UX Exam - Glossary Flashcards

1
Q

A/B testing

A

A technique used to compare two alternative designs of a live system with a large number of users.

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2
Q

Accessibility

A

The extent to which products, systems, services, environments or facilities can be used by people from a population with the widest range of characteristics and capabilities to achieve a specified goal in a specified context of use (ISO 26800).

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3
Q

Affordance

A

The properties of an object that suggest to people how the object can be interacted with

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4
Q

Assumption Persona

A

Personas developed without user research.

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5
Q

Boomerang technique

A

Answering a question with another question.

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6
Q

Closed Card Sort

A

A card sort where the categories into which information can be sorted has been pre-defined. See also ‘Card Sort’.

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7
Q

Closed question

A

A question where the participant has to choose his answer from among a proposed list of responses. No other answer than the ones proposed are allowed.

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8
Q

Conceptual model

A

Conceptual model A high-level description of the way the designer of a system has planned the system to work.

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9
Q

Context of use

A

Users, goals & tasks, resources/equipment (hardware, software and materials), and the technical, physical, social, cultural & organisational environments in which a product is used. (ISO 9241-11).

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10
Q

Design/interface pattern

A

A reusable solution to a commonly occurring design problem

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11
Q

Diary Study

A

A longitudinal research method where users keep track of the activities in which they engage.

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12
Q

Discount usability

A

An approach to usability that seeks to optimise usability methods for cost effectiveness.

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13
Q

Empathy Map

A

A visual summary of what the user hears, sees, thinks and feels within the context of use.

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14
Q

Ethnography

A

The scientific description of people and cultures with their customs, habits and mutual differences.

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15
Q

Fitts’ Law

A

The time taken to move to a target is a function of the target size and the distance to the target.

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16
Q

Fixation

A

The pause of an eye movement on a specific area of the visual field

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17
Q

Formative usability test

A

A form of iterative usability testing that aims to find problems with
a system so they can be fixed.

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18
Q

Gaze plot

A

A moment-by-moment representation of a user’s eye movement across the screen.

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19
Q

Heat map

A

A representation of the different areas of the screen where the user has spent the most time looking.

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20
Q

Heuristic

A

A guideline for evaluating the usability of a user interface.

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21
Q

Hick’s Law

A

The time taken to make a decision increases as the number of choices is expanded.

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22
Q

Implementation model

A

The view of the system from the developers’ point of view, often
with system models, etc.

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23
Q

Information architecture

A

The discipline that ensures users can find the functions, features or
content they need to achieve their tasks.

24
Q

Interaction Design

A

The process of identifying design solutions and creating prototype user interfaces.

25
Leading question
An interview question phrased in such a way that it tends to suggest the desired answer.
26
Mental model
The internal, mental, representation that a user has about how a system works.
27
Moderator
The person who runs a usability test. The moderator is responsible for ensuring the smooth running of the session and for ensuring that the test objectives are addressed.
28
Microcopy
Text labels that appear on buttons, dialog names, form fields and tooltips
29
Moderated usability test
A usability test where a test administrator is with a test participant in real time, for example to remind the participant to think aloud.
30
Monothetic agglomerative cluster analysis
A statistical method of analysing results of a card sorting session.
31
Multivariate testing
Generalised version of A/B testing, where there are more than 2 alternatives.
32
Negative Persona
Users whom the service is specifically not designed to serve.
33
Observation
In the context of a usability test, this is something the participant says or does (as distinguished from an ‘interpretation’ which is the observer’s belief about the cause).
34
Open Card Sort
A card sort where where users can create their own grouping scheme. See also ‘Card Sort’.
35
Persona
A fictional person created to model and describe the goals, needs, and characteristics of a specific type or group of users.
36
Primary Persona
The main target for the design of the service.
37
Progressive disclosure
An interaction design technique that helps maintain the focus of a user's attention by reducing clutter, confusion, and cognitive workload. This improves usability by presenting only the minimum information required for the task at hand.
38
Proximity
A visual design technique used to organise and group the various parts of a user interface.
39
Recall question
A question that requires the participant to remember an event that has happened in the past.
40
Saccade
The movement of the eye from one part of the visual field to another.
41
Sample Size
The number of participants interviewed / observed etc. in a given research study.
42
Secondary Persona
A persona whose needs and goals can be accommodated without upsetting the design’s ability to serve the primary persona.
43
SCRUM
A system design methodology, falling within the ‘Agile’ set of methodologies. Attributed to Ken Schriber.
44
Signifier
An indicator of how something is designed to be interacted with to get an intended result (cf affordance).
45
Sketch
A design concept or solution not intended for testing with users.
46
Summative usability test
A form of usability testing that aims to measure usability metrics, such as effectiveness, efficiency and satisfaction.
47
Thinking aloud
A technique from cognitive interviewing where a participant describes his or her thought processes when engaged in an activity.
48
Usability
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use (ISO 9241-11)
49
Usability inspection
A usability evaluation process where an expert evaluates a design against a set of usability principles or standards.
50
User acceptance test
A test conducted to determine if the functional requirements of a specification have been met.
51
User centred design
A design process in which the needs, wants, and limitations of the end users of a product, service or process are considered at each stage of design.
52
User experience
A person’s perceptions and responses resulting from the use and/or anticipated use of a product, system or service (ISO 9241-210)
53
User research
The process of uncovering user needs, goals and motivations.
54
User Story
User stories are part of an agile approach that helps shift the focus from writing about requirements to talking about them. All agile user stories include a written sentence or two and, more importantly, a series of conversations about the desired functionality. The generalised format is "As a [role], I need to [carry out this task] so that I can [achieve this goal]".
55
Validated learning
A form of iterative design where the design team test design hypotheses with users.
56
Visual Design
The process of devising grids, laying out pages, choosing colour palettes and developing icons.