Lesson 3 Flashcards

Create low-fidelity prototype and understand ethical design

1
Q

Storyboard

A

A series of panels or frames that visually describe and explore a user’s experience with a product

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2
Q

Wireframe

A

A basic outline of a digital experience, like an app or website

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3
Q

Fidelity

A

How closely a design matches the look and feel of the final product

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4
Q

Big Picture Storyboard

A

A series of visually rendered panels that focus on the user’s experience

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5
Q

Close-up storyboard

A

A series of visually rendered panels that focus on the product

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6
Q

Forced continuity

A

The practice of charging a user for a membership without a warning or a reminder.

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7
Q

Sneak into basket

A

When a user has to remove an item from their cart if they don’t want to buy it, which is an extra step that could be easily missed.

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8
Q

Hidden cost

A

Hidden or unexpected charges in the user’s cart that are not revealed until the end of the checkout process.

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9
Q

Confirmshaming

A

When users are made to feel guilty when they opt out of something.

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10
Q

Urgency (deceptive patterns)

A

Attempting to convince users to purchase an item before they run out of time and miss today’s “amazing” price.

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11
Q

Scarcity

A

When a website makes users very aware of the limited number of items in stock.

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12
Q

Implicit biases

A

The collection of attitudes and stereotypes we associate with people without our conscious knowledge.

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13
Q

Lorem ipsum

A

Meaningless placeholder text written in Latin that you can use to show where content will go and how a page will be laid out

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14
Q

Close-up storyboard

A

A series of visually rendered panels that focus on the product.

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15
Q

Common region

A

The principle that elements located within the same area are perceived to be grouped together

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16
Q

Big picture storyboard

A

A series of visually rendered panels that focus on the user’s experience.

17
Q

Proximity

A

The principle that elements that are close together appear to be more related than things that are spaced farther apart

18
Q

Similarity

A

The principle that elements that look similar are perceived to have the same function