Lesson 3: Fit the Task Flashcards

1
Q

What are 2 rules for Mobile?

A

Context is key, fat finger friendly always

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2
Q

When designing Clean Layouts for mobile this includes:

A

Controls, Back Button, Navigation, Icon

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3
Q

5 Mobile UX Best Practices

A
L: Layout
T: Tasks
N: Navigation
V: Visual
C: Control

Lucy Tames Nine Vaccinated Camels

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4
Q

You should use clean layouts to:

A

to support visible and intuitive controls
eg.) Visible Controls, Visible Back Button, Visible Navigation, Intuitive Controls, Intuitive Icons, Intuitive Navigation.

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5
Q

What is Interface Friction?

A

Anything that prevents users from accomplishing their goals with the product. It creates a cognitive interruption to “flow” to “rhythm” and establishing a bond with the user adds friction.

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6
Q

What are the three categories for mobile web access?

A
  1. Microtasking: When the user interacts with their device for brief but frenzied periods of activity
  2. Local: When the user wants to know what’s going on around them
  3. Bored: When the user has nothing better to do and is looking to be entertained or otherwise diverted.
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7
Q

When using apps or websites on mobile devices, users are often…

A

Situated in distracting environments and pay partial attention to their phones.

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8
Q

The “One Thumb, One Eyeball” test finds out if an app or website…

A

is simple enough to use easily.

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9
Q

What is Skeuomorphism?

A

A term most often used in graphical user interface design to describe interface objects that mimic their real-world counterparts in how they appear and/or how the user can interact with them.
eg.) A recycle bin icon used for discarding files

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10
Q

When does cognitive friction occur?

A

When a user is confronted with an interface or affordance that appears to be intuitive but delivers unexpected results.

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11
Q

Why does Cognitive Friction matter?

A

It can damage user experiences and result in user churn and revenue reductions in both the short and long- term.

It makes them think more than they have to

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12
Q

How could you test for cognitive friction in design?

A

Expert Evaluation

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13
Q

What is one of the most important aspects of mobile UX design?

A

Make the main task apparent

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14
Q

What do personas provide?

A

Information on desirability

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15
Q

What are the two sides of UX?

A
1. Usability
• Easy to use (intuitive)
• Easy to learn (easy to navigate)
• Easy to understand (few errors)
(for more insight use a usability test)
2. Desirability
• Has right tasks (clear cta)
• Meets needs (desired content)
• Supports goals (helps decision making)
(for more insight use a field study)
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16
Q

What is the difference between ux personas and marketing personas?

A

In brief, a UX persona is used to help you map the needs of your visitors to what you’re building whereas marketing personas help you plan offers and content that map to your audience’s preferences.

Marketing personas help you know where to invest for your marketing efforts. They’re a tool used for businesses which can help them communicate with their customers better.

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17
Q

What makes mobile a platform for emotion design?

A

Interfaces touch social and emotional contexts

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18
Q

Which of the following is NOT a “Don’t of Mobile Usability”?

a. Don’t take users to browers
b. Don’t use underlined URLs
c. Don’t user password logins

A

c. Don’t user password logins

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19
Q

Which of the following is a mobile usability best practice?

a. Content and all text should be easy to read
b. Text and background contrast should be minimized
c. Text should be in long form throughout

A

a. Content and all text should be easy to read

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20
Q

What is a Proto-Persona?

A

A persona created when there’s no resource available to carry out research on users. They’re based on whatever research can be gleaned from other sources and the best estimate of who the team is working for. The proto-persona isn’t as useful as the user person but it is better than nothing at all.

21
Q

What is a User-Persona?

A

The most common persona for a UX designer. It’s simple story of user’s goals, behaviours and pain points. The user-persona is created through user research.

22
Q

What are the Benefits of Using User Personas in UX Design?

A

User personas have the main benefit of keeping the team focused on an outcome with a focus on how the user would perceive that outcome. They also help with preventing scope creep and self-referential design (e.g. designing the product as though the team or the team leader will be the user).

23
Q

How are Personas Used in UX Design?

A

The persona is there to ensure that every effort made by the team considers the user’s voice. Failure to do this creates risks of failure in the design process itself.

