Lesson 2 Flashcards

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
Q

Call-to-action
(CTA)

A

A visual prompt that tells the user to take action

26
Q

Hypothesis statement

A

our best educated guess on what we think the solution to a design problem might be.

27
Q

Value proposition

A

The reason why a consumer should use a product or service

28
Q

Feedback loops

A

The outcome a user gets at the end of a process