Module 1 Flashcards

1
Q

User Experience

A

How a person (the user), feels about interacting with, or experiencing a product

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2
Q

Product

A

A good service, or feature

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3
Q

What makes a product a good experience?

A

> Usable
Equitable
Enjoyable
Useful

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4
Q

Usability

A

UX Designers need to think of every person that uses the product (people with disabilities, people w dif life experiences)

> one user might like a lot of text while the other has a visual impairment and might want sound as a feature
considering needs of dif people is important

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5
Q

Equitable

A

Your designs are useful and marketable to people with divers-abilities and backgrounds

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6
Q

Enjoyable

A

Making things enjoyable to use (positive connection between user and product)
>Foster connection by taking user’s thoughts and feelings into account when making products

*What makes a user feel happy about a product?
Research<3= collect evidence on how they are experiencing that product in real time

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7
Q

Useful

A

Solves your problems

Example) if you’re lost, a map app telling you how to get home is useful
> but if app can’t find current location it’s not useful anymore

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8
Q

Why is UX important to Business?

A

> Good usability + Design perform better than competitors
when people like a product + use a lot, they recommend to friends/family
when people like a product, more positive opinion of it

  \++ users, ++business
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9
Q

Interaction Designers

A

Focus on designing the experience of a product and how it functions

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10
Q

Visual designers

A

Focus on how the product/technology looks (logos, illustration, icons, font color, size, product layouts)

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11
Q

Motion Designers

A

Think about what it feels like for a user to move through a product

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12
Q

Graphic designers

A

Create visuals that tell a story/message

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13
Q

UX Designers

A

Focus on how users interact with a product

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14
Q

UX Researchers

A

Conduct studies/interviews that help us learn how people use a product

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15
Q

UX Writers

A

Think about how to make the language within a product clearer (tone formal/friendly)

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16
Q

Production Designers

A

Make sure 1st and Final designs match in finished product materials + assets are ready to be handed off to the engineering team

> Assets: text/images, design specs

17
Q

UX Engineers

A

Translate designs intent into a functioning experience

18
Q

UX Program Managers

A

Ensure clear and timely communication so that process of building a useful product moves smoothly from start to finish
> goals + project plans

19
Q

Product Development Lifecycle

A

The process used to take a product from an idea to reality (5 stages: Brainstorm, Define, Design, Test, Launch)

20
Q

Product Development Lifecycle: 1) Brainstorm

A

Active discovery stage that’s all about generating ideas about the user + potential needs/challenges the user might have

[Research plays a key role - UX Researchers + writers heavily involved]

21
Q

Product Development lifecycle: 2) Define

A

Using insights from brainstorm stage + starting to narrow the focus

> concrete ways product affects
specific details related to the product, who product is for + what product will do
what features need to be included for product to be successful

22
Q

Product Development lifecycle: 3) Design

A

Implement insights into new designs using various tools

> storyboards for user experience
prototypes

23
Q

Product development lifecycle: 4) Test

A

UX Researcher:
Evaluating the product design based on the feedback of potential users
> interactivity of design + areas to
improve
> How color/font fit company’s
brand (engineers + UX Designers)

24
Q

Product Development lifecycle: 5) Launch

A

Sharing finished version of the product with the public

25
Q

More on Testing (stage 4 of product development lifecycle)

A

UX Researchers:
1) Team tests product internally for glitches, usability problems (alpha testing)

2) Test w/ stakeholders to make sure product is aligned with company vision, meets legal guidelines for accessibility, follows govt regulations for privacy

3) External test w potential users:
- figure out whether product
provides good user experience:
usable, equitable, enjoyable,
useful (beta testing)

26
Q

What should icons always come with?

A

Sometimes the meaning of an icon is impossible to figure without text! TEXT is useful under icons to know what you’re clicking on

27
Q

Responsibilities of entry-level UX designers ——- Researching

A

Research and understand audiences + learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals

28
Q

Responsibilities of entry level UX designers ———- Wireframe

A

An outline/sketch of a product or a screen

29
Q

Responsibilities of an entry level UX Designer ————- Prototype

A

An early model of a product that demonstrates functionality
> more advanced than wire frame
> Illustrates a progression from one page to the next
> physical/paper prototypes
> demonstrates functionality

30
Q

Responsibilities of an entry level UX designer ———— INFORMATION ARCHITECTURE

A

The framework of a website/how it’s organized, categorized, and structured

Ex) click “file” in Google docs > expect ‘New Page’ or ‘print’ in options

31
Q

Responsibilities of entry level UX designers ————- COMMUNICATING EFFECTIVELY

A

Meetings, emails, proposals, clients

32
Q

Generalist

A

A UX Designer with a broad number of responsibilities (coding, prototype, visual design, UX research, writing)

-common at smaller companies
-responsible for at least 2 on the list ^

33
Q

Specialist

A

Dives deep into one particular UX design role, like interaction, visual or motion design

> more in depth knowledge in 1 type
specialist work at larger companies where organization can have big team of UX designers

34
Q

T-Shaped Designer

A

Specializes in one kind of UX design and has a breadth of knowledge in other areas

> (coding, prototyping, visual design, UX research, writing) complementary skills
Deep knowledge in one (visual design ex)