Test Flashcards

1
Q

3 types of design that go into making high quality products

A

Functional design, aesthetic design, experience design

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Design process steps

A

Research-define-design-prototype-validate-build-test

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Defines how the product works

A

Design model

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Research method that helps you gather unstructured data with deeper user insights.

A

Qualitative research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

2 different types research landscape

A

Qualitative and quantitative

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

A research method in which respondents answer a questionnaire via email or on a website

A

Online survey

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

An idea generating and prioritizing technique invented by Jiro Kawakita.

A

J-K method

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

A way to assess whether your software adheres the user experience best practice or not

A

Heuristic evaluation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Refers to how we organize, structure and label the content on our software

A

Information architecture

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Atomic unit of the interaction

A

Micro-interaction

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Objects that allow you to control the product

A

Controls

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What can the product do?
What is it asking user to do?
What does the user need to do first?

A

Perceivability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

It is faster to hit larger targets that are closer to you than to hit smaller targets that are further away

A

Fitt’s Law

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Established ways of doing things. In software design, they are established interface patterns

A

Conventions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Symmetrical objects appear more orderly and orderly interfaces are easier to comprehend

A

Alignment

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Apps with complex and random workflow

A

Commerce apps

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Types of mobile apps

A

Utility, process, consumption, commerce

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Areas of a web page that users in touch devices can interact with

A

Tap targets

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Navigation on e-commerce apps

A

Off-canvas

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Design method used to present new mental model, complicated flow, updated design before users start to use the app

A

Onboarding

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Payment best practices

A
  • minimize questions
  • auto-format (chunk, verify, fix errors)
  • increase perception of security
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Specifies an input field where the user can enter data

A

Input type

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

Apps with simple and random workflow

A

Consumption apps

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

Telling users clearly how the error occurred, what they have done wrong, and how to fix it

A

Error handling

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

Technique to indicate to our users which elements on the screen are more important, and which should be considered first

A

Visual hierarchy

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
26
Q

Visual clues that tel us how a product or control should be used or operated. They make it obvious how the system works and assist learnability

A

Affordances

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
27
Q

Anatomy of interaction for users

A

Intent-action-result

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
28
Q

Refers to a rule that is about one big action (e.g. completing a form)

A

Macro rule

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
29
Q

Helps integrate interview data into insights by considering:
- what did they say?
- what did they do?
- what might they be thinking?
- what emotions do you think they are experiencing?

A

Empathy map

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
30
Q

Reviewing other products in the competitive landscape or industry to figure out how they solve the problems that we want to solve, define best practices, and conventions

A

Competitive benchmarking

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
31
Q

Document that gives recruiters guidance, defines criteria for test participants

A

Recruitment screener

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
32
Q

Research method that gathers data that can be expressed as numbers, percentages and graphs. It’s measurable and produces statistical data

A

Quantitative research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
33
Q

Must-have for every online survey

A

3 golden questions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
34
Q

The use of multiple methods to study one research question and get better, more accurate data

A

Triangulation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
35
Q

Competitive analysis tool that shows how our current product stacks up against the competition now or how it should stack up against a competition in the future

A

Customer value curve

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
36
Q

Refers to a rule that is about specific action(one field in a form)

A

Micro rule

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
37
Q

Time it takes to make decision depends on the number of options presented. More options presented, longer it takes to decide what to do

A

Hick’s law

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
38
Q

An image or text that prompts visitors, leads customers to perform a desired action

A

Call to action

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
39
Q

Technique that tells users how they are doing as they are completing the form

A

In-line validation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
40
Q

Native app checklist (if it has to be created)

A
  • volume of users
  • frequency of use
  • unique features
  • cost is justified
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
41
Q

Website that is specifically developed for the capabilities and constraints of the mobile device. It’s code base is different from the desktop websites

A

Mobile websites

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
42
Q

Apps with complex and structured forms

A

Process apps

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
43
Q

Navigation on consumption apps

A

Content as navigation + off-canvas

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
44
Q

Content display types

A
  • list view
  • detailed list view
  • thumbnail view
  • grid view
  • map view
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
45
Q

Complex forms best practices

A
  • scanability
  • field-length affordances
  • remove astericks
  • use descriptive labels in CTA
  • steppers: show progress
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
46
Q

Prototyping the product worth the closest resemblance to the final design in terms of details and functionality

A

High-fidelity prototype

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
47
Q

The act of breaking something into smaller parts - whether that’s a product, service, piece of content or app

