Week 2: Information Architecture, Wireframes, & Prototypes Flashcards

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1
Q

Information Architecture (IA)

A
  • focuses on the organization of information within analog and digital products
  • primary focus: structure
  • secondary focus: UI
  • understands how people want to relate to the content and functionality contained in the structure
  • understands the range of content and functionality to be supported by the structure
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2
Q

8 Principles of Information Architecture

A
  • objects
  • choices
  • disclosure
  • exemplars
  • front doors
  • multiple classification
  • focused navigation
  • growth
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3
Q

Objects

A

treat content as a living, breathing thing, with a lifecycle, behaviours and attributes

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4
Q

Choices

A

create pages that offer meaningful choices to users, keeping the range of choices available focused on a particular task

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5
Q

Disclosure

A

show only enough information to help people understand what kinds of information they’ll find as they dig deeper

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6
Q

Exemplars

A

describe the contents of categories by showing examples of the contents

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7
Q

Front doors

A

assume at least half of the website’s visitors will come through some page other than the home page

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8
Q

Multiple classification

A

offer users several different classification schemes to browse the site’s content

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9
Q

Focused navigation

A

don’t mix apples and oranges in your navigation scheme

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10
Q

Growth

A

assume the content you have today is a small fraction of the content you will have tomorrow

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11
Q

Utility Navigation

A

comprises secondary tools and actions, such as sign-in, contact, save, subscribe, share, print, and change view

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12
Q

Navigation Types

A
  • structural navigation
  • associative navigation
  • utility navigation
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13
Q

Structural Navigation

A
  • used to connect pages based on the site’s hierarchy, enabling users to move up and down throughout the levels of that hierarchy
  • global and local navigation
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14
Q

Global Navigation (Structural)

A
  • aka main or primary navigation
  • consists of the website’s top-level pages
  • it helps with site orientation due to its persistent nature

ex. Home, About, Contact

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15
Q

Local Navigation (Structural)

A
  • aka sub-navigation and page-level navigation
  • used to access the “lower levels” of a website
  • often an extension of the global navigation

ex. table of contents on left side

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16
Q

Associative Navigation

A
  • used to connect pages that have similar content, regardless of their in-site location (across a website’s content hierarchy)
17
Q

Types of associative navigation

A
  • contextual content
  • quick links and related links
  • footer
18
Q

Contextual Navigation (Associative)

A
  • aka associative links or related links
  • placed near the content of a page
  • can lead to areas of the site with related content
19
Q

Quick Links (Associative)

A
  • used for linking to important content not generally present in global navigation
  • provide access to related content just like contextual navigation, except that the scope of the links is more global (site-wide)
20
Q

Footer Navigation (Associative)

A
  • contains links to supplementary website information (content unrelated to the main site content)
  • footer navigation ≠ primary navigation menus (exists so visitors don’t have to scroll up again)

ex. Terms of Use and Privacy Policy

21
Q

Utility Navigation

A

contains tools and features that may assist the visitors of a site

ex. login/register, shopping cart, search bar

22
Q

Wireframes

A
  • aka skeleton
  • low-fidelity representation of the different screens and pages that form a product
  • use simple shapes to create visual representations of page layouts
23
Q

Purpose of Wireframes

A
  • to communicate ideas and the structure of individual pages
  • to prepare project documentation
24
Q

Downside of Wireframes

A
  • aren’t good for usability testing and assessing overall user experience
  • aren’t the best tool for demonstrating a concept to stakeholders
  • won’t help you if you need to describe complex design ideas, like animated effects, complex transitions, or gestures
25
Q

Prototypes

A
  • represents the final product, including simulations of the user interface interactions
  • the process of building an interactive experience
  • includes simulations of the user interface interactions
  • first phase in which designers can actually interact with their creations
26
Q

Low-fidelity prototype

A
  • a rough representation of a design concept that helps designers validate them early on in the design process
  • generally limited in function and interaction

ex. a clickable prototype created from sketches or wireframes

27
Q

High-fidelity prototype

A
  • an interactive prototype that simulates the real website or app’s functionality and design details
  • helps users understand the look and feel of a future product
28
Q

Downside of Prototyping

A
  • expensive and time-consuming
  • requires some design skills, which not everyone can do