Intro Flashcards
A design method that focuses on placing the users of a system at the center of all development decisions
User-centered design (UCD)
Initial blueprints for your designed solution
Wireframes
Quick implementations or models or a final product created to test user experience at an early point within the project timeline
Prototype
Research conducted upfront to help designers better understand the problem space
Generative (exploratory) Research
Research conducted throughout the design process to evaluate how well designers are solving a problem
Evaluative Research
Research that focuses on how people think and feel (examples include: surveys, user interviews, focus groups)
Attitudinal Research
Research that focuses on what people actually do (examples include: usability tests, eye tracking, A/B testing)
Behavioral Research
Research that involves direct observation of a subject such as in person interviews
Qualitative Research
Research that represents date-driven, indirect observations such as surgery responses or user’s usage data
Quantitative Research
Common, indirect method of obtaining attitudinal information on how people feel about your product or service - most useful when collecting quantitative data
Survey
A collection of methods, both qualitative and quantitative, aimed at engaging every single stakeholder (colleagues, customers, clients) in the design process
Participatory (or Cooperative) Design
Testing the usability of your product on a set of users. It’s a great way to test what people say and do when interacting with a product or service
Usability Test
Representation of the goals, pain points, and behaviors of a hypothesized subset of users
User Persona
When your product is designed for different capabilities (users with disabilities)
Accessible
When you design for users of many different backgrounds (different languages)
Inclusive