Lesson 2 Flashcards

Start with UX design process: emphasize, define and ideation

1
Q

WYSIWYG

A

What you see is what you get

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2
Q

Screener survey

A

a detailed list of questions that helps researchers determine if potential participants meet the requirements of the research study

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3
Q

Representative sample

A

a subset of the target population that seeks to accurately reflect the characteristics of the larger group

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4
Q

Personal brand

A

The way in which your personality, unique skills, and values as a designer intersect with your public persona

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5
Q

Navigation

A

The way users get from page to page on a website.

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6
Q

Pain points

A

UX issues that frustrate the user and block the user from getting what they need

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7
Q

Personal brand

A

The way in which your personality, unique skills, and values as a designer intersect with your public persona

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8
Q

Personas

A

Fictional users whose goals and characteristics represent the needs of a larger group of users.

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9
Q

Screener survey

A

A detailed list of questions that helps researchers determine if potential participants meet the requirements of the research study.

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10
Q

User group

A

A set of people who have similar interests, goals, or concerns

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11
Q

Case study

A

Leads the user through your design process from the beginning to the end

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12
Q

Aggregated empathy maps

A

Represent a visualization of everything designers know about an entire user segment or group of similar users.

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13
Q

Non-disclosure agreement

A

A contract an employee might sign when working with a business, in which they agree not to share sensitive information

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14
Q

demographic information of users

A

Location
Age
Education level
Occupation
Household or family composition
Goals
Frustrations
Mental and/or physical abilities
Gender
Race
Other additional key personal identifiers

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15
Q

User Story

A

a fictional one-sentence story told from the persona’s point of view to inspire and inform design decisions

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16
Q

Edge case

A

a rare situation or unexpected problem that interrupts a standard user experience.

17
Q

Curb-cut effect

A

a phenomenon that describes how products and policies designed for people with disabilities often end up helping everyone.

18
Q

Problem Statement

A

it summarizes who the user is, what they need from a design, and why. template:
[Name of user persona] is a [type of user] who needs [type of user experience] because [benefits of user experience].

19
Q

The human factor

A

Describes the range of variables humans bring to their product interactions.

20
Q

Common human factors that inform design

A

impatience
limited memory
needing analogies
limited concentration
changes in need
Needing motivation
Prejudices
Fears
Making Errors
Misjudgement

21
Q

Mental models

A

Internal maps that allow humans to predict how something will work

22
Q

Von Restorff effect
(Isolation effect)

A

when multiple, similar objects are present, the one that differs from the rest is most likely to be remembered.

23
Q

Serial position effect

A

When people are given a list of items, they are more likely to remember the first few and the last few, while the items in the middle tend to blur.

24
Q

Hick’s Law

A

The more options a user has, the longer it takes for them to make a decision.

25
Call-to-action (CTA)
A visual prompt that tells the user to take action
26
Hypothesis statement
our best educated guess on what we think the solution to a design problem might be.
27
Value proposition
The reason why a consumer should use a product or service
28
Feedback loops
The outcome a user gets at the end of a process
29
Gestalt Principles
Describe how humans group similar elements, recognize patterns, and simplify complex images when perceiving objects
30
Information architecture (IA)
organizes content to help users understand where they are in a product and where the information they want is
31
proximity
The principle that elements that are close together appear to be more related than things that are spaced farther apart
32
similarity
The principle that elements that look similar are perceived to have the same function
33
common region
The principle that elements located within the same area are perceived to be grouped together