UX Basics Flashcards
What is a 5-second test ?
Showing participants an interface for a short period & then asking questions about what they remember to gauge first impressions.
What is A/B testing?
Testing 1+ versions of a design in a live product;
Each visitor is randomly assigned to one version of the design, to see if it influences their behavior.
Design accessibility
Focuses on ensuring interfaces and technology can be used by people with disabilities.
affinity diagramming
A method of organizing large sets of individual pieces of information (e.g., ideas or research findings) into related clusters
analytics
(For UX) Collecting data about real user actions on a live site or app
attitudinal research
Asking people what they think or do; Limited by peoples’ awareness, memory, and willingness to report
behavioral research
Observing the actions and choices that people make; Can be influenced if people know they’re being observed
best practices
Guidelines or recommendations for what to do, based on what typically works well
card sorting
Asking participants to sort “cards” representing content and features in a way that makes sense to them
content
The text, information, and voice of a user interface
customer experience (CX)
The field or practice of designing the experience at the relationship level — in other words, designing for all interactions between a company and its users throughout the life of the customer relationship;
A term developed in response to organizations that limit UX to interface design only
design pattern
General, repeatable solution for a common design problem, which can be customized for different contexts;
Sometimes called “components” or “elements”
design system
A complete set of standards intended to manage design at scale using reusable components and patterns;
Reduces redundant design and development work while encouraging consistency
design thinking
The design thinking ideology asserts that a hands-on, user-centric approach to problem solving can lead to innovation, and innovation can lead to differentiation and a competitive advantage.
Defined by the design thinking process and comprises 6 distinct phases: Empathize, Define, Ideate, Prototype, Test, Implement
discovery
A preliminary phase in the design process that involves researching the problem space, framing the problems to be solved, and gathering enough evidence and initial direction on what to do next
eye-tracking
A rare form of usability testing, using special equipment to track the user’s gaze as they interact with an interface;
Useful for seeing what users look at and read on a page;
Can be extremely expensive and time-consuming to run
field studies
Following users in their environment (office, home, etc.) to learn about context, workflows, and pain points
focus groups
Facilitated discussion with a group of target users, typically 5-8 people
heuristic evaluation
A method for finding problems in a design;
Evaluators examine the interface and judge its compliance with recognized principles (the “heuristics”)
ideation
Stage in the design process involving the fast-paced generation of many diverse ideas