Laws of UX Flashcards

1
Q

Discoverability

A

How easy it is for users to find new content or features.

Supported through clear focal points, visual hierarchy, appropriate affordances, etc.

Opposed to Findability - ability for users to find features they know or assume to exist.

Related to: Conceptual model, Usability test

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2
Q

Findability

A
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3
Q

Affordances

A

Defines what an object is capable of doing by connecting its purpose to the user’s CONCEPTUAL MODEL of what an object should do.

E.g. Buttons afford pressing

Signifier vs. Affordance

Related to: Signifiers, Conceptual Model, Usability Test

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4
Q

Signifier

A

Visual or Audio clues that show how and where people can interact with an interface.
Examples such as labels, arrows, icons.

Affordances show what actions are possible while signifiers communicate where the action takes place

Related to: Affordances, Usability test

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5
Q

Feedback

A

System responses to user input that helps user feel in control and know what appropriate actions to take (e.g. “wrong password” message or loading bar)

It’s important to be very specific when designing feedback.

Related: Mapping, Usability Test

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6
Q

Mapping

A

The relationship between two sets of things.

For example, a switch that dims the lights.

In terms of interface - a button that changes the volume.

Related: Conceptual Model , Usability Test

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7
Q

Constraints

A

Constraints help us determine a course of action by limiting the available actions.

Constraints can be physical, cultural, logical, semantic.

Example, a scroll bar is constrained by the end of the page. A line if culturally constrained (we line up one-by-one behind the person in front of us)

Related to: Cognitive Load, Conceptual Model, & Usability Test

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8
Q

Conceptual Model

A

Conceptual models enable people to know how something works by making associations with things that they are familiar with through experience, training, or instruction.

Example, the trash can on computers is a visual metaphor for the abstract concept of “deleting”.

Related to: Discoverability User Interview

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9
Q

Card Sorting

A

UX research technique in which research participants sort labels for content into larger categories that helps us understand where a user expects to find content.

This helps UX researchers create an intuitive information architecture.

Basic steps: Gather materials, sort cards, label categories, explain rationale.

Related: Hick’s Law, Contextual Inquiry

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10
Q

Design Principles

A

Agreed upon set of principles that guide a design team’s work flow.

Have everyone write down design principles on sticky notes (“Animation must demonstrate how to interact with UI or it shouldn’t be used”) and put them all together. Have people vote on the ones that resonate the most, and make sure the principles apply to the design.

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11
Q

Journey Mapping

A

Visual map of a user’s process and experience as they accomplish a goal.

Map out steps in a journey, the user’s emotions, and opportunities.

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12
Q

User Personas

A
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13
Q

Usability Test

A
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14
Q

User Interview

A
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15
Q

Affinity Mapping

A
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16
Q

UX Survey

A