UX Concepts Flashcards

1
Q

Call to Action (CTA)

A

An element that prompts a user to carry out a desired activity.

i.e. “Subscribe”, “Send”, “Watch video”

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2
Q

80/20 Rule

A

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.”

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3
Q

Affordance

A

The properties of an object which allow its function.

i.e. “A bottle screw cap affords twisting.”

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4
Q

Aesthetic-Usability effect

A

A visually appealing design is perceived to be easier to use.

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5
Q

Card sorting

A

A low-tech collaborative exercise used to categorize objects, plan workflows, or define system structure.

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6
Q

Cognitive load

A

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.

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7
Q

Five Hat Racks

A

Information can be organize in five ways: by category, time, location, alphabet, and continuum/hierarchy.

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8
Q

Fitt’s Law

A

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.

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9
Q

The Fold

A

A theoretical horizontal line, below which the content of a web page is not visible without scrolling.

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10
Q

Flexibility-Usability Tradeoff

A

As flexibility increases, usability decreases.

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11
Q

Fogg’s Behavior Model

A

Motivation, ability and a successful trigger are all necessary in a single moment, before an action will be carried out.

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12
Q

Graceful Degradation

A

Building an application for modern browsers while ensuring it remains functional in older browsers.

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13
Q

Hick’s Law

A

The time taken to make a decision increases as the number of options increases.

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14
Q

Kano Model

A

A product development theory that classifies features into five areas to aid prioritization.

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15
Q

Occam’s (or Ockhams’s) razor

A

When choosing between two equivalent options, the simplest should be selected.

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16
Q

Progressive Enhancement

A

A design and development technique which delivers essential features regardless of browser capability, and advanced features where supported.

“An escalator can never break – it can only become stairs” - Mitch Hedberg

17
Q

Progressive Disclosure

A

A method for reducing complexity by showing only necessary or requested information.

i.e. “In UI to show the most used features and hide seldom used ones.”

18
Q

Reciprocity

A

Encouraging users to carry out an action by offering an incentive.

i.e. “Offering an e-book in exchange of their subscription.”

19
Q

Signal-to-Noise ratio

A

The ratio of relevant to irrelevant information visible in a display.

20
Q

Visual Weight

A

The ability of a region or element in a composition to draw attention, often through contrast or color.

21
Q

Kano Models’ feature

A
  • Must-have features (the default features)
  • One-dimensional features (excited when they are present and disappointed if not)
  • Attractive features (unexpected)
  • Indifferent features (users don’t care about)
  • Reverse features (are divisive, excite some users but disappoints others)