UX Intro Flashcards

1
Q

What does Steve Jobs say about design?

A

“Design is not just what it looks like… Design is how it works”

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2
Q

What is UX?

A

Designing great experiences for users. Understanding the user and problem is the key.

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3
Q

What makes a bad UX?

A

Designing for yourself without considering how users will use the design.

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4
Q

What are the disciplines of the UX?

A

Visual Design, Interaction Design, Information Architecture, Content Strategy, User Research and Business Objectives.

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5
Q

Why is the UX sits in the planning phase of the software development lifecycle?

A

It helps showing what the problem looks like and understand the user needs, goals and motivations.
“Designing the right thing instead of just designing the thing right”

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6
Q

What users love?

A

To easily complete his task.

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7
Q

What is interaction design?

A

Deals with the structure and how the elements respond to the user actions.

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8
Q

What is visual design?

A

Look and feel, and the branding and the colors.

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9
Q

What is business requirements?

A

Is answering the following questions:
What are the goals of this project?
What does success look like? How will we know when we have been successful?
Who are the users of this site?
Why would they use this product or service? What are the problems are they having that we can solve?

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10
Q

What is user research?

A

Is about learning more from our potential users… observing vs asking… observing is way better.

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11
Q

Why is an empathy map useful?

A

Because it helps asking the right questions meanwhile you observe.

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12
Q

Why is it a bad idea designing for demographics?

A

Too hard to design based on demographics… although this information is very important for marketing and sales for example.

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13
Q

What is an archetype

A

Defines a sort of acceptance criteria for user needs…

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14
Q

What is contained in a strategy document?

A

Business and users goals.

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15
Q

How to use an empathy map?

A

Print or draw the empathy map and put post its with the observations in the proper “slice” by observing the target users

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16
Q

What is a user journey?

A

A map of actions and emotions that your user experiences while using your design from start to finish.

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17
Q

What is a good experience map example?

A

Rail europe experience map.

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18
Q

What is a wireframe?

A

A visual representation of an interface with design stripped away so that the focus is on function and user interactivity.

19
Q

Why is it recommended to use tools to create wire frames?

A

Because it is easier to build them using pre-built components. Pen and paper are still encouraged!

20
Q

What does Stephen Hay says about design?

A

“We’re not designing pages, we’re designing systems of components.”

21
Q

What is “Atomic Design”?

A

Adtomic design is methodology for creating design systems.

22
Q

What are the levels of the “Atomic Design”?

A

Atoms, Molecules, Organisms, Templates and Pages.

23
Q

What is a atom in the “Atomic Design”?

A

Is the most basic building blocks, such as a label, input and button.

24
Q

What is a molecule in the “Amotic Design”?

A

A molecule is a group of atoms bonded together. It is the backbone of the design systems.

25
Q

What are organisms in “Atomic Design”?

A

Are molecules joined together. Organisms create sections of an interface.

26
Q

What are templates in the “Atomic Design”?

A

Are organisms joined together to build pages.

27
Q

What is a page in “Atomic Design”?

A

Is an instance of a template.

28
Q

What is important when designing pages?

A

To think in organisms, to think it modular.

29
Q

What are the prototypes?

A

Are tangible wireframes… you’ll see the building blocks together.

30
Q

What are the benefits of prototyping?

A
Bring ideas to life.
Provides feedback within the proper context.
Helps finding interaction issues early.
Quickly iterate to refine ideas.
Useful for reference.
Encourages collaboration.
31
Q

What to prototype?

A

Navigation: In order to see how users may complete a task.
Interactions: Test interactions within the interface.

32
Q

What are the types of prototypes?

A

Low Fidelity (Lo Fi), Medium Fidelity and High Fidelity.

33
Q

What is the Lo Fi prototype?

A

Quick and easy to make, such as clickable sketches or clickable wireframes.

34
Q

What is a Medium Fidelity prototype?

A

Online prototyping software allows for “drag & drop” and other interactions. Often black/white once the focus is in the interactivity.

35
Q

What is a High Fidelity prototype?

A

“Pixel Perfect”. Include design elements. Helps users and stakeholders to better visualize final products. Usually coded in HTML and CSS.

36
Q

What are common prototyping tools?

A

Sketch 3, InVision, Axure, Flinto, Principle, Pixate, Framer, Atomic, Experience Design, UXPin, Keynote, After Effects, proto.io, POP and Marvel.

37
Q

What is usability testing?

A

Ensures the design is actually easy to use, intuitive and user-centric.

38
Q

Do we need to deliver a perfect design to the users?

A

No. We need to get the design in front of people as quickly as possible, so that iterating over it to improve.

39
Q

How to create a usability testing?

A

Define the main tasks you want the users to complete. Additionally, test the interactions. Remember to create a script (meaning step by step).

40
Q

Who should participate in the usability testing?

A

People :). Try 5-7 people within the target audience.

41
Q

How to organize the usability testing?

A

Create schedules for each participant.

42
Q

Do the user need to consent?

A

Yes. Consent forms are used for professional setting. Not necessary for student projects.

43
Q

What is the usability testing checklist?

A

Before:
Scripts, proto, recruits, schedule and incentives.

Day of testing:
Print script and consent forms, ensure incentives, setup recording device, install proto on device.