Terms I need to know Flashcards
Novelty Trap
Is when, in an attempt to dazzle our clients and our users, we focus too much on the new and not enough on the now.
Utilitarian product
Designed to be useful or practical rather than attractive
Usage Lifecycle
A mapping of the user’s experience with your design.
First contact
When people become aware of your product/service.
First time use
Probably the most critical moment in the lifecycle of your design. It’s the first real impression, the first actual use of your design and when a user seriously considers a long-term engagement.
Unfortunately, this stage is often overlooked in the design process because it happens so quickly…first time use is over in an instant.
Ongoing Use
Regular use of your product/service.
Passionate Use
Though it is the goal of every designer to have people using their design passionately, this stage is rarely attained. But when it is, users get into a state in which they are highly productive/immersed in your design, and often share that passion with others. This is how organic growth happens…when your design really takes off.
Death
When people stop using your product/service. This can happen at any time during the lifecycle. Perhaps your design is too hard to use. Perhaps it doesn’t have a critical feature someone needs to do work. Perhaps someone found a better way to do something. Whatever the reason, UX designers gain insight by regularly doing post-mortems on the lifecycles that were cut short.
User Interviews
guided conversations with existing or potential users to help you understand their preferences and attitudes
Contextual inquiry
combining direct user observation with an interview that takes place in the users environment in order to better understand their work environment, the problems they are trying to solve and other related preferences
Surveys
a clear set of questions distributed to a wide audience in order to gather results that can help validate existing data and personas
Card sorting
a grouping task for individuals or small groups used to establish common patters and identify areas of confusion
Usability testing
the process of performing a series of specific tests on a site or product to reveal potential usability problems and identify solutions to address them.
Structural Frameworks
Affect the way we move through space. Creating spaces that people live in and use. Offline known as architecture. Online known as interaction design/ information architecture.
We create the possibilities for action. In this way a web page is like a room…with certain opportunities and constraints. You can enter through certain doors (links, search engine, form submissions, etc), perform certain actions there, and then leave. Well-designed pages (and rooms) serve a specific purpose. Eating in the dining room is the best…eating in the bathroom is…not such a good experience.
Visual Frameworks
Affect the way we see things. The visual structure we build into every design affects the way people see it. Is our visual hierarchy strong so that people see what they are meant to see in the right order? Are elements appropriated weighted so that their relationships are clear? Do people gravitate toward the most important information on the page, or are there elements that distract? Can they see what to do next?