Module 3 Flashcards
What are some fidelity prototypes in UX?
sketches,wireframes, mock-ups, and high-fidelity prototypes.
What is the purpose of prototyping?
**Generate Ideas **— Explore many variations of an idea quickly;
Validate (or test) Ideas — Gather user feedback on ideas, early and often;
Communicate Ideas — Convey ideas to others so that they see them as you do;
Evolve (or kill) Ideas — Course correct or iterate early in the process.
Define sketches
- lowest fidelity prototypes
- Can be done quickly and are cheap
- Help speed of conversation and make decisions
Define Wireframes
- A visual model that represents the skeletal framework of a digital product.
- A static digital rendition of the layout
- typically horizontal prototypes:
- purpose is to get stakeholder and project team approval
Define a Mock Up
- A static wireframe that includes visual User Interface details
- purpose is to communicate new designs to stakeholders and to test the UI design with end-users.
- can be used to create a horizontal version of the whole site.
- format of choice for vertical prototypes to test specific features
Define Interactive Prototypes
- Allow designers to conduct usability testing sessions to validate the design.
- help explain design details to IT engineers.
- support the most sophisticated user testing
What is progressive enhancement?
It is a design and content strategy
that first focuses on mobile devices.
What is Graceful degradation?
Graceful degradation occurs when a system is designed first for desktop
then adapted for other devices.
What is Adaptive Design?
Adaptive Design is characterized by having defined static layouts for different resolutions.
What is responsive design?
Responsive Design is characterized by having defined “fluid” layouts for different resolutions
What are the best practices for Gestures?
- Give your users a familiar and predictable experiences
- Borrow from the real world
- Interactions should be intuitive,
responsive, discoverable,
Best Practices for Touch?
- Important content needs to be placed where it is natural for the users to reach it.
- Controls have to be big enough to capture fingertip actions
without frustrating users with undesired actions. - The size of an adult finger
should determine the minimum size - The contact area needs to be large enough
to reduce the chances of unintended command activations.
What are the specificities when designing for mobile?
- Attention is often fragmented,
and sessions are shorter. - mobile tasks need to be easy to resume when interrupted and fast to complete.
- tasks need should be on a single interface
in a few interactions; designed to be self-sufficient. - opportunity cost on element put on the mobile screen must be evaluated against the cost and effort and the cognitive load on the user.
- must rely on their short-term memory to hold on to the information that is no longer visible on the screen.
Pro and Con of Mobile Application?
PRO:
You will be able to create exactly the interface you want, without constraints. A native application being registered on the phone (except certain data which will be updated from the Internet).
CON: The native application requires more time, budget and a specialized developer. The application will be developed specifically for each of the platforms that you will target.
Pro and Con of Web App?
PRO:
Web-apps derive a very strong advantage from the fact that they do not need to be developed on each platform.
CON:
The mobile web-app do not have distribution or visibility on platforms stores. They are also technically limited because they do not - yet - have access to all the possibilities of the device.