When you create scenarios for product use, for example, the persona should be used to give that scenario context. It will then tell a story of how the product will be used rather than how we think it might be used.

24
Q

There are 4 key uses of the persona in product design:

A
  • Personas should be used to validate (or not) the decisions made by the design team. E.g. “is that what the user really needs?”
  • Personas are used to develop priorities when ideas conflict for resources or time
  • Personas should be available during ideation sessions to act as both a source of inspiration and to keep things grounded and focused on the user
  • Personas should be referenced when critiquing ideas or iterations of the product
25
Q

Mobile users are different from desktop users- what’s the best way to observe them?

A

In the wild(eg. in the users natural environment)

26
Q

What is a key use of mobile personas?

A

Validating design team decisions

27
Q

What is Tool-Oriented?

A

A technology-centered approach

28
Q

What is Task-Oriented?

A

A user-centered approach

29
Q

A positive response to which question indicates that a product has value?

A

Is the product useful to the user?

30
Q

Desirability is a matter of:

A

How the user feels about a product.

31
Q

What are the four simple levels of User Experience?

A
  1. Utility
  2. Usability
  3. Desirability
  4. Brand Experience
32
Q

What is the fourth level of user experience according to the Nielsen?

A

Brand Experience

33
Q

What question does brand experience need a positive answer for?

A

Does the user feel good about the product and the company/brand that makes it?

34
Q

Complete the phrase… “Don’t sell,…”

A

Listen

35
Q

What does Steven Blank this a major flaw in start-ups is?

A

They sell to a market they believe exists.

36
Q

What is a good rule of thumb for mental models?

A

Users will form their mental models based on interactions with existing applications and websites.

37
Q

Which of these does NOT go into a conceptual model?

a. Objects
b. Tasks
c. User Commands

A

c. User Commands

38
Q

What is the benefit of using a conceptual model?

A

It provides a high-level understanding of how your mobile application will work.

39
Q

What are the four core principles of task analysis?

A
  1. It is an integral part of a broader analysis that includes understanding users and their environments.
  2. Task analysis includes understanding users’ goals.
  3. Although the focus, methods, granularity, and presentation of information may differ at different times, task analysis is relevant at all stages of the design and development process.
  4. The practical reality is that task analysis for a given project depends on many factors.
40
Q

User research should focus on collecting the following five types of data..

A

Trigger: What prompts users to start their task?
Desired Outcome: How users will know when the task is complete?
Base Knowledge: What will the users be expected to know when starting the task?
Required Knowledge: What the users actually need to know in order to complete the task?
Artifacts: What tools or information do the users utilize during the course of the task?

41
Q

Task Analysis is an activity….

A

That can be undertaken multiple times during a project.

42
Q

Task Analysis helps us…

A

Understand the ways users tackle their problems and achieve goals.

43
Q

What is a Hierarchical Task Analysis?

A

Breaking down tasks into sub-tasks. Understanding of the tasks users need to perform to achieve certain goals. You can break down these tasks into multiple levels of subtasks.

44
Q

What is Cognitive Task Analysis?

A

Differentiating your viewpoint by focusing on tasks that require decision-making, problem-solvimg, memory, attention, and judgment.

From this viewpoint, you would be concerned not just with how the actual activities involved in meeting a goal are performed but also with finer details that aim to uncover how a novice might perform compared to an expert, the level of cognitive load required for each step, how experts make decisions, or how users develop mental models for an activity which are later reused or adapted for other purposes.

45
Q

What is the difference between a tool oriented product and a task- oriented product?

A

A tool oriented product is technology-centered approach and task-oriented is an user-centered approach.

46
Q

What is the relevance of a task?

A

How you measure the success of an interface

47
Q

How can a scenario help you design for mobile?

A

Creating a scenario for designing a mobile application can help because you’re creating a story that describes the users goals and objective of using the product. A scenario helps you understand how your design works.

48
Q

What does a task-oriented design approach entail for mobile?

A

A task-oriented design approach for a mobile application entail focusing on the limitations of the screen space to feature the main tasks that the user needs/wants to carry out.