Test Flashcards
3 types of design that go into making high quality products
Functional design, aesthetic design, experience design
Design process steps
Research-define-design-prototype-validate-build-test
Defines how the product works
Design model
Research method that helps you gather unstructured data with deeper user insights.
Qualitative research
2 different types research landscape
Qualitative and quantitative
A research method in which respondents answer a questionnaire via email or on a website
Online survey
An idea generating and prioritizing technique invented by Jiro Kawakita.
J-K method
A way to assess whether your software adheres the user experience best practice or not
Heuristic evaluation
Refers to how we organize, structure and label the content on our software
Information architecture
Atomic unit of the interaction
Micro-interaction
Objects that allow you to control the product
Controls
What can the product do?
What is it asking user to do?
What does the user need to do first?
Perceivability
It is faster to hit larger targets that are closer to you than to hit smaller targets that are further away
Fitt’s Law
Established ways of doing things. In software design, they are established interface patterns
Conventions
Symmetrical objects appear more orderly and orderly interfaces are easier to comprehend
Alignment
Apps with complex and random workflow
Commerce apps
Types of mobile apps
Utility, process, consumption, commerce
Areas of a web page that users in touch devices can interact with
Tap targets
Navigation on e-commerce apps
Off-canvas
Design method used to present new mental model, complicated flow, updated design before users start to use the app
Onboarding
Payment best practices
- minimize questions
- auto-format (chunk, verify, fix errors)
- increase perception of security
Specifies an input field where the user can enter data
Input type
Apps with simple and random workflow
Consumption apps
Telling users clearly how the error occurred, what they have done wrong, and how to fix it
Error handling
Technique to indicate to our users which elements on the screen are more important, and which should be considered first
Visual hierarchy
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
Affordances
Anatomy of interaction for users
Intent-action-result
Refers to a rule that is about one big action (e.g. completing a form)
Macro rule
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?
Empathy map
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
Competitive benchmarking
Document that gives recruiters guidance, defines criteria for test participants
Recruitment screener
Research method that gathers data that can be expressed as numbers, percentages and graphs. It’s measurable and produces statistical data
Quantitative research
Must-have for every online survey
3 golden questions
The use of multiple methods to study one research question and get better, more accurate data
Triangulation
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
Customer value curve
Refers to a rule that is about specific action(one field in a form)
Micro rule
Time it takes to make decision depends on the number of options presented. More options presented, longer it takes to decide what to do
Hick’s law
An image or text that prompts visitors, leads customers to perform a desired action
Call to action
Technique that tells users how they are doing as they are completing the form
In-line validation
Native app checklist (if it has to be created)
- volume of users
- frequency of use
- unique features
- cost is justified
Website that is specifically developed for the capabilities and constraints of the mobile device. It’s code base is different from the desktop websites
Mobile websites
Apps with complex and structured forms
Process apps
Navigation on consumption apps
Content as navigation + off-canvas
Content display types
- list view
- detailed list view
- thumbnail view
- grid view
- map view
Complex forms best practices
- scanability
- field-length affordances
- remove astericks
- use descriptive labels in CTA
- steppers: show progress
Prototyping the product worth the closest resemblance to the final design in terms of details and functionality
High-fidelity prototype
The act of breaking something into smaller parts - whether that’s a product, service, piece of content or app
App unbundling
Apps with simple and structured flow
Utility apps
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
Responsive websites
Software apps built specifically for a use on tablet or mobile devices
Native apps
Navigation patterns
- tabs
- off-canvas
- floating buttons
- content as navigation
- blended
Input type that opens an email keyboard
<input type=“email”>
Average finger size hat we should consider when designing tap target
11 mm
Give the impression that h the e mobile software is loading dates than it actually is
Skeleton states
Registration best practices
- don’t force it
- don’t force social
- flag why you ask personal details
- in-line validation
Creating preliminary model of the product for research and decision-making purposes and to reduce risks
Prototyping
Selections put in place that provide answers to questions for you. This enables people to complete forms faster
Smart defaults
Help people understand how the product is operated. Make everything discoverable, obvious and natural
Digital affordances
Design technique used for understanding mental models, vocabulary, language and making us more confident with the architecture
Card sorting
Design targets
- goals
- context
- behaviors
Ability to operate business successfully and make money
Viability
Determines what a product built to do. Defines the engineering that gives a product its capabilities
Functional design
Exploratory research method conducted with the users that help us understand their goals and the context of use
Depth interviews
Limiting the options in the design to help users get the action done as quickly as possible
Constraints
Onboarding styles
- static walkthroughs
- interactive walkthroughs
- contextual hints
Used for communicating content and rules to the team
Wireframes
Quick and cheap way of prototyping to test broad concepts and mental models
Low-fidelity prototypes
Ability to decide what is best for the product, business and the user
Product integrity
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
Desirability
Research that Involves to listening what people say
Attitudinal research
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
Personas
High level guidelines that can help ensure that the software we create is of a high standard. They are the universal truths
Design principles
Research goals that you decide on before conducting a usability testing
Test objectives
Research that Involves watching and observing what users do, not necessarily talking to them
Observational research