UX Flashcards

1
Q

What makes a good UX?

A
  • Useful
  • Easy to learn
  • Helpful
  • Accessible
  • Attractive
  • Fun
  • Connected
  • Delightful
  • Satisfying
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2
Q

What makes a bad UX?

A
  • Stressful
  • Confusing
  • Ugly
  • Distracting
  • Inefficient
  • Tedious
  • Condescending
  • Inconsiderate
  • Frustrating
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3
Q

User Experience covers what portion of a product?

A

All of it, all across the board.

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4
Q

Why is UX hard?

A
  • The designer is not the user, and you don’t represent ALL users
  • Computers are weird
  • Software is complex
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5
Q

How can you make UX easy?

A
  • Follow iterative prototyping process
  • Apply user-centered research and design methods
  • Understand human behaviour
  • Apply common sense
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6
Q

What are the 3 steps of the iterative process?

A
  • Assess (needs, research)
  • Design (take what we learn and get ideas)
  • Build (prototypes)
  • (repeat until satisfied)
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7
Q

What are the key methods for UX research?

A
  • Interviews
  • Observations
  • Surveys
  • User testing
  • Inspection methods
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8
Q

What are the 4 elements of a UX?

A
  • Value (is it useful?)
  • Usability (can users do what they need to do?)
  • Desirability (is it fun, attractive, sexy, pleasant?)
  • Adoptability (how easy is it to find and start using it?)
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9
Q

What is a design?

A

A plan for arranging elements.

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10
Q

What are the parts of the design process?

A
  • Understand the problem
  • Generate possible solutions
  • Analyse and select
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11
Q

What is a prototype?

A

A representation of a design made before the final solution exists.

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12
Q

How wide is the useful field of vision?

A

5 degrees

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13
Q

How do our eyes pick up different parts of an image?

A

By jumping around, through saccades

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14
Q

In what pattern do we see when looking at web pages?

A

F-shaped patterns

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15
Q

What are the 3 stages of visual perception?

A
  • Features (colors, angles) – Fastest
  • Patterns (shapes) – Second fastest
  • Objects (objects) – Slowest
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16
Q

What features pop out on a screen and allows for quick recognition?

A
  • Colors
  • Shades
  • Angles
  • Slopes
  • Length
  • Motion
  • Textures
17
Q

What is the name of UX pattern identification?

A

Gestalt

18
Q

Which are the gestalt principles in pattern detection?

A
  • Proximity
  • Closure and continuation
  • Symetry
  • Similarity
  • Common area
  • Common fate (movement)
19
Q

What does the 3rd stage of visual perception rest on? (object identification)

A

It rests on prior learning experience.

20
Q

How many things can most people retain in their short term memory?

A

3-5

21
Q

Since short term memory is short, what should you do in your UX?

A
  • Keep lists of items short
  • Give users the tools to reduce options
  • Don’t expect users to remember stuff
22
Q

What are the 2 primary ways to commit something in your long-term memory?

A
  • Association (much easier for users)

- Repetition

23
Q

How do you call a network of related concepts?

A

A schema

24
Q

How do you help users remember using association?

A
  • Use metaphors (ex: shopping cart on amazon)
  • Leverage standards and consistency (Ex: same UI in all office products)
  • Avoid asking users to memorize things
25
Q

What are the 7 stages of an Action?

A

-Forming a goal

(execution)

  • Forming the intention
  • Selecting the action
  • Executing the action

–Change the environment–

(evaluation)

  • Perceive the state of the world
  • Interpret the state of the world
  • Evaluate the outcome
26
Q

What do you call when someone does not know how to use something?

A

Gulf of execution

27
Q

How do you call when someone does not know if the system worked?

A

Gulf of evaluation

28
Q

How do you bridge gulfs of execution and evaluation?

A

With discoverability

29
Q

What supports discoverability?

A
  • Affordance (a feature of an object of environment that indicates the possibility of an action, ex: door knob, buttons)
  • Signifier (indication of what an action will do and where an action can occur, ex: buttons with words start/stop)
30
Q

What are the most accepted UX guidelines?

A

Jakob Nielsen’s 10 heuristics

31
Q

What are the 10 UX heuristics?

A

1: Visibility of system status (what’s going on?)
2: Match between system and real world (speak ENGLISH, not nerd)
3: User control and freedom (back, undo, redo buttons)
4: Consistency and standards
5: Error prevention (eliminate error-prone conditions)
6: Recognition rather than recall (minimize user memory)
7: Flexibility and efficiency of use (shortcuts, bookmarks, personalisation)
8: Aesthetic and minimalist design (no clutter, gestalt principles if a lot of stuff)
9: Help users recognize diagnose and recover from errors (plain language error messages, suggest solutions)
10: Help and documentation (easy to search, focussed on user task, concrete steps, not too large)

32
Q

What are the 4 UX severity types?

A

1: Cosmetic problem; no real usability impact
2: minor usability problem; fix if there is time
3: major usability problem; important to fix
4: usability catastrophe; imperative to fix