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

A

Sitemap

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
Q

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.

A

Design fidelity

26
Q

Static visual representation of an interface

A

Wireframe

27
Q

Combination of wireframes that portrays specific activity between functional elements, goes beyond visual structure

A

Prototype

28
Q

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

A

Low fidelity prototype

29
Q

A style of onboarding that points out key features with arrows

A

Coach marks

30
Q

Static design drafts used to structure info, visualize content and demonstrate basic functionalities. Basically like high fidelity wireframes

A

Mockup

31
Q

More detailed wireframes to convey form, function, specifics of UI and the overall design.

A

Mid fidelity Wireframes

32
Q

Wireframes that rely on precise placement, spacing, and sometimes copy. Helps produce mockups to show detail/UI elements and communicate functionality to stakeholders.

A

High fidelity wireframes

33
Q

A general research issue that causes errors in results due to a non-random selection of test participants

A

Sampling Bias

34
Q

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

A

Eye tracking (gaze tracking)

35
Q

Testing that involved observing participants in their natural environment.. focus is on attitudinal research

A

Ethnographic field studies

36
Q

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

A/B testing (split/live/bucket testing)

37
Q

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

A

Usability test script

38
Q

[when user testing] Give specific instructions to complete a desired action without context vs real world context added to task instructions

A

Direct vs. scenario tasks