2.1.4 DUX Flashcards

1
Q

What is digital user experience (DUX)

A

Digital user experience, or DUX, refers to a person’s overall
experience of using a digital product. It encompasses all aspects
of the interaction between the user and the product, including
the user’s emotions, attitudes, and behaviours.

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2
Q

What are the aspects of DUX

A

Design
Designing digital products with the user’s needs and preferences in mind.

Navigability
The ease with which a user can move around and find what they are looking for.
Performance The speed and reliability of a digital product.

Efficiency
The ability of a digital product to help the user achieve their goals in the most effective way.

Cross-platform compatibility The ability of a digital product to be used on multiple different platforms and devices.

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3
Q

What are the metrics to test evaluate the elements

A

Task success rate

Task completion time

Retention rate

Conversion rate

Error rate

Satisfaction

Heuristic evaluation Heuristic means using experience, intuition and trial and error to solve a problem.

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4
Q

What are the elements used when considering and evaluating DUX

A

aesthetics of design

information architecture

accessibility

Human-computer interaction

Ergonomics

Utility

Performance

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5
Q

Describe Aesthetics of design

A

Concerned with all of our senses; could consider visual appearance, overall feel of
the digital product and 4D experience.

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6
Q

Describe Information architecture

A

Organising and structuring information in a way that makes it easy for users to find and understand

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7
Q

Describe Accessibility in the use of a software (DUX)

A

Including the ease of use and overall usability of the user interface, the ability of users with disabilities to access and use the product, and overall user satisfaction with the experience

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8
Q

Describe Human computer interaction

A

Anthropomorphic

Cognitive

Empirical

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9
Q

Describe Ergonomics

A

The design of user interfaces and technology to ensure that they are comfortable and easy to use, without causing strain or injury to the user

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10
Q

Describe utility

A

The usefulness or value of a product to the user.

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11
Q

Describe performance in the user experience

A

Includes the speed and responsiveness of the user interface, the stability and reliability of the product, availability of features that support the user’s goals

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12
Q

Define and give an example of wearable technology

A

Wearables were designed to make it possible for people to access information and technology without having to carry a separate device.

Examples include fitness trackers, smart watches, smart
clothing and implanted devices.

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13
Q

Define Anthropomorphic (DUX)

A

Anthropomorphic – incorporating elements that possess human-like qualities, so that they are familiar and natural to human users

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14
Q

Define Cognitive (DUX)

A

Cognitive – the product would align to the way a user thinks and their mental abilities.

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15
Q

Define Empirical

A

based on evidence from studies of users

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