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
Q

Leading question

A

An interview question phrased in such a way that it tends to suggest the desired answer.

26
Q

Mental model

A

The internal, mental, representation that a user has about how a system works.

27
Q

Moderator

A

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
Q

Microcopy

A

Text labels that appear on buttons, dialog names, form fields and tooltips

29
Q

Moderated usability test

A

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
Q

Monothetic agglomerative cluster analysis

A

A statistical method of analysing results of a card sorting session.

31
Q

Multivariate testing

A

Generalised version of A/B testing, where there are more than 2 alternatives.

32
Q

Negative Persona

A

Users whom the service is specifically not designed to serve.

33
Q

Observation

A

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
Q

Open Card Sort

A

A card sort where where users can create their own grouping scheme. See also ‘Card Sort’.

35
Q

Persona

A

A fictional person created to model and describe the goals, needs, and characteristics of a specific type or group of users.

36
Q

Primary Persona

A

The main target for the design of the service.

37
Q

Progressive disclosure

A

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
Q

Proximity

A

A visual design technique used to organise and group the various parts of a user interface.

39
Q

Recall question

A

A question that requires the participant to remember an event that has happened in the past.

40
Q

Saccade

A

The movement of the eye from one part of the visual field to another.

41
Q

Sample Size

A

The number of participants interviewed / observed etc. in a given research study.

42
Q

Secondary Persona

A

A persona whose needs and goals can be accommodated without upsetting the design’s ability to serve the primary persona.

43
Q

SCRUM

A

A system design methodology, falling within the ‘Agile’ set of methodologies. Attributed to Ken Schriber.

44
Q

Signifier

A

An indicator of how something is designed to be interacted with to get an intended result (cf affordance).

45
Q

Sketch

A

A design concept or solution not intended for testing with users.

46
Q

Summative usability test

A

A form of usability testing that aims to measure usability metrics, such as effectiveness, efficiency and satisfaction.

47
Q

Thinking aloud

A

A technique from cognitive interviewing where a participant describes his or her thought processes when engaged in an activity.

48
Q

Usability

A

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
Q

Usability inspection

A

A usability evaluation process where an expert evaluates a design against a set of usability principles or standards.

50
Q

User acceptance test

A

A test conducted to determine if the functional requirements of a specification have been met.

51
Q

User centred design

A

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
Q

User experience

A

A person’s perceptions and responses resulting from the use and/or anticipated use of a product, system or service (ISO 9241-210)

53
Q

User research

A

The process of uncovering user needs, goals and motivations.

54
Q

User Story

A

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
Q

Validated learning

A

A form of iterative design where the design team test design hypotheses with users.

56
Q

Visual Design

A

The process of devising grids, laying out pages, choosing colour palettes and developing icons.