Midterm Flashcards

1
Q

UI (User Interface Design)

A

the design space in which an interaction occurs between user and system/product.

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2
Q

UXD (User Experience)

A

how a designed system affects the user and elicit feelings and attitudes that remain associated with the system.

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3
Q

Project Life Cycle

A

is not easily described as a straight forward journey–lots of things are happening at once until the outcome is ideal.

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4
Q

Iteration

A

a process of repetition. In UXD, the aim of repeating the process is to continuously and successfully improve upon the precious version of design.

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5
Q

Reflective

A

a type of emotional human response. In UXD, behavioral responses are the ones that we feel when occupied with using a product or service.

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6
Q

Information Architecture

A

the principle of specifying how a mass of information should be logically arranged, navigated, and extended.

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7
Q

Aesthetic

A

those features that we perceive as being beautiful, or not. They are often considered as important as other factors in the user’s experience.

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8
Q

Hierarchy

A

a hierarchy is an organizing structure in which people, information, or objects are arranged by rank or importance: the most significant appear at the top, and the least are found at the bottom.

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9
Q

Icon

A

in the field of semantics an index is a particular type of sign that has some kind of resemblance to the thing that it signifies.

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10
Q

Symbol

A

in the field of semiotics, a symbol is a particular type of sign that has a completely arbitrary and negotiated relationship with thing it signifies, such as a red-light signifies ‘stop.’

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11
Q

Ergonomics

A

a discipline of design and engineering that studies the relationship between people and their surroundings.

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12
Q

Visceral

A

a type of emotional human response. In UXD, visceral responses are the ‘gut’ feelings that we have before we consider the experience on an intellectual level.

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13
Q

Behavioral

A

a type of emotional human response. In UXD, behavioral responses are the ones that we feel when occupied with using a product or service.

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14
Q

Flow

A

according to psychologist Mihaly Csikszentmihalyi, flow is the mental state of somebody who is fully immersed in a focused activity.

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15
Q

Metaphor

A

something familiar referred to in a different context to help make sense of something unfamiliar.

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16
Q

Goal

A

a specific objective to be accomplished, a goal may help define the requirements of an experience, or provide a benchmark for user testing.

17
Q

Usability Testing

A

the process of testing and assessing a product or service in order to discover how usable it is for the intended users.

18
Q

Responsive Design

A

an approach to digital design tat enables information to be supplied to a target device in a format that adapts to its display characteristics.

19
Q

A-B Testing

A

this testing method compares two variants of the same website or app. Te ‘B’ version of the website would typically have only one distinct different to the interface of the ‘A’ version, such as a ‘call-to-action’ that is a different color, shape or position. By comparing the conversion data from the two sites, designers can see which of the two was most effective, and iterate accordingly.

20
Q

Task Modeling

A

a UXD methodology that attempts to recognize the way that people approach a real-world objective (or task), and designing experiences to accommodate this task-oriented approach.

21
Q

Usability

A

the extent to which a designed experience s found to be usable by its intended users.

22
Q

Ethnography

A

a type of observational research that observes subjects in their normal environment.

23
Q

Wireframes

A

a scheme for depicting the planned arrangement of key elements in an interface design. The plan will omit fine details and specific content, replacing these with a lattice of empty rectangular placeholders, in order to show only the underlying visual hierarchy of the interface.

24
Q

UCD (User Centered Design)

A

an iterative approach to design tat involve the end user at various stages of the design process in order to create a system that is sensitive to their environment and the task they need to accomplish.