Task 1.1 Flashcards

1
Q

User Experience (UX)

A

Any experience or interaction a user has with a product or service, as well as everything around it.

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2
Q

User Interface (UI)

A

Refers to the actual interface of a product or service as opposed to the holistic end experience someone has with a product or service.

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3
Q

Experience Strategy

A

Adept at integrating business, technical, and design strategies to bring value to not only the customer using the service, but also the business providing the service.

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4
Q

User Research

A

The difference between a meaningful experience that solves an actual human problem and a dissatisfying experience that fails to address a real human need.

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5
Q

Information Architecture

A

Uses a number of different techniques to facilitate the effective, accessible, and meaningful organization of information in the digital age.

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6
Q

Interaction Design

A

The synthesis of experience strategy, user research, and information architecture into one intuitive design. This design should facilitate the efficient completion of core tasks, providing value to the people interacting with your product or service.

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7
Q

Design Thinking

A

A helpful framework for how to approach real problems from a design perspective.

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8
Q

Ultimate Aim of Design Thinking

A

To reconcile people’s desires with technical feasibility and business viability.

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9
Q

Competitive Analysis

A

An assessment of the strengths and weaknesses of your competitors.

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10
Q

User Interviews

A

A user research method and that gathering qualitative information directly from those engaged with your product or service. By developing an effective script of questions and recording the results, you can get honest, direct feedback from your current or potential users.

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11
Q

Personas

A

Helps us better understand user demographics, needs, goals, emotions, behaviors, fears, and limitations.

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12
Q

User Flows

A

Outline the journey the user takes through a system when completing tasks and transactions.

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13
Q

Wireframes

A

Initial blueprints for your designed solution.

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14
Q

Prototypes

A

Quick implementations or models of a final product created to test user experience at an early point within the project timeline.

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15
Q

Usability Testing

A

Conducted to better understand how people interact with your product or service.

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16
Q

Splash Screen

A

Includes a logo, tagline, or any current information about the software version or browser requirements. A splash screen usually appears while I game or program is launching, and shows the user the very basics of how to get started.

17
Q

Onboarding

A

A screen or screens that show the user the benefits of using your application and/or the very basics of how to get started.