A

App unbundling

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
48
Q

Apps with simple and structured flow

A

Utility apps

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
49
Q

Websites/web apps that adjusts its appearance to suit the device that it’s being used on by altering fonts, image sizes, content hierarchy and navigation

A

Responsive websites

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
50
Q

Software apps built specifically for a use on tablet or mobile devices

A

Native apps

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
51
Q

Navigation patterns

A
  • tabs
  • off-canvas
  • floating buttons
  • content as navigation
  • blended
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
52
Q

Input type that opens an email keyboard

A

<input type=“email”>

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
53
Q

Average finger size hat we should consider when designing tap target

A

11 mm

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
54
Q

Give the impression that h the e mobile software is loading dates than it actually is

A

Skeleton states

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
55
Q

Registration best practices

A
  • don’t force it
  • don’t force social
  • flag why you ask personal details
  • in-line validation
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
56
Q

Creating preliminary model of the product for research and decision-making purposes and to reduce risks

A

Prototyping

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
57
Q

Selections put in place that provide answers to questions for you. This enables people to complete forms faster

A

Smart defaults

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
58
Q

Help people understand how the product is operated. Make everything discoverable, obvious and natural

A

Digital affordances

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
59
Q

Design technique used for understanding mental models, vocabulary, language and making us more confident with the architecture

A

Card sorting

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
60
Q

Design targets

A
  • goals
  • context
  • behaviors
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
61
Q

Ability to operate business successfully and make money

A

Viability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
62
Q

Determines what a product built to do. Defines the engineering that gives a product its capabilities

A

Functional design

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
63
Q

Exploratory research method conducted with the users that help us understand their goals and the context of use

A

Depth interviews

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
64
Q

Limiting the options in the design to help users get the action done as quickly as possible

A

Constraints

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
65
Q

Onboarding styles

A
  • static walkthroughs
  • interactive walkthroughs
  • contextual hints
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
66
Q

Used for communicating content and rules to the team

A

Wireframes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
67
Q

Quick and cheap way of prototyping to test broad concepts and mental models

A

Low-fidelity prototypes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
68
Q

Ability to decide what is best for the product, business and the user

A

Product integrity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
69
Q

Customers have need or want a product. The product solves a problem for the user. It gives a smooth experience and makes user come back again

A

Desirability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
70
Q

Research that Involves to listening what people say

A

Attitudinal research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
71
Q

Fictional characters, which you create based upon your research in order to represent the different user types that might use your service, product or brand in similar way

A

Personas

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
72
Q

High level guidelines that can help ensure that the software we create is of a high standard. They are the universal truths

A

Design principles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
73
Q

Research goals that you decide on before conducting a usability testing

A

Test objectives

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
74
Q

Research that Involves watching and observing what users do, not necessarily talking to them

A

Observational research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
75
Q

More features you add, more crowded and less intuitive the app is

A

Danger of features

76
Q

Used to collect data and compare performance among two options studied

A

A/b testing

77
Q

Anatomy of interactions for product

A

Controls - rules - feedback

78
Q

A strategy for managing information complexity in which only necessary or requested information is displayed at any given time

A

Progressive disclosure

79
Q

Defines how does the product look, how visually appealing it is, its personality and what it’s look says about brand

A

Aesthetic design

80
Q

Aid memoir to at outlines the tasks user needs to complete and questions we should ask. It keeps test on track and allows us to conduct better usability testing

A

Usability test script

81
Q

Communicates what is happening on our software. It is the voice of your product. Should be understandable by humans

A

Feedback

82
Q

Cheaper and easy to test way of prototyping to test more detailed concepts and flows

A

Medium fidelity prototype

83
Q

How long it takes to get something?
What does the user need to do?
What does the user is going to get?
What will happen next?

A

Predictability

84
Q

3 key ingredients of a successful product

A

Viability, desirability, feasibility

85
Q

Diagram that visualizes what the customer experiences as they interact with our company, services or software

A

Customer journey map

86
Q

Indication of how much progress users made through a process

A

Progress indicators

87
Q

Digital controls

A

Tabs, radio buttons, checkboxes, switcher, buttons, fields, spinners

88
Q

More specific you get about the goals, behaviors and context of your target audience, better the product is going to be. More likely, it will be adapter by wider audience

A

The paradox of speficity

89
Q

Document that is signed by participants as an agreement to record the usability test session for note-taking and research purposes

A

Consent form

90
Q

An interface that forgives the user for the mistakes made, instead of punishing them. It can be done by showing strong affordances, providing reversibility of actions and confirmations

A

Forgiveness

91
Q

What part of design process iterates?

