Mobile Design Flashcards

1
Q

Who said this quote?

“Good design is obvious. Great design is transparent.”

A

Joe Sparano

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2
Q

Key differences of PC and Mobile

A
  1. Screen Size
  2. Interaction Methods
  3. Context of Use
  4. Performance and Connectivity
  5. User Goals and Behavior
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3
Q

Summary of Key Differences between Desktop and Mobile

A

Desktop vs Mobile
Complexity vs Simplicity
Detail vs Efficiency
Feature Richness vs Adaptability

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4
Q

User-Centered Design Key Principles

A
  1. Focus on the USER
  2. User Involvement
  3. Iterative Design
  4. Understanding Context
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5
Q

User-Centered Design Research Methods

A
  1. Interviews
  2. Surveys
  3. Observations
  4. Focus Groups
  5. Persona Creation
  6. User Stories
  7. Competitive Analysis
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6
Q

Prototyping Methods

A
  • Wireframing
  • Prototyping
  • User Flow Diagrams
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7
Q

Design Evaluation and Testing Methods

A
  • Usability Testing
  • A/B Testing
  • Heuristic Evaluation
  • Cognitive Walkthrough
  • Analytics
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8
Q

Define User Experience

A

How a person interacts with a product, service, or system. It encompasses a user’s thoughts, feelings, and actions.

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9
Q

UX vs UI

A

UX
* Usability Testing
* User Research
* User Stories
* Personas
UI
* Layout
* Visual Design
* Branding

UX -> Wireframes -> UI

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10
Q

Information Architecture

A

Context, Content, Users

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11
Q

Peter Morville’s UX Honeycomb

A
  • credible
  • useful
  • usable
  • valuable
  • desirable
  • accessible
  • findable
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12
Q

Essential Mobile Design Principles

A
  • Navigation
  • Typography
  • Color
  • Visual Hierarchy
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13
Q

Example Tool in slides

A

Figma

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14
Q

User-Centered Design Research Methods

Developing fictional representations based on research data

A

Persona Creation

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15
Q

User-Centered Design Prototyping Methods

Low-fidelity sketches of the UI to define the layout and structure

A

Wireframing

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16
Q

User-Centered Design Prototyping Methods

  • Creating interactive mockups of the product to simulate the user experience.
  • Useful for testing design concepts and gathering user feedback.
A

Prototyping

17
Q

User-Centered Design Prototyping Methods

  • Visualizing the path a user takes to complete a task.
  • Useful for identifying potential usability issues.
A

User Flow Diagrams

18
Q

Visual Hierarchy

Users notice __________ elements more easily.

19
Q

Visual Hierarchy

__________ colors typically attract more attention than muted ones.