Design Process Flashcards

1
Q

Inquiry

A

Qualitative Research, including Customer Validation interviews User Research studies Ethnographic studies Heuristic evaluations Quantitative Research, including Actionable data analysis Survey writing

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2
Q

Audit

A

Content Strategy, including Content audits Content inventory Process audits Gap Analysis Communication plan & scheduling Workshop Strategy, including Problem definition Information architecture Project planning Training & Workshops program Workflow and process mapping

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3
Q

Design

A

Design, including Blueprinting Data visualization Information design Copywriting Prototyping Testing

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4
Q

Contextual Inquiry

A

“Quietly observing people is more valuable and the real reason to go into the field” — Norman Nielson ‣ Design should support and extend existing user behavior ‣ Participants are experts in how they do things ‣ More explicit than interviews, try surveys, and analyze other data

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5
Q

Field Study

A

Before you begin your field study (user interview), start with a topic map.

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6
Q

Prepare Questions

A

‣ Consider what you need to know about each topic ‣ Carefully write unbiased questions ‣ Consider what types of responses you might get ‣ Write potential follow-up questions ‣ Use your questions as a guide, not a script Understand your audience—knowing who they are can come either before or after the heuristic evaluation or content audit. Each piece is a building block towards creating the best human-centered experience.

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7
Q

Data

A

There are two types of data: quantitative and qualitative. Quantitative data is numbers, it can be counted. You can see how many people are dropping off at what point or how many more people click on the orange button rather than the green. It will tell you “what” is happening, but it can’t tell you “why.” Qualitative data is conversations and observations. Qualitative data tells you “why.” You use this data to find patterns and aha moments.

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8
Q

Qualative

A

Qualitative data comes from user research, which should be part of validating any new product or feature idea and a few more times during the process to test that the solutions you’re building are working. There are a lot of different types of user research, enough to fill a whole other talk. I’m not going to go into specifics of how to do user research, but there are a ton of resources about that online. What I’m going to talk about is what you’re looking for and what to do with it once you’ve gathered some.

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9
Q

Whys

A

Why am I on this website? To buy running shoes. Why? Because I think I’d like to start running. Why now? Because my friend just uploaded a picture of me from high school on Facebook and I was shocked to see I’ve gained more than a few pounds. Why running? Because I want a form of exercise that doesn’t require a gym membership. Why? Because I travel a lot and don’t want to spend that money, especially if I won’t be around to use it much.

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10
Q

Motivation

A

My motivation maybe doesn’t seem like something you have any control over, but you do. How? You have to understand not only the users problems, but their desires. To be clear, in order to meet a minimum required bar, you must figure out the users problems and convince them that you are the best way to solve them. To convert this type of user, they are already motivated to some extent. This doesn’t increase their motivation to solve a problem (but it could increase the likelihood that they go to you to solve it.)

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11
Q

Ability

A

Ability means a lot of things. To go back to BJ Fogg’s model, there are 6 types of ability: Money, Time, Energy, Social Pressure, Familiarity, and Brain Cycles. Money, Time, and Energy are pretty self-explanatory. The rest are a little trickier. Social pressure: am I conforming to the norm? Is this going to cause me embarrassment? Will people lose trust in me if I make this decision Familiarity: Am I already familiar with this such that it wouldn’t be hard to learn. Would it be a mental burden for me to learn? Brain cycles: (Otherwise known as mental energy.) How much hard thinking is involved, do I have the mental energy to commit to this?

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12
Q

Trigger

A

The trigger is what makes me take an action. Whether that’s signing up for a product, hitting a like button, or opening an app. Something has to happen to trigger that action. Sometimes a trigger is external, like a button or a notification. Sometimes it’s internal, like boredom or a nagging urge to do something. External triggers are easier. Making sure the button you want your user to click is easily visible at the right moment is a good start. If I have to search for functionality that I need, I’m not a happy customer. Also, how can I take advantage of a feature if I don’t know it exists?

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13
Q

Iterative Development

A
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14
Q

User Personas

A
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15
Q

Customer Journey Map

A
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16
Q

Tips For Personas

A
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17
Q

What Are the Steps?

A
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18
Q

What is UX?

A
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19
Q

UX Process

A
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20
Q

UX Needs Model

A
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21
Q

Designing for User Experience

A
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22
Q

What Do You Want To Achieve?

A
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23
Q

UX Ear

A
24
Q

UXers Do/Outputs

A
25
Q

Understanding People

A
26
Q

What is Good UX?

A
27
Q

Answering the Why

A
28
Q

Content vs. UI vs. UX

A
29
Q

UX is:

A
30
Q

UI is:

A
31
Q

Prototyping

A
32
Q

Role of Wireframes

A
33
Q

3 Layers of Wireframing

A
34
Q

What Are Wireframes?

A
35
Q

Design Studio Excercise

A
36
Q

Mood Boards

A
37
Q

Mood Board Elements

A
38
Q

What Are Mood Boards?

A
39
Q

Style Guides

A
40
Q

Why Design Commitees Fail:

A
41
Q

Type Differences

A
42
Q

User Interface is:

A
43
Q

Navigation Content

A
44
Q

How the User Interacts with the Site

A
45
Q

Pattern Libraries

A
46
Q

Design Pattern Steps:

A
47
Q

Selecting the Right Pattern:

A
48
Q

3 Ways Patterns Help A Site:

A
49
Q

Color

A
50
Q

Clever Use of Color

A
51
Q

Size

A
52
Q

Space

A
53
Q

Visual Hierarchy Testing

A
54
Q

Contrast

A
55
Q

Quick Process

A
56
Q

MoSCoW

A
57
Q

MoSCoW %

A