focuses observations on why and how things happen

78
Q

Quantitative research

A

Focuses on data that can be gathered by counting or measuring

79
Q

Recency bias

A

Most easily remembering the last thing you heard

80
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