Final Flashcards

1
Q

Analysis

A

Transforming raw data into valuable information for constructing research deliverables

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2
Q

Timing

A

Analysis should occur during planning, throughout the study, and after its completion.

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3
Q

Synthesis

A

Synthesis interprets research data to pull out insights and key findings for decision-making.

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4
Q

Data Types

A

Qualitative analysis involves thematic exploration, while quantitative focuses on statistical patterns.

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5
Q

Pitfalls

A

Common mistakes include presenting uncategorized data and overlooking biases or assumptions.

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6
Q

Qualitative Analysis

A

Involves identifying patterns and themes in subjective data formats.

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7
Q

Quantitative Analysis

A

Focuses on identifying patterns and insights from numerical data.
Label: Analysis Planning

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8
Q

Organization

A

Involves categorizing and simplifying data for easier analysis.

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9
Q

Thematic

A

Grouping data into themes that represent user needs and behaviors.

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10
Q

Reduction

A

Transforming raw data into a summarized, meaningful format.

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11
Q

Usability Testing

A

Observational research method to uncover problems and opportunities

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12
Q

Facilitator Role

A

Guides participants through tasks, observes behavior, and elicits feedback during tests.

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13
Q

Participant Tasks

A

Realistic activities designed to test interface usability, performed by participants.

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14
Q

Usability Test Goals

A

Identifies design problems, uncovers improvement opportunities, and learns about user behavior.

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15
Q

Importance of Usability Testing

A

Essential for refining UX design through real user observations and interactions.

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16
Q

Types of Usability Testing

A

Includes qualitative for insights and quantitative for metrics like task success and time.

17
Q

Remote vs. In-Person Testing

A

Remote tests require less time and can be moderated or unmoderated, while in-person tests involve direct interaction.

18
Q

Task Instructions

A

Clear and unbiased directions given to participants to perform specific tasks.

19
Q

Participant Selection

A

Should be realistic users of the product or service being tested.

20
Q

Think-Aloud Method

A

Participants narrate actions and thoughts during tasks to reveal motivations and behavior.

21
Q

Qualitative Testing

A

Focuses on insights and anecdotes about user interactions with the product.

22
Q

Quantitative Testing

A

Emphasizes metrics like task success and time on task for user experience benchmarks.

23
Q

Usability Test Participants

A

Typically, five participants are sufficient for a qualitative usability study of a single user group.

24
Q

Usability Testing Cost

A

Ranges from simple, low-cost studies to expensive, elaborate research projects.

25
Hi-Fi Prototyping
An interactive, detailed, computer-based representation of a product, closely resembling the final design in functionality and details.
26
Fidelity Level
Refers to the detail and functionality level in a prototype, with high-fidelity having comprehensive usability details.
27
Prototyping Purpose
Hi-fi prototypes are used for detailed usability testing and user feedback before product launch.
28
Prototype Use Cases
Ideal for validating detailed designs, presenting concepts, and enhancing collaboration with developers.
29
Prototyping Timing
Best when visual designs, interactive elements, and user feedback on design details are needed.
30
Design Validation
High-fidelity prototypes validate designs with detailed user interface, interactions, and user experience.
31
Cost Consideration
High-fidelity prototypes are more resource-intensive and costly compared to low-fidelity ones.
32
Design Process
High-fidelity prototyping is part of an iterative design process, focusing on user feedback and improvements.
33
Practical Tips
Inform users it's a test, allow time for improvements, get diverse feedback, and use milestones in testing.