UX Design Flashcards

1
Q

Accessibility

A

the design of products, devices, services, or environments or people with disabilities

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2
Q

Advertising agencies

A

Teams of creatives hired by clients to build marketing campaigns

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3
Q

Alternative text (alt text)

A

Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers

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4
Q

Apprenticeships

A

provides on-the-job training to help people develop real skills

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5
Q

Assets

A

Everything from the text and images to the design specifications, like font style, color, size, and spacing

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6
Q

Assistive technology

A

any products, equipment, or systems that enhance learning, working and daily living for people with disabilities

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7
Q

Bias

A

Favoring or having prejudice against something based on limited information

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8
Q

Brand Identity

A

The visual appearance and voice of a company

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9
Q

Call-to-action (CTA)

A

A visual prompt that tells the user to take action, like to click a button

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10
Q

Color modification

A

Features that increase the contrast of colors on a screen like high-contrast mode or dark mode

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11
Q

Confirmation Bias

A

Occurs when you start looking for evidence to prove a hypothesis you have

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12
Q

Define

A

The phase of design thinking that involves leveraging the insights gained during the empathize phase to identify the problem you’ll solve with your design

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13
Q

Design Agency

A

a one-stop shop for the look of brands, products, and services

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14
Q

Design Research

A

Answers the question: How should we build it?

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15
Q

Design Sprint

A

A time-bound process, with five phases typically spread over five full 8-hour days. The goal of design sprints is to answer the critical business questions through designing, prototyping, and testing ideas with users

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16
Q

Design thinking

A

A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and text

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17
Q

Digital Literacry

A

A user’s level of ability related to using digital information and technologies

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18
Q

Empathize

A

the phase of design thinking that involves getting to know your user through research

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19
Q

Empathy

A

the ability to understand someone else’s feelings or thoughts in a situation

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20
Q

Equality

A

Providing the same amount of opportunity and support

21
Q

Equality-focused design

A

Designing for groups that have been historically underrepresented or ignored when building products

22
Q

False consensus bias

A

The assumption that others will think the same way as you do

23
Q

Foundational research

A

Answers the questions: What should we build? What are the user problems? How can we solve them?

24
Q

Framework

A

Creates the basic structure that focuses and support the problem you’re trying to solve

25
Q

Freelances

A

Designers who work for themselves and market their services to business to find customers

26
Q

Generalist

A

A UX designer with a broad number of responsibilities

27
Q

Graphic designers

A

Create visuals that tell a story or message

28
Q

Ideate

A

The phase of design thinking that involves brainstorming all potential solutions to the user’s problem

29
Q

Ideation

A

The process of generating a broad set of ideas on a given toping, with no attempt to judge or evaluate them

30
Q

Implicit bias

A

the collection of attitudes and stereotypes you associate with people without your conscious knowledge

31
Q

Inclusive design

A

Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender

32
Q

Information architecture

A

The framework of a website or how it’s organized, categorized, and structured

33
Q

Insight

A

An observation that helps you understand the user or their needs from a new perspective

34
Q

Interviews

A

A research method used to collect in-depth information on people’s opinions, thoughts, experiences, and feelings

35
Q

Interaction designers

A

Focus on designing the experience of a product and how it functions

36
Q

Iterate

A

Revise the original design to create a new and improved version

37
Q

Iteration

A

Doing something again, by building on previous versions and making tweaks

38
Q

Internship

A

A short term job with limited responsibility

39
Q

Key performance indicators (KPI’s)

A

Critical measures of progress toward an end goal

40
Q

Motion designers

A

Think about what it feels like for a user to move through a product

41
Q

Platform

A

The medium that users experience your product on

42
Q

Post-launch research

A

Answers the question: Did we succeed?

43
Q

Primacy bias

A

Remember the first user more than others

44
Q

Product

A

A good, service, or feature

45
Q

Primary research

A

Research you conduct yourself

46
Q

Production designers

A

Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to engineering team

47
Q

Prototype

A

An early model of a product that demonstrates functionality

48
Q
A