Ui Test Flashcards

1
Q

They are responsible for the more user-centered, behavioral and logical side of design.

A

UX Designers

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2
Q

They may be responsible for the copy and tone of voice of the product.

A

UX writers

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3
Q

These are the people you will be handing your designs over to build and to test

A

Developers
QA testers

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4
Q

Are the areas to the left and the right og the grid that act as a sort of frame for the content on the screen

A

Margins

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5
Q

Are vertical strips between columns

A

Gutters

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6
Q

Spacing slinside columns

A

Padding

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7
Q

A website or app that adjusts it’s appearance depending on the device by altering content hierarchy and layout, size, etc

A

Responsive website

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8
Q

Key Ranges in screen sizes that require particular changes to the layout

A

Breakpoints

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9
Q

Size of columb grids on each device

A

12 columns desktop
8 tablet
4 mobile

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10
Q

Are a set of laws arising from 1920s psychology, describing how humans typically see objects by grouping similar elements, recognizing patterns and simplify complex images. Designers use these via powerful - yet natural tricks of perspective and best practice design standards

A

Gestalt principles

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11
Q

Elements arranged close to each other are perceived as more rated than those placed further apart

A

Proximity

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12
Q

Elements placed within the same region are perceived as being groups of related information

A

Chunking

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13
Q

Visual clues that tell us how a product should be used

A

Affordances

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14
Q

Elements arranged in a line or a soft curve are perceived to be more related than those arranged randomly

A

Continuation

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15
Q

Our brain can perceive a group of elements as a single recognizable form or figure, so icons for example don’t need all the realistic detail to communicate what they are

A

Closure

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16
Q

Are visual clues that tell us how a product should be used

A

Affordances

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17
Q

The ability to present information with different levels of emphasis according to the importance of information

A

Visual hierarchy

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18
Q

Are go to solutions that solve common design problems

A

Design patterns

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19
Q

Are go to solutions that solve common design problems

A

Design patterns

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20
Q

For desktop apps and websites the most common types of navigation are

A

Horizontal (top) navigation

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21
Q

If you face problem with space which navigation you will use for websites?

A

Left hand navigation

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22
Q

If there are different categories and subcategories and sub-sun categories to your navigation, which navigation to use?

A

Global and secondary navigation

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23
Q

Apps that are built specifically for an operating system like ios or android

A

Native apps

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24
Q

Commonly used across many well-known apps like Facebook and Twitter. It allows us to buuble up key sections so users can quickly navigate

A

App bar navigation

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25
Q

This approach hides more detailed navigation in an off-canvas menu when users tap on hamburger or menu icon

A

Menu drawers

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26
Q

Bubbles up key actions that users may frequently take, like creating a calendar or event

A

Floating button

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27
Q

Mixture of navigation

A

Blended navigation

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28
Q

Are commonly used for contextual navigation, especially on website or app that go several layers deep.

A

Breadcrumbs

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29
Q

Are a well-established patterns on the web, especially with e-commerce sites. They’re commonly used in the hero area of sites that want to maximize the screen real estate, and give their content a dynamic feel.

A

Sliders/carousels

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30
Q

Are one of the most well-established patterns in UI design. Uses google

A

Search fields

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31
Q

A common navigational pattern used to display vast amounts of data in a manageable quantity

A

Pagination

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32
Q

Commonly used as a related content label, that can encourage browsing and serve as useful or interesting content for users to interact with

A

Tags

33
Q

Some sort of movement in and movement out in animations

A

Easing

34
Q

This is the default state of a form field before any slider interacts with it

A

Pristine

35
Q

This is the state at which a cursor hovers over a text field

A

On hover

36
Q

The state that appears on all screen types as it communicates to the user that they have interacted with the form and it’s ready for them to input their data

A

Selected/focused

37
Q

Is a visual indicator that a UI element is not currently available for interaction

A

Disabled state

38
Q

Is a useful visual indicator to confirm that users have interacted with a field and that a action has been successful on unsuccessful

A

Inline validation

39
Q

A common method of selection in Ui. Are an effective control to select or deselect one or more elements

A

Checkboxes

40
Q

Often used alongside checkboxes, serve as a single selection function

A

Radio buttons

41
Q

Serve to contain multiple options in a space-efficient way.

A

Dropdown lists

42
Q

Commonly known as call to actions

A

Buttons

43
Q

Are a bit like a light switchers. Good pattern to use if something needs to turned on or off

A

Toggles

44
Q

Are a useful device for adding detail or context to a UI element, commonly used to explain things in a UI tat might not be obvious to a user

A

Tooltips

45
Q

Are an effective way to let users know that something is happening in the background.

A

Progress indicators

46
Q

2 fundamental styles of fonts

A

Serif and Sans Serif

47
Q

This font have decorative lines that stick out from the main form of the letter

A

Serif

48
Q

This font have decorative lines that stick out from the main form of the letter

A

Serif

49
Q

This font has clean more geometric lines and lack the extra decoration

A

Sans serif

50
Q

4 most popular fonts

A

Opens Sans
Roboto
Lato
Montserrat

51
Q

Refers to the distinguishing features of the different characters in a font

A

Legibility

52
Q

Refers to the ease at which your eye can scan words and sentences and make sense of them quickly

A

Readability

53
Q

Refers to the ease at which your eye can scan words and sentences and make sense of them quickly

A

Readability

54
Q

Fonts that don’t snatd out

A

Modest

55
Q

Refers to the distance between horizontal lines of text

A

Line height

56
Q

How many characters per line is comfortable to read?

A

Around 60

57
Q

60-30-10 rule?

A

One color - generally smt fairly neutral-makes up 60% of the pallette. Another complementary color makes up 30% of the pallette. And then a third color is used as an accent for the remaining 10% of the design

58
Q

What is the min size for text in UI design?

A

12 px

59
Q

They can help otganize info into consistently sized blocks of content, that can make both designing and developing products much easier

A

Grids

60
Q

Is the height of that particular font’s lower case latter x

A

X-height

61
Q

It determines how big or small a font might look at a particular size

A

X-height

62
Q

How many characters per line is comfortable to read and scan blocks of text?

A

60 characters per line

63
Q

To which colors refers rgb system?

A

Red green blue

64
Q

To what refers hsb system?

A

Hue saturation and brifhtness

65
Q

The more simplified functional icons, commonly used to call out actions, or as navigation to settings or the like

A

Product icons

66
Q

They are simplified graphics with little extra decoration than what’s required to communicate the concept

A

Animated icons

67
Q

Presentational icans, used to add meaning clarity, and visual interest to a page

A

Accent icons

68
Q

These are the sequence for numbers and letters usually 6 digits that references a particular color accurately

A

Hex colors

69
Q

It refers to richness of the color

A

Saturation

70
Q

It refers to the color range

A

Hue

71
Q

It refers to lightness

A

Luminosity

72
Q

It might be used if you wanted a specific color to sit on top of a photo

A

Rgb

73
Q

What include gestalt principles?

A

Similarity, proximity, closure

74
Q

What include gestalt principles?

A

Similarity, proximity, closure

75
Q

It states that items which share a visual characteristic are perceived as more related than items that are dissimilar

A

Principle of similarity

76
Q

Describes how we tend to perceive elements that are placed close to each other

A

Proximity

77
Q

It states that people will fill in blanks to perceive a complete object

A

Principle of closure

78
Q

It states that the eyes tend to follow visual paths and sequences in order to identify relationships between designed elements

A

Principle of continuation