Design thinking Flashcards

1
Q

User-centered design process

A

Each phase of the user-centered design process focuses on users and their needs. It’s an iterative process,
At the core of the user-centered design process is a deep empathy for the user. It’s not just about what a product does for a user, it’s about how the experience of interacting with the design makes the user feel.

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2
Q

Key steps in the user-centered design proces

A

Understand how the user experiences the product.
Specify the user’s needs.
Design solutions.
Evaluate the solutions you designed against the user’s needs.

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3
Q

Understand how the user experiences the product.

A

You want to know how users will engage with your design, as well as the environment or context in which they’ll experience the product. Understanding this requires a lot of research, like observing users in action and conducting interviews

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4
Q

Specify the user’s needs.

A

Based on your research, figure out which user problems are the most important to solve.

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5
Q

Design solutions.

A

Come up with lots of ideas for designs that can address the user problems you’ve identified. Then, start to actually design those ideas!

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6
Q

Evaluate the solutions you designed against the user’s needs.

A

Ask yourself, does the design I created solve the user’s problem? To answer this question, you should test the product you designed with real people and collect feedback.

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7
Q

Guiding principles for the user-centered design process

A

Design for users and their needs.
Make your copy conversational.
Present all information clearly.
Acknowledge user actions.
Offer support.

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8
Q

Acknowledge user actions.

A

Your product should let users know when they’ve executed a task correctly. That might be as simple as having a new window pop up when an icon is pressed, or as complex as animated tossed confetti to demonstrate that the user has accomplished a task.

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9
Q

The five elements of UX design

A

The five elements are, from bottom to top: strategy, scope, structure, skeleton, and surface.

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10
Q

Strategy

A

The bottom layer is strategy, where you lay a foundation of your design goals. These goals are based on user needs and the business objectives for the product.

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11
Q

Scope:

A

The next layer is scope, where you determine the type of product you’re building. At this point, you will consider the kind of features and content you want to include in the product.

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12
Q

Structure:

A

The middle layer is structure. Here, you’ll figure out how to organize your design and how you want users to interact with the product.

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13
Q

Skeleton:

A

The skeleton is the layout of the product. Just like the layout of our bones shapes our skin, the skeleton layer details how your design works – and like a skeleton, users won’t directly see its inner-workings.

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14
Q

Surface:

A

The top layer, surface, represents how the product looks to the user. The surface represents the interface that users view and interact with. Think of the surface like the clothes or makeup you wear that are visible to the outside world.

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15
Q

Design thinking process

A

Design thinking is a user-centered approach to problem-solving. It helps designers create solutions that address a real user problem and are functional and affordable. There are five phases in the design thinking process: empathize, define, ideate, prototype, and test. Each phase of the framework answers a specific question.

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16
Q

Empathize phase

A

During the empathize phase, the goal is to understand users’ needs and how users think and feel. This involves a lot of user research, such as conducting surveys, interviews, and observation sessions, so you can get a clear picture of who your users are and the challenges they are facing.

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17
Q

Define phase

A

In the define phase, you’ll create a clear problem statement, or a description of the user’s need that your designs will address, based on your research findings. This will drive your team toward a clear goal for the design of the product.
Once you land on a user problem and establish why it’s an important one to solve, it’s time for the ideate phase. During ideation, your team brainstorms solutions to the problem you defined. The goal of ideation is to come up with as many design solutions as possible.

18
Q

Prototype phase

A

A prototype is an early model of a product that demonstrates its functionality. Creating prototypes helps your team get a feel for what the product will actually look like and how users will experience the product.

19
Q

Test phase

A

. During the test phase, users provide feedback about your designs, before the product is built by engineers and launched to the public. You can use this feedback to make changes and improvements to your designs, as many times as you need.
Depending on the feedback from your testing phase, you might need to go back to the beginning of the design thinking process, come up with new ideas for solutions, or develop new prototypes.

20
Q

Lean UX

A

The Lean UX process focuses on reducing wasted time and resources, and producing a workable product as soon as possible. The process is iterative, meaning the team continues to update and make revisions to the product as they gather user research and stakeholder feedback.

21
Q

Lean UX. Think

A

Explore the problems that users are experiencing and consider how you could solve them with your design. This step is all about gathering research, so you can form a clear idea of who the product is for and how it will help them.

22
Q

Lean UX. Make

A

Start designing the product by creating sketches, wireframes, and prototypes. You’ll also create a minimum viable product, or MVP for short, which is a simple prototype of your designs that you can test with the target audience. Be prepared to go back and update your prototype as you gather feedback!

