Immersion Flashcards

1
Q

Phase one of User Centered Design - you focus on WHO will be using your product & user needs. Consists of competitive analysis, user scenarios, surveys, ect.

A

Discovery

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2
Q

Last phase of UCD - determining if your design solution is effective via user testing. Consists of reviews & approval.

A

Prototyping & User testing

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3
Q

Phase two of UCD - all about creating design solutions to address the business & user requirements. Consists of process flows, site maps, wireframes and designs.

A

Concepting

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4
Q

Single document that combines business goals, customer needs, and stakeholder concerns all together. Covers WHAT needs to be accomplished (rather than HOW) l. Completed after user research and competitive analyses.

A

Business Requirements Document (BRD)

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5
Q

Stories that explain a specific action a certain type of user can take within your application/design. Part of Agile methodology. Help break down executable parts of plan.
“As a [role], I want to [action], so that [desire outcome].”

A

User stories

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6
Q

This focuses on the context in which a persons wants to complete a particular action. Often it’s a shared situation that drives people to complete the same action. Focuses on the why.
“When [context or situation], I want to [motivation], so I can [expected out one].”

A

Job stories

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7
Q

Research involving interviewing users in the same location or context in which they’ll engage with your app or website

A

Contextual Inquiries or Ethnographic Field Studies

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8
Q

Simple but effective tool for grouping or understanding information. Group sticky notes or ideas on a whiteboard into related clusters to help find relationships between individual components.

A

Affinity Mapping (or affinity diagramming)

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9
Q

A workshop tool that outlines what a user would.. Think/feel, see, say/do, hear, pain, gain. Good for general customer segmentation, might be too generic for UCD

A

Empathy map

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10
Q

A fav that tell us “what” is happening, but not why. Doesn’t provide a way to a meaningful solution.

A

A finding

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11
Q

Something that describes an aspect of human behavior/motivation and enables us to see how we might take actions to solve a problem.

A

Insight

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12
Q

The process of creating spontaneous concepts and ideas based on the facts you’re analyzing

A

Synthesis

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13
Q

A fictional but realistic portrayal of a target user for your product

A

Persona

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14
Q

This identifies a way a person accomplishes a set of tasks or a larger goal by mapping their state of mind throughout a process.

A

Mental Model

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15
Q

A diagram of the steps a user will follow to complete a specific action. Can look similar to a task flow but often reveals non-linear ways of how a user accomplished their goal

A

User Flow

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16
Q

A technical approach that enabled web pages to re-organize their content based on the type and size of device they are being viewed on

A

Responsive Web Design

17
Q

Apps designed to work with one specific operating system, such as iOS or Android

A

Native apps

18
Q

A design strategy that offers the most basic functionality to users first. As devices increases in size, capability, or both, more features/content are progressively introduced

A

Progressive Enhancement

19
Q

Where a software systematically crawls thru the various links of a website to identify all kinds of info on specifics of each page (URL, title, title length, meta description, word count, H1/H2 headings on the page)

A

Content Crawling

20
Q

An organizational map that outlines the hierarchy of a website or application

21
Q

A reusable and well known solution to a navigational design problem

A

Navigation pattern

22
Q

A reusable, well known solution to a usability problem

A

Design Pattern

23
Q

A type of navigation scheme that allows a user to always know where they are and where they came from

A

Breadcrumbs

24
Q

Subset of UX - focuses specifically the way users interact with a product/environment/system/service (when using it). Page transitions, buttons, touch interactions, mouse input, ect.

A

Interaction Design IxD

25
How closely wireframe/prototypes matches the look and feel of the final system. The level of this is increased based on user feedback. Reflects status rather than end state.
Design fidelity
26
Static visual representation of an interface
Wireframe
27
Combination of wireframes that portrays specific activity between functional elements, goes beyond visual structure
Prototype
28
Highlights only high-level functionality of a design - does not include color, spacing, and imagery. Hand sketched in black and white. Different from wireframes because it’s grouped together to represent flow
Low fidelity prototype
29
A style of onboarding that points out key features with arrows
Coach marks
30
Static design drafts used to structure info, visualize content and demonstrate basic functionalities. Basically like high fidelity wireframes
Mockup
31
More detailed wireframes to convey form, function, specifics of UI and the overall design.
Mid fidelity Wireframes
32
Wireframes that rely on precise placement, spacing, and sometimes copy. Helps produce mockups to show detail/UI elements and communicate functionality to stakeholders.
High fidelity wireframes
33
A general research issue that causes errors in results due to a non-random selection of test participants
Sampling Bias
34
The process of measuring the point of gaze OR the motion of any eye in relative to the head .. usability testing that informs design/placement of UI elements
Eye tracking (gaze tracking)
35
Testing that involved observing participants in their natural environment.. focus is on attitudinal research
Ethnographic field studies
36
Method is scientifically testing different designs on a site by randomly assigning groups of users to interact with each of the different designs and measuring the effect of these assignments on user behavior,
A/B testing (split/live/bucket testing)
37
Outline of what you plan to say and communicate to your participants during testing - provides structure, keeps things consistent, allows for multiple facilitators, enables remote/third part facilitators
Usability test script
38
[when user testing] Give specific instructions to complete a desired action without context vs real world context added to task instructions
Direct vs. scenario tasks