Module 3 Flashcards

1
Q

What are some fidelity prototypes in UX?

A

sketches,wireframes, mock-ups, and high-fidelity prototypes.

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1
Q

What is the purpose of prototyping?

A

**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.

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2
Q

Define sketches

A
  • lowest fidelity prototypes
  • Can be done quickly and are cheap
  • Help speed of conversation and make decisions
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3
Q

Define Wireframes

A
  • 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
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4
Q

Define a Mock Up

A
  • 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
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5
Q

Define Interactive Prototypes

A
  • Allow designers to conduct usability testing sessions to validate the design.
  • help explain design details to IT engineers.
  • support the most sophisticated user testing
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6
Q

What is progressive enhancement?

A

It is a design and content strategy
that first focuses on mobile devices.

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7
Q

What is Graceful degradation?

A

Graceful degradation occurs when a system is designed first for desktop
then adapted for other devices.

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8
Q

What is Adaptive Design?

A

Adaptive Design is characterized by having defined static layouts for different resolutions.

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9
Q

What is responsive design?

A

Responsive Design is characterized by having defined “fluid” layouts for different resolutions

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10
Q

What are the best practices for Gestures?

A
  • Give your users a familiar and predictable experiences
  • Borrow from the real world
  • Interactions should be intuitive,
    responsive, discoverable,
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11
Q

Best Practices for Touch?

A
  • 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.
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12
Q

What are the specificities when designing for mobile?

A
  • 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.
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13
Q

Pro and Con of Mobile Application?

A

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.

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14
Q

Pro and Con of Web App?

A

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.

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15
Q

How do Prototypes differ from production-ready assets ?

A
  • Typically lower fidelity;
  • Typically only show a portion of the system;
  • Require a significantly less investment of time and resources to build;
  • Are built with a specific purpose in mind (e.g. generating ideas, validating a concept, etc.).