UX/UI terminology Flashcards

1
Q

Deliverables

A

a thing able to be provided, especially as a product of a development process

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2
Q

UI

A

User Interface: is what you use to interact with a product

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3
Q

UX

A

User eXperience: is how you feel when you use a product

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4
Q

Classical conditioning

A

A form of learning whereby a conditioned stimulus becomes associated with an unrelated unconditional stimulus (think pavlovs dogs)

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5
Q

Operant conditioning

A

A method of learning that occurs via rewards and punishment for behaviour

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6
Q

Feedback loop

A

Motivation, action, feedback

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7
Q

Hick’s law

A

Limit the number of choices for a user

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8
Q

IA - Information Architecture

A

a good one ensures that whenever a user enters my site or app, they know exactly what to do and where to go

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9
Q

Onboarding page

A

a screen or screens that show the user the basics of getting started

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10
Q

The goal of UX design is…

A

to make things more efficient and enjoyable for the user

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11
Q

Describe the difference between UX and UI

A

UX refers to the whole experience someone has with a product or service, while UI is the actual interface of that product or service

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12
Q

Good UX is…

A

Useable, useful, valuable, desirable, findable, credible, accessible

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13
Q

Onboarding process

A

Screen(s) that show the benefits of using the app and how to get started

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14
Q

Splash screen

A

Usually appears when an app or program is launching.

Includes a name, logo, tagline, software version and browser requirements.

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15
Q

KISS

A

Keep it simple stupid: most systems work best when kept simple

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16
Q

Path

A

The route a user takes as they move through a design

17
Q

Personas

A

A fictional yet realistic representation of a set of target users based on their goals, needs and behaviours.

18
Q

Research and competitor analysis

A
  • competitor analysis: an assessment of the strengths and weaknesses of competitors
19
Q

Design thinking tasks

A
  • User research and competitor analysis
  • User interviews
  • Personas
  • User flows
  • Wireframing and prototyping
  • Usability testing
  • Design presentation and critique
20
Q

Prototype

A

models of a final product created to test user experience.

21
Q

Wireframing

A

Is a drawing of a design (freehand or digital), think of it as a blueprint

22
Q

User flows

A

Marking the journey the user takes through a system/design when performing tasks

23
Q

Usability testing

A

testing the prototypes with real users to get authentic feedback from them on how to improve the design

24
Q

User interviews

A
Survey / interview users and stakeholders. Identify:  
needs
pain points 
opportunities for improvement.
No testing, only conversation
25
Q

User-centred design

A

a method that places the users at the centre of all development decisions

26
Q

Generative/exploratory research

A

is typically conducted upfront and helps designers better understand the problem space

27
Q

Evaluative research

A

is conducted throughout the design process to evaluate how well designers are solving a problem

28
Q

Attitudinal research

A

focuses on how people think and feel

29
Q

behavioral research

A

observes what people actually do when it comes to a particular product or service

30
Q

Qualitative research

A

involves direct observation of a subject

31
Q

Quantitative research

A

data-driven, indirect observations such as survey responses

32
Q

Participatory design

A

aimed at engaging every single stakeholder in the design process. Good ideas can come from anywhere, good to involve people of different backgrounds

33
Q

Problem statement

A

To help focus your project on a specific issue and group of users

34
Q

Main purpose of user stories

A

Focus on defining solutions from a specific persona’s perspective