Wireframing & Prototyping Flashcards

1
Q

Interaction designers strive to create meaningful relationships between ______ and the _____ and services that they use.

A

products and services.

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2
Q

Which phase of the design thinking process is “Prototype” in?

A

Iteration

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3
Q

What are wireframes?

A

Two-dimensional illustrations of a page’s interface that progress into prototypes.

Wireframes are used to plan the information hierarchy of a page, specifically how space should be allocated, where content will go, and what functionalities will be available.

This includes the positioning of menu items, headers, and buttons.

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4
Q

Why is it important for you to create a wireframe?

A

They allow you to test your ideas with your users before spending copious amounts of time and capital developing them into full-fledged products.

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5
Q

What is design mainly all about?

A

Communication

As designers, we communicate information and content visually so that people can accomplish critical tasks and achieve their goals.

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6
Q

What are the benefits of sketching?

A

A sketch acknowledges the incomplete nature of ideas and leaves room for visual exploration and ideation.

  1. Cheap: All you need is a pencil and a piece of paper.
  2. Disposable: Sketches are an articulation of designers’ very first ideas that can be pushed aside to allow bigger and better ideas to surface.
  3. Fast: Designers don’t have to wait to get to their computer or studio to start the ideation process.
  4. Ambiguous: A focus on basic structure and functionality prevents designers from getting bogged down in details.
  5. Accessible: While not everyone understands complex wireframes and visual design, sketches are universally understood, creating a shared understanding of ideas and concepts.
  6. Versatile: Sketching can take many forms, from three-dimensional storyboards to two-dimensional wireframes.
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7
Q

What should you think of a wireframe?

A

Like a blueprint for a house, except it represents a digital interactive system such as a website or mobile application.

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8
Q

What don’t wireframes typically include?

A

Styling, graphics, or color

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9
Q

Wireframes can be linked together to create what’s known as a _______.

A

prototype

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10
Q

What is a prototype?

A

A sample version of a product that allows you to portray a specific function or design solution.

A set of linked wireframes that emulate the functionality of a website or app

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11
Q

What is the goal in creating prototypes?

A

It is to learn as much as possible about how users interact witht he product or service you’re designing before developing the complete project.

The overall goal of prototypes is to be able to move forward quickly while feeling confident that your design decisions are human centered.

Depending on the maturity of the project, a prototype could be a set of hand-drawn wireframes that simulates a user flow or a fully functioning site.

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12
Q

What distinguishes prototypes from wireframes?

A

Their element of interactivity.

This can range from moveable note cards and sticky notes on a pencil drawing to pointing and clicking with a touchpad or mouse.

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13
Q

The overall goal of prototypes is to be able to move forward quickly while feeling confident that your design decisions are _____-______.

A

human-centered

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14
Q

What is a design fidelity?

A

Refers to the level of detail of a wireframe or prototype.

Refers to not only to the visual design, but also the level of functionality or a wireframe or prototype.

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15
Q

What is a low-fidelity wireframe?

A

Contains only very basic details and initial ideas

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16
Q

Low-fidelity wireframes and prototypes allows designers to focus on what?

A

On fundamental structure and navigation over pefect visual design and complex features

17
Q

What are intro screens?

A

Designed to give users a visual introduction to a product and its functionality.

18
Q

When are intro screens helpful?

A

When testing a new project or prototype

19
Q

What are login screens?

A

Let users securely access your product or service.

They’re also a great opportunity to introduce your project, brand, and tone of voice.

20
Q

What is navigation?

A

Provides proper orientation, organizes information, and allows users to effectively move through the information space of your digital application.

21
Q

What are the two common patterns for mobile navigation.

A

Hierarchical navigation and flat navigation

22
Q

What is Hierarchical navigation?

A

It prompts users to make one distinct selection per screen, guiding them deeper into the hierarchy until they’ve reached their desired destination.

At this point, users must either retrace their steps or start over from the beginning, selecting different options to reach different destinations. For this reason, a “back” or “close” option is common in hierarchical navigation.

23
Q

What is Flat navigation?

A

Flat navigation allows users to switch between multiple content categories.

24
Q

What is commonly represented in a flat navigation?

A

Bottom navigation bar with three to five categories.

25
Q

What is Onboarding?

A

Onboarding is the part of your user’s journey that helps them understand how to use your app.

Onboarding means more than just swiping through intro screens when you download an app or sign up for a product for the first time.

26
Q

What does onboarding create for your users?

A

It creates instant engagement and helps set them up for success.

27
Q

Onboarding process may include what?

A

After a user has signed up for a product, the onboarding process may include step-by-step tutorials, guidance and support, and milestone celebrations when a user achieves their goals.

28
Q

What is rapid prototyping?

A

A method of quickly developing designs for a product in order to achieve validation with users.

29
Q

What is the goal of rapid prototyping?

A

To iterate quickly on prototypes, gradually integrating feedback and increasing the level of fidelity until you end up with a high-fidelity prototype.

30
Q

Wireframing involves creating a static visual representation of a system, while prototyping adds an element of _______.

A

interactivity

31
Q

Fidelity refers to the level of functionality and visual appearance of a project in relation to the ____ _____.

A

finished product

32
Q

What is the main goal of creating low-fidelity prototypes?

A

To test key functionality and features with users and catch major errors before perfecting a design

33
Q

What is time blocking?

A

A technique in which you try to complete a task in a predetermined short amount of time

34
Q

What is the purpose of design guidelines?

A

To define best practices for the usage, style, and behavior of commonly-used elements for websites and applications

35
Q

What is a wireframe?

A

A two-dimensional visual representation of a page’s interface

36
Q

You’ve been working hard to turn your travel journal into a blog. Currently, your travel blog has three distinct categories: Destinations, food recommendations, and local music. You want to keep things simple by showcasing these categories in the navigation bar; which of the following navigation structures would make the most sense for your blog at the moment?

A

Flat

37
Q

Your colleague on the design team has so many ideas for a viable design solution that he is feeling a bit overwhelmed and unsure where to start. What technique could he use to help him get “unstuck”?

A

Sketching