Introduction to Mobile User Experience Design Flashcards

1
Q

What is “Ubiquitous Computing”?

A

A model where each person owns and uses many computers, or even where many computers share many users.

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2
Q

What is “Personal Computing Model”?

A

Where each person owns a computer.

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3
Q

What are Servers?

A

Used to store and process large volumes of information.

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4
Q

What are Workstations?

A

Devices such as desktops and laptops.

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5
Q

What is an example of input modalities?

A

Keyboard and mouse

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6
Q

What are devices?

A

What we refer to our tablets, smartphones or other personal, mobile gadgets. Primarily used to access the information stored in the servers and managed by workstations or to create small bits of information themselves, which can be uploaded to servers.

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7
Q

A _______ stores and processes information.

A

server

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8
Q

A _______ edits and manages information.

A

workstation

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9
Q

A _____ create and access information.

A

device

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10
Q

TAD

A

Task-Oriented Design

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11
Q

What is “Task Analysis”?

A

The process of breaking down a user’s goal into tasks.

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12
Q

What is “Responsive Design”

A

The content is “liquid”. Restructured and laid out differently so as to better fit the device on which it is being displayed. All of the content and functionality are still there; they’re just presented differently.

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13
Q

What are some key considerations when designing the UX with no interface?

A

Where are the users? What are they doing? What are their goals? What’s the best way of interacting with this device?

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14
Q

The system detecting the characteristics of a device on which it is running and adapts the content layout for better usability is called?

A

Responsive Design

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15
Q

During task-oriented design…

A

User goals are broken down into tasks and sub-tasks, for which the UX designer considers the user’s goals, motivations and available devices for performing these tasks.

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16
Q

Who said: “Design is a plan for arranging elements in such a way as best to accomplish a particular purpose.”

A

Charles Eames

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17
Q

Device friendly design without having to code a new site for each device.

A

Responsive Design

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18
Q

What are the 5 levels of Adaptive Design?

A
  1. Copy
  2. HTML Semantics
  3. Audio-Visual
  4. Interactive
  5. Adaptive Design- CSS3
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19
Q

What’s an example of Adaptive Design?

a. Adapts to needs and tasks performed by users.
b. Adapts to user’s preferences.
c. Adapts to resize image dimensions

A

a. Adapts to needs and tasks performed by users

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20
Q

How is responsive design different to an m-dot?

A

Responsive usually does not drastically change the site’s design.

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21
Q

What is m-Dot?

A

A website that’s specifically designed for mobile devices, and exists on a separate subdomain.

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22
Q

What is the primary benefit of an m-Dot site?

A

You can customize your mobile user experience however you want, without having to compromise either your mobile or desktop experience.

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23
Q

Responsive design is normally done using the…

A

“mobile first” approach.

24
Q

What is mobile first approach?

A

The experience is defined on mobile platforms such as smartphones and tablets and then scaled up to larger screens.

25
Q

What are the three major principles of Responsive Design?

A
  1. Fluid Grid Systems
  2. Fluid Image Use
  3. Media Queries
26
Q

The “p” in 1080p stands for?

A

Progressive Scan

27
Q

What are Fluid Images?

A

Images that scale to fit their container

28
Q

What are “Media Queries”?

A

Designed to alter the layout of the site when certain conditions are met.

29
Q

What is “Bootstrap”?

A

A mobile first framework available online that you can download.

30
Q

What is the easiest and best thing you can do to save time when developing a responsive framework?

A

Use an existing framework during the design process.

31
Q

Responsive Design respond to?

A

Changes in browser width by adjusting the placement of design elements to fit in the available space.

32
Q

Responsive design requires…

A

a very good conceptualization of the site and a deep knowledge of the needs and wants of the end users.

33
Q

The term Adaptive Web Design was coined by who?

A

Aaron Gustafson in his book, Adaptive Web Design

34
Q

What is the difference between responsive design and adaptive design?

A

Responsive design relies on changing the design pattern to fit the real estate available to it, adaptive design has multiple fixed layout sizes.

35
Q

What is adaptive design?

A

When the site detects the available space, it selects the layout most appropriate for the screen. So, when you open a browser on the desktop, the site chooses the best layout for the desktop screen; resizing the browser has no impact on the design.

36
Q

Which design approach is easier and takes less work to implement: Responsive or Adaptive?

A

Responsive Design. It affords less control over your design on each screen size. Offers larger number of cheap templates for the majority of CMS.
eg.) Wordpress

37
Q

Mobile Interactions must be…

a. User-agnostic
b. User-driven
c. User-specified

A

b. User-driven

38
Q

What is true of mobile users?

a. They are in constant contact with their devices
b. They are in regular contact with their devices
c. They are in occasional contact with their devices

A

a. They are in constant contact with their devices

39
Q

Economic, religions, manners, legal, social, etc. are examples of…

A

Culture

40
Q

noise, light, space in which something is used, privacy, etc. are examples of…

A

Environmental

41
Q

Walking, driving, working, etc. are examples of…

A

Activity

42
Q

Status, social interaction, entertainment, etc. are examples of…

A

goals that the user has

43
Q

Continuous(full/partial) or intermittent(full/partial) are examples of…

A

Attention span the user has available

44
Q

make calls, send messages, etc. are examples of…

A

Tasks the user wants to carry out

45
Q

OS, hardware, capabilities, etc. are examples of…

A

The device on which the user operates

46
Q

Speed, reliability, etc. are examples of…

A

Connection available to the user

47
Q

What are the ten heuristics of mobile interaction proposed by Savio and Braiterman?

A
  1. Mobile interactions must be user-driven.
  2. Mobile devices from previous user models.
  3. Mobile requires ease of use.
  4. Mobile users do not welcome constant disruption
  5. Mobile users are in constant contact with their devices
  6. Mobile users will expect continuous user experiences beyond the device
  7. Mobile interactions may be smaller parts of greater user objectives
  8. Mobile users will trust peer-to-peer marketing the most.
  9. Mobile users will expect GPS to enhance their experiences
  10. Mobile may lead to a “dumb terminal” with further processing carried out elsewhere in the network.
48
Q

Cultural Context

A

Cultural context looks at the society the characters live in and at how their culture can affect their behavior and their opportunities.

49
Q

What might be a cultural context of mobile use?

A

A cultural context of mobile use can be found in the culture of the country the user lives in. It has its own language, metaphors, colors that holds a specific meaning in that country, etc. What their religion is and if it limits or forbids their use of technology. The social rules of the environment they’re in, eg.) A student in a classroom.

50
Q

What is a good reason to use social proof on a website?

A

It adds credibility to the site

51
Q

What technique would you use to make sure someone noticed the social proof that you provide?

A

An eye-tracking software

52
Q

What’s another word for Social Proof?

A

Informational Social Influence

53
Q

What is a “Social Proof”?

A

A psychological concept. The tendency of human beings to follow the actions of others when making decisions and placing weight on those actions to assume “the correct decision”.

54
Q

What are the two reasons social proof is used in user experience design?

A
  1. To deliver credibility: If other people find a source useful or credible - we are more likely to believe that source may be useful or credible for ourselves.
  2. To promote adoption and/or acceptance: Volumes of people subscribing to a Facebook page or Twitter feed can encourage others to do the same. Large amounts of people doing something is a psychological indicator to people that they should do the same thing.s
55
Q

What do we mean by “faking it” in terms of product design?

A

Building a prototype

56
Q

What is an advantage of building a prototype?

A

It offers fast feedback prior to development of the product.