Module 2: Design Best Practices Flashcards

1
Q

Interaction designer

A

Scaling accessibility across googles design system

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2
Q

3 ways to put Users first in designs

A

1) universal design
2) inclusive design
3) equity-focused design

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3
Q

Universal Design

A

The process of creating one product for users with the widest range of abilities and widest range of situations

> one-size fits all approach
Designers propose one solution for everyone

Down side:
>designs lose effectiveness
> intention of being inclusive excludes a lot of people

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4
Q

Inclusive Design

A

Making design choices that take into account personal identifiers like
> ability
>race
>economic status
> language
> age
> gender
“Solve for one, extend to many”

  • includes researchers + designers from traditionally excluded populations in process to provide unique perspectives during all phases of design process
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5
Q

Accessibility

A

The design of products, devices, services or environments for people with disabilities

Example)
> closed captions
> enlarged fonts

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6
Q

Equity-Focused Design

A

Thinking through all aspects of a designed product and making sure the product is both accessible and fair to all genders, races, and abilities

  • goal = uplift groups that have been excluded historically
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7
Q

Equity-Focused Design

A

Designing for groups that have been historically underrepresented or ignored when building products

  • goal = uplift groups that have been excluded historically
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8
Q

Equality vs equity

A

-Equality: providing the same amount of opportunity and support (everyone gets same thing)

-Equity: providing different levels of opportunity and support for each person in order to achieve fair outcomes

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9
Q

Platform

A

The medium users experience your product on (desktop, mobile web, mobile app, tablet, wearable, tv, smart display, etc)

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10
Q

Average mobile session

A

72 seconds

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11
Q

Average desktop session

A

150 seconds

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12
Q

How do mobile users use their devices?

A

They’re goal oriented
> focused on completing a single task
>tapping/swiping helps users move around the screen

*UX designers + mobile users connectivity limitations (mobile trafficking)

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13
Q

Responsive web design

A

Allows a website to change automatically depending on the size of device
(Desktop vs phone screen)

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14
Q

Best practices for mobile UX

A

1) call to action buttons placed ‘front
and center’ -> allows users to
complete desired task
2) navigation menus short + simple
3) use gestures that users already do
(tapping, swiping)
4) Design for both directions a phone
might be held (horizontal + vertical)

5) reduce visual clutter

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15
Q

Why is it important to be centered on the user?

A

> user buys/uses product
solve problems people actually experience

“There’s no substitute for personally watching + listening to real people” -Larry Page

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16
Q

User-centered Design

A

Puts the user front-and-center

> considering their story, emotions, and insights gathered about them

17
Q

User-Centered Design Process (4-steps)

A

1) understand - understand user experiences product or similar product (research)

2) specify - specify end users needs (based off research)

3) design - design solutions to the end-users problems

4) evaluate - evaluate design against end users needs

18
Q

User

A

Someone trying to solve a problem and is looking for a product/service to help them solve it

19
Q

User experience

A

Journey user takes with that product/service

20
Q

Initial research

A

-getting to know the user (characteristics, goals, pain points)

The user empowers you to design experiences that are helpful/easy to use

21
Q

Digital Literacy

A

The ability to use information + communication technologies to find, evaluate, create, and communicate information requiring both cognitive + technical skills and

22
Q

How are my users accessing the product/service?

A
  • due to cost + availability, not all users experience product the same way
    -limited access to internet, network coverage, data

ALWAYS TAKE OFFLINE EXPERIENCE INTO ACCOUNT

23
Q

Where are my users accessing the product/service?

A

-maybe designing for products intended to be used worldwide
> local languages
> cultural norms

  • Multilingual keyboard
  • universally recognized icons
24
Q

Assistive Technology (AT)

A

Any products, equipment, and systems that enhance learning, working, and daily living for people with disabilities

> color modification
voice control
screen readers
alternative text

(XBOX - accessible gaming on Xbox + windows -> controllers/inputs)

25
Q

Color Modification

A

High contrast mode or dark mode on device increases contrast of colors on a screen [black text on white bg vise versa]

  • high contrast makes pg easier to see for people with low vision
  • helps anyone who might experience eye-strain (me)
26
Q

Voice Control + switch devices

A

Help people with limited dexterity; can service as a keyboard/mouse
>navigating devices with only your voice

Switch= assistive technology device that replaces the need to use a computer keyboard or a mouse

27
Q

Screen Readers [text] <Menu

A

Most common assisted technologies for people with limited vision

> works on mobile + web devices
reads out loud any onscreen text
read buttons + non visible text

28
Q

Alternative Text [ALT TEXT]

A

Helps translate a visual user interface into a text space user interface

> helps say what’s on the image without needing to see image
also helpful for those with ow bandwidths and image fails to load

29
Q

Speech-to-text

A

Uses speech to text into phone (example dad)

30
Q

Brand Identity

A

The visual appearance and voice of a company

31
Q

Call-to-action (CTA)

A

A visual prompt that tells the user to take action, like a click button

32
Q

Framework

A

Creates the basic structure that focuses and supports the problem you’re trying to solve

33
Q

Ideation

A

The process of generating a broad set of ideas on a given topic, with no armor to judge or evaluate them

34
Q

Insight

A

An observation that helps you understand the user or their needs from a new perspective