Lesson 1.2 Flashcards

1
Q

Focused on how people think and feel (surveys, interviews, focus groups). They aim to get to the bottom of why a user likes certain features of your product.

A

Attitudinal Research

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2
Q

Observes what people actually do when it comes to a product or service. Usability tests, eye tracking,A.B. testing. Tests that Require you to observe how users actually interact with your product.

A

Behavioral research

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3
Q

involves direct observation of a subject in person interviews for instance would be a great example.

A

Qualitative research

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4
Q

represents data driven indirect observations such as a survey responses or users usage of data.

A

Quantitive research

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5
Q

A common indirect method of obtaining attitudinal information on how people feel about your product or service. They can be qualitative if participants are prompted to respond to open questions, but _____ are more useful when collecting quantitive data from a statistically significant amount of participants.

A

Surveys

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6
Q

Surveys where users are intercepted in their use of a website or application.

A

Intercept surveys

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7
Q

Ways to obtain users for a survey

A

Intercept surveys and emails

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8
Q

Pros of surveys

A

Quick, inexpensive, allow you to collect feedback from those you don’t interact with directly in an asynchronous fashion, operates independent of your input So you can sit back and relax while responses roll in.

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9
Q

Cons of surveys

A

What people say is different from what they do. Self selection bias where people who don’t like doing surveys don’t do them and it skews your results

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10
Q

When to use surveys

A

When time cost and geographic limitations make them an attractive option.

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11
Q

Also known as cooperative design or codesign is a collection of methods for both qualitative and quantitative design, Aimed at engaging every single stakeholder in the design process. Example: design workshop where developers and designers prototype together.

A

Participatory design

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12
Q

A method of organizing and creative intuitive structures and categories.

A

Card sort

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13
Q

Pros of participatory design

A

Good ideas can come from anywhere. Involving people of different backgrounds brings unique perspectives. It’s a more intuitive design process for customers. Visual and productive collaboration.

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14
Q

Cons of participatory design

A

Involving people in the process is critical, but you can’t allow them to make every design decision for you. The more people involved in something the more conflicting points of interest could arise, taking more time and potentially creating conflicts among team members.

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15
Q

When do use participatory design

A

Especially effective when working with new clients and customers.

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16
Q

_________ involve testing the usability of your product on a set of users. They are a great way to evaluate what people say and do when interacting directly with your product or service. Uses are given tasks to complete which are recorded to test the product.

A

Usability test

17
Q

Pros of usability test

A

Reveals our typical user would attempt to complete a task. Which helps you figure out how to fix problems.

18
Q

Cons of usability test

A

Recruiting users within a particular target market can be time-consuming and expensive.

19
Q

Online tools for usability test

A

Usertesting

User zoom

20
Q

Qualitative method for user research comprising an in person interview and a better understanding a user’s attitude towards a product or service.

A

User interviews

21
Q

Pros of user interviews

A

They allow researchers to develop a relationship with a target audience through direct communication. A script provides a basic guide but you’re free to follow different conversation threads. Direct contact allows you to pay attention to body language and tone of voice.

22
Q

Cons of user interviews

A

It can be difficult to gain access to target audiences if the project involves sensitive information

23
Q

Problem Statement

A

The problem statement helps you focus your project on the problem you’re trying to solve as well as the people for which you are trying to solve it. A good problem statement is hyper focused, to the point, and states the problem. It doesn’t attempt to outline a solution, that comes later.

24
Q

Hypothesis Statement

A

The first attempt at solving the primary problem of the persona. You don’t have to worry too much about getting a solution right the first time. It’s simply an opportunity to explore one potential solution.

25
Q

User Persona

A

A representation of the goals pain points and behaviors of a hypothesized subset of users. They are in formed by research and continuously refined based on users’ actual behavior.

26
Q

Proto persona

A

A simple prototype of a persona. Some assumptions can be made. Assumptions cannot be presented as fact. When assumptions are made the persona is called a Proto persona

27
Q

User stories

A

Allow you to focus on defining functions and solutions from a specific persona’s perspective

28
Q

Information architecture

A

The organization of information within a system. In a website it Refers to how content is grouped and navigate it on a site.