UX/UI terminology Flashcards
Deliverables
a thing able to be provided, especially as a product of a development process
UI
User Interface: is what you use to interact with a product
UX
User eXperience: is how you feel when you use a product
Classical conditioning
A form of learning whereby a conditioned stimulus becomes associated with an unrelated unconditional stimulus (think pavlovs dogs)
Operant conditioning
A method of learning that occurs via rewards and punishment for behaviour
Feedback loop
Motivation, action, feedback
Hick’s law
Limit the number of choices for a user
IA - Information Architecture
a good one ensures that whenever a user enters my site or app, they know exactly what to do and where to go
Onboarding page
a screen or screens that show the user the basics of getting started
The goal of UX design is…
to make things more efficient and enjoyable for the user
Describe the difference between UX and UI
UX refers to the whole experience someone has with a product or service, while UI is the actual interface of that product or service
Good UX is…
Useable, useful, valuable, desirable, findable, credible, accessible
Onboarding process
Screen(s) that show the benefits of using the app and how to get started
Splash screen
Usually appears when an app or program is launching.
Includes a name, logo, tagline, software version and browser requirements.
KISS
Keep it simple stupid: most systems work best when kept simple
Path
The route a user takes as they move through a design
Personas
A fictional yet realistic representation of a set of target users based on their goals, needs and behaviours.
Research and competitor analysis
- competitor analysis: an assessment of the strengths and weaknesses of competitors
Design thinking tasks
- User research and competitor analysis
- User interviews
- Personas
- User flows
- Wireframing and prototyping
- Usability testing
- Design presentation and critique
Prototype
models of a final product created to test user experience.
Wireframing
Is a drawing of a design (freehand or digital), think of it as a blueprint
User flows
Marking the journey the user takes through a system/design when performing tasks
Usability testing
testing the prototypes with real users to get authentic feedback from them on how to improve the design
User interviews
Survey / interview users and stakeholders. Identify: needs pain points opportunities for improvement. No testing, only conversation
User-centred design
a method that places the users at the centre of all development decisions
Generative/exploratory research
is typically conducted upfront and helps designers better understand the problem space
Evaluative research
is conducted throughout the design process to evaluate how well designers are solving a problem
Attitudinal research
focuses on how people think and feel
behavioral research
observes what people actually do when it comes to a particular product or service
Qualitative research
involves direct observation of a subject
Quantitative research
data-driven, indirect observations such as survey responses
Participatory design
aimed at engaging every single stakeholder in the design process. Good ideas can come from anywhere, good to involve people of different backgrounds
Problem statement
To help focus your project on a specific issue and group of users
Main purpose of user stories
Focus on defining solutions from a specific persona’s perspective