23
Q

Lean UX. Test

A

Check. Find out how users respond to your design and gather feedback from project stakeholders. Make adjustments to your designs accordingly, and repeat the three steps again, if necessary.

24
Q

Lean UX six principles

A

Move forward. Stay curious.Test ideas in the real world.Externalize your ideas.Reframe deliverables as outcomes. Embrace radical transparency.

25
Q

Lean UX Move forward.

A

Focus only on design elements and features that move the design process toward a particular goal. Don’t get distracted by “nice-to-haves.”

26
Q

Stay curious. Lean UX i

A

Lean UX is about using feedback from users and stakeholders to revise and improve your designs. Continuously seek feedback to understand why specific design choices work or don’t work.

27
Q

Externalize your ideas.

A

Instead of internally debating and analyzing whether or not an idea is going to work, turn your ideas into something physical, viewable, and testable, while they’re still fresh in your mind. This way, you’ll get feedback on your designs in the early stages, when diverse perspectives and feedback are most helpful.

28
Q

Double Diamond

A

Double Diamond is a more traditional UX process, which breaks down UX design into two main phases (or “diamonds”): research and design. Each phase has two steps. When combined, these are the four steps:
1.Discover the problem.
2.Define the problem.
3.Develop solutions for the problem.
4.Deliver the product.

29
Q

Double Diamond process:

A
  1. Focus on the user. As is always the case in UX design, the user is the top priority.
  2. Communicate. Communicate visually, through imagery and design choices that supplement the text.
  3. Collaborate. One of the unique features of the Double Diamond process is that it encourages creative collaboration and co-creation with your fellow team members.
  4. Iterate. Accept that the design is a work in progress and isn’t going to be complete right away. The magic is in the revision. With every iteration, you give the user a new experience.
30
Q

Skeleton is split into three components

A

Interface Design, Navigation Design, & Information Design.

Interface Design is presenting and arranging interface elements to enable users to interact with the functionality of the system.

Navigation Design how to navigate through the information using the interface.

Information Design defines the presentation of information in a way that facilitates understanding.

31
Q

In Surface, we are dealing with

A

Visual Design (Sensory Design), it’s concerned with the visual appearance of content, controls, which gives a clue of what users can do, and how to interact with them. It should make things easier to understand, increase cognitive ability to absorb what users see on the screen.

32
Q

Structure is split into two components

A

Interaction Design & Information Architecture.

Interaction Design Given the functional requirements, It defines how users can interact with the product, and how the system behaves in response to the user interactions.

Information Architecture Given the content requirements, It defines the arrangement of content elements, how they are organized, to facilitate human understanding.

33
Q

Good Interaction design

A

helps people to accomplish their goals.
effectively communicates interactivity and functionality(what users can do).

informs users about state changes (the file has been saved, or any feedback), while they interact.

prevents user error or mistakes, like the system asks the user to confirm potentially harmful action(i.e. deletion).

34
Q

Good Information Architecture

A

organizes, categorizes, and prioritizes the information based on user needs and business objectives.
makes it easy to understand and move through the information presented.
flexible to accommodate growth and adapt to change.
appropriate for the audience.

35
Q

The design-thinking framework

A

The design-thinking framework follows an overall flow of
1) understand,
2) explore, and
3) materialize.
Within these larger buckets fall the 6 phases: empathize, define, ideate, prototype, test, and implement.

36
Q

Empathize

A

Conduct research in order to develop knowledge about what your users do, say, think, and feel.
The goal is to gather enough observations that you can truly begin to empathize with your users and their perspectives.

37
Q

Define

A

Combine all your research and observe where your users’ problems exist.
Is there a common pain point across many different users? Identify unmet user needs.

38
Q

Ideate

A

Brainstorm a range of crazy, creative ideas that address the unmet user needs identified in the define phase.

39
Q

Prototype

A

Build real, tactile representations for a subset of your ideas. The goal of this phase is to understand what components of your ideas work, and which do not. In this phase you begin to weigh the impact vs. feasibility of your ideas through feedback on your prototypes.

40
Q

Test

A

Return to your users for feedback. Ask yourself ‘Does this solution meet users’ needs?’ and ‘Has it improved how they feel, think, or do their tasks?’

41
Q

Implement

A

Put the vision into effect. Ensure that your solution is materialized and touches the lives of your end users.