UX Concepts Flashcards
Call to Action (CTA)
An element that prompts a user to carry out a desired activity.
i.e. “Subscribe”, “Send”, “Watch video”
80/20 Rule
In large systems, a high percentage of effects come from a low percentage of costs.
i.e. “80% of errors are caused by 20% of code.”
“80% of time is spent using 20% of the product’s feature.”
Affordance
The properties of an object which allow its function.
i.e. “A bottle screw cap affords twisting.”
Aesthetic-Usability effect
A visually appealing design is perceived to be easier to use.
Card sorting
A low-tech collaborative exercise used to categorize objects, plan workflows, or define system structure.
Cognitive load
The burden on a person’s short term memory during complex tasks. Designer can reduce cognitive load by reducing unnecessary visual elements, building on information or models the user already knows, and performing tasks on their behalf wherever possible.
Five Hat Racks
Information can be organize in five ways: by category, time, location, alphabet, and continuum/hierarchy.
Fitt’s Law
The size and distance of a target affect the time required to move to it. The farther and smaller object is harder to reach than the larger and closer object.
The Fold
A theoretical horizontal line, below which the content of a web page is not visible without scrolling.
Flexibility-Usability Tradeoff
As flexibility increases, usability decreases.
Fogg’s Behavior Model
Motivation, ability and a successful trigger are all necessary in a single moment, before an action will be carried out.
Graceful Degradation
Building an application for modern browsers while ensuring it remains functional in older browsers.
Hick’s Law
The time taken to make a decision increases as the number of options increases.
Kano Model
A product development theory that classifies features into five areas to aid prioritization.
Occam’s (or Ockhams’s) razor
When choosing between two equivalent options, the simplest should be selected.