UX Exam - Glossary Flashcards
A/B testing
A technique used to compare two alternative designs of a live system with a large number of users.
Accessibility
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).
Affordance
The properties of an object that suggest to people how the object can be interacted with
Assumption Persona
Personas developed without user research.
Boomerang technique
Answering a question with another question.
Closed Card Sort
A card sort where the categories into which information can be sorted has been pre-defined. See also ‘Card Sort’.
Closed question
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.
Conceptual model
Conceptual model A high-level description of the way the designer of a system has planned the system to work.
Context of use
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).
Design/interface pattern
A reusable solution to a commonly occurring design problem
Diary Study
A longitudinal research method where users keep track of the activities in which they engage.
Discount usability
An approach to usability that seeks to optimise usability methods for cost effectiveness.
Empathy Map
A visual summary of what the user hears, sees, thinks and feels within the context of use.
Ethnography
The scientific description of people and cultures with their customs, habits and mutual differences.
Fitts’ Law
The time taken to move to a target is a function of the target size and the distance to the target.
Fixation
The pause of an eye movement on a specific area of the visual field
Formative usability test
A form of iterative usability testing that aims to find problems with
a system so they can be fixed.
Gaze plot
A moment-by-moment representation of a user’s eye movement across the screen.
Heat map
A representation of the different areas of the screen where the user has spent the most time looking.
Heuristic
A guideline for evaluating the usability of a user interface.
Hick’s Law
The time taken to make a decision increases as the number of choices is expanded.
Implementation model
The view of the system from the developers’ point of view, often
with system models, etc.