A

Design, prototype, validate

92
Q

Conversation with the key people in your company to understand the business goals, problem, competitive landscape and to get buy-in later

A

Stakeholder interview

93
Q

Technique that helps us process data faster and remember it more easily

A

Chunking

94
Q

Method that car companies use as a low-fidelity design

A

Clay modeling

95
Q

Technique used in user-centered interaction design to evaluate a product by testing it on users

A

Usability testing

96
Q

Notify the users of communications from others and to remind them of upcoming talks or events

A

Notifications

97
Q

Handover documentation must show:

A
  • hierarchy - information architecture
  • structure - user flows
  • content - wireframes
  • rules - wireframes
98
Q

Sign in best practices

A
  • keep users logged in
  • show passwords
  • user fingerprint/Face ID
99
Q

Defines what it feels like to use the product, how easy to use it, what feelings it arises

A

Experience design

100
Q

The idea that users have in mind about how the product works

A

Mental model

101
Q

A group creativity technique that allows large numbers of ideas to be classified into groups for review and analysis

A

Affinity diagram

102
Q

Refers to how people move through the app structure - screen and screen states

A

User flow

103
Q

Methods to bring design principles to life. Are reusable design components that are used to solve common usability problems that users experience

A

Design patterns

104
Q

Refers to technology: the degree of building something easily wigg t right and reasonable amount of resources

A

Feasibility

105
Q

Using tooltips, guidance content on the interface to make experience smoother

A

Help texts

106
Q

Navigation on utility apps

A

Floating action button + off-canvas

107
Q

Input type that opens a numeric keypad

A

<input type=“tel”>

108
Q

Navigation on process apps

A

Hub and spoke

109
Q

Which questions to ask yourself before adding features?

A
  • does anybody need it?
  • what is the trade-off?
  • what is the cost to design it well?
110
Q

Up to…% of consumer electronic features are never used by anybody

A

9%

111
Q

Google analytics, A/b testing and multi-choice survey questions.Which research landscape?

A

Quantative

112
Q

Usability tests, open-ended survey questions and focus group. Which research landscape?

A

Qualitative

113
Q

What involves functional testing?

A

Every possible scenario to make sure the product works

114
Q

Name usability test script 3 high level sections

A
  • introduction
  • interview
  • tasks
115
Q

Depth interview objectives

A
  • understand user goals
  • understand context of use
116
Q

Alan Cooper heuristics

A

Software should be polite
- software should be interested in me
- software should be self-confident
- software should be forthcoming
- software should have common sense

117
Q

It is a powerful technique to help you organize large volumes of content or features on your website or other software

A

Card sorting

118
Q

Steve Krug heuristics

A

The reservoir of goodwill
- don’t force me to do it your way
- save me steps whenever possible

119
Q

Jacob Nielsen heuristics

A

Usability heuristics
- visibility of system status
- match between system and real world
- freedom and control
- recognition rather than recall

120
Q

By who was devised affinity diagram?

A

Jiro Kawakita

121
Q

Margin error recommended for survey output?

A

5%

122
Q

It was devised to help teams have a shared understanding of the research finding and to make better design decisions

A

Empathy map

123
Q

It refers to how people move through the app structure.

A

User flow

124
Q

It sits at the top of the page and it’s persistent in that it’s always there on every page of the website

A

Primary navigation

125
Q

Put in correct order anatomy of interaction

A

Intent - controls - action - rules - feedback - result

126
Q

This is contextual and it changes depending on where you are in the website

A

Secondary navigation

127
Q

3 components of which is made every interaction

A

Intent
Action
Result

128
Q
  • max 16 digits
  • min 15 digits
  • valid credit card number
    Which rule is that?
A

Micro rule

129
Q
  • defines how the system behaves
  • how it responds to actions
  • how it communicates results
  • how it helps fulfil intentions
A

Interaction design

130
Q

It confirms actions, encourages users to continue and it clarifies what they can do next

A

Feedback

131
Q
  • prevents information overload
  • helps users make decisions
  • smoothens the flow
A

Progressive disclosure

132
Q

You made first mock-up of information architecture and you want to test and validate what technique you would use?

A

Card sorting

133
Q
  • involve fiction
  • often created without research
  • often confused with marketing personas
  • time-consuming to produce and maintain
  • don’t always have the intended effect
A

Pitfalls of personas

134
Q

2 main types of flow on mobile apps

A
  • hub and spoke
  • linear
135
Q

…. Means how closely your prototype replicates the end state of the product

A

Fidelity

136
Q

Waterfall method is…

A

Linear

137
Q

3 main aspects of usability test script?

A
  • introduction
  • interview
  • tasks
138
Q

3 types of design that go into making high quality products

A

Functional design
Aesthetic design
Experience design

139
Q

Soft science?

A

Qualitative research

140
Q

Hard science?

A

Quantitative research

141
Q

Before usability test what need to find out?

A

Research goals

142
Q

A computer program built to perform certain action or tasks. Runs on windows or Mac OS

A

Software app

143
Q

Native apps - run using web browser?

A

No

144
Q

Google analytics, a/b testing, multi choice survey questions. Which research?

A

Quantitative

145
Q

Usability tests, open-ended survey questions and focus groups. Which research?

A

Qualitative

146
Q

Smaller sample sizes, which research and soft science. Which research?

A

Qualitative

147
Q

Broad insight, larger sample sizes, hard science. Which research?

A

Quantitative

148
Q

Attitudinal research includes…

A

Listening what people say

149
Q

Which language used to build mobile websites?

A

HTML, JavaScript, css - code base is different

150
Q

… % of apps are deleted after first open

A

25

151
Q

Online banking, Uber, WhatsApp, calendar, sports tracking app. What mobile app type?

A

Utility

152
Q

… % of time spent on mobile phones occurs in the top 5 used apps

A

85%

153
Q

Amazon, ASOS, Walmart. What mobile app type?

A

Commerce

154
Q

… % of time spent on mobile phones occurs in a single app

A

45%

155
Q

Applying for insurance policy, register a claim, advertise your property . mobile app type?

A

Process

156
Q

Newspapers, netflix, Facebook, online education. What mobile app type?

A

Consumption

157
Q

Is the series of steps user has to go through to get a problem solved or a task completed.

A

Workflow

158
Q

Book a flight. What mobile flow?

A

Linear

159
Q

Order a book. What mobile flow?

A

Linear

160
Q

Put something on sale. What mobile flow?

A

Hub and spoke

161
Q
  • broad content or functionality
  • too many options for tabs
  • all options of squeal importance
    . What nav style to use?
A

Off-canvas

162
Q

What navigation Facebook uses?

A

Tabs+off-canvas

163
Q

What nav style to use?
- popular with utility apps
- prioritizes certain use cases
- can also be used for navigation

A

Floating buttons

164
Q

Sports app, uber. What mobile app type and what nav style?

A

Utility, floating button and off-canvas

165
Q

Netflix, YouTube, Spotify, news site. What mobile app type and what nav style?

A

Consumption app, content as navigation and off-canvas. Spotify - content as navigation and tabs.

166
Q

ASOS. What type of mobile app and what nav style?

A

Commerce app, off-canvas

167
Q
  • use available data
  • make educated guess
  • most will benefit
  • nobody worse off
A

Smart defaults

168
Q

BBC news. Not huge amount of detail, not overly complex, don’t need a lot of info about each article to make a choice. What content view type?

A

List view

169
Q

Amazon. Products are more complex, division making requires more variables. What content view type?

A

Detailed list view

170
Q

House for sale. Imagery really has to tell the story. What content display style?

A

Thumbnail view

171
Q

Food or clothes. The images need to do the selling. What content view type?

A

Grid view

172
Q

Truliia. If geographic location matters. What content view type?

A

Map view

173
Q

Momondo. Booking a flight. What content view type?

A

Prioritizing content

174
Q

Spotify music dialogue box - rule (interactions)

A

Micro task

175
Q

A preliminary model of something, from which other forms are developed

A

Prototype

176
Q

Blueprint = ?

A

Annotated designs

177
Q

Is a way to manage a project by breaking it up into several phases

A

Agile

178
Q

ARe also sometimes known as modes. The software is doing something specific possibly outside of its usual mode of operation

A

Micro-tasks

179
Q

Perceivability, predictability, affordances, constrains, feedback, conventions, fitts law, hicks law, progressive disclosure

A

Design principles

180
Q

Chunking, alignment, call to action, visual hierarchy.

A

Design patterns

181
Q

Software should behave like staff in a high quality restaurant

A

Alan cooper heuristics

182
Q

Cash withdrawal

A

Software should be forthcoming

183
Q

Remember the name in email

A

Software should be interested in me (Alan Cooper)

184
Q

Dialog boxes asking if are you sure you want to delete it?

A

Software should be self confident (Alan Cooper)

185
Q

Sending email, app is downloading

A

Visibility of system status (Nielsen)

186
Q

Bank words no one understands

A

Match between system and real world (Nielsen)