Test Flashcards

1
Q

3 types of design that go into making high quality products

A

Functional design, aesthetic design, experience design

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2
Q

Design process steps

A

Research-define-design-prototype-validate-build-test

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3
Q

Defines how the product works

A

Design model

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4
Q

Research method that helps you gather unstructured data with deeper user insights.

A

Qualitative research

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5
Q

2 different types research landscape

A

Qualitative and quantitative

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6
Q

A research method in which respondents answer a questionnaire via email or on a website

A

Online survey

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7
Q

An idea generating and prioritizing technique invented by Jiro Kawakita.

A

J-K method

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8
Q

A way to assess whether your software adheres the user experience best practice or not

A

Heuristic evaluation

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9
Q

Refers to how we organize, structure and label the content on our software

A

Information architecture

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10
Q

Atomic unit of the interaction

A

Micro-interaction

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11
Q

Objects that allow you to control the product

A

Controls

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12
Q

What can the product do?
What is it asking user to do?
What does the user need to do first?

A

Perceivability

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13
Q

It is faster to hit larger targets that are closer to you than to hit smaller targets that are further away

A

Fitt’s Law

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14
Q

Established ways of doing things. In software design, they are established interface patterns

A

Conventions

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15
Q

Symmetrical objects appear more orderly and orderly interfaces are easier to comprehend

A

Alignment

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16
Q

Apps with complex and random workflow

A

Commerce apps

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17
Q

Types of mobile apps

A

Utility, process, consumption, commerce

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18
Q

Areas of a web page that users in touch devices can interact with

A

Tap targets

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19
Q

Navigation on e-commerce apps

A

Off-canvas

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20
Q

Design method used to present new mental model, complicated flow, updated design before users start to use the app

A

Onboarding

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21
Q

Payment best practices

A
  • minimize questions
  • auto-format (chunk, verify, fix errors)
  • increase perception of security
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22
Q

Specifies an input field where the user can enter data

A

Input type

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23
Q

Apps with simple and random workflow

A

Consumption apps

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24
Q

Telling users clearly how the error occurred, what they have done wrong, and how to fix it

A

Error handling

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25
Technique to indicate to our users which elements on the screen are more important, and which should be considered first
Visual hierarchy
26
Visual clues that tel us how a product or control should be used or operated. They make it obvious how the system works and assist learnability
Affordances
27
Anatomy of interaction for users
Intent-action-result
28
Refers to a rule that is about one big action (e.g. completing a form)
Macro rule
29
Helps integrate interview data into insights by considering: - what did they say? - what did they do? - what might they be thinking? - what emotions do you think they are experiencing?
Empathy map
30
Reviewing other products in the competitive landscape or industry to figure out how they solve the problems that we want to solve, define best practices, and conventions
Competitive benchmarking
31
Document that gives recruiters guidance, defines criteria for test participants
Recruitment screener
32
Research method that gathers data that can be expressed as numbers, percentages and graphs. It’s measurable and produces statistical data
Quantitative research
33
Must-have for every online survey
3 golden questions
34
The use of multiple methods to study one research question and get better, more accurate data
Triangulation
35
Competitive analysis tool that shows how our current product stacks up against the competition now or how it should stack up against a competition in the future
Customer value curve
36
Refers to a rule that is about specific action(one field in a form)
Micro rule
37
Time it takes to make decision depends on the number of options presented. More options presented, longer it takes to decide what to do
Hick’s law
38
An image or text that prompts visitors, leads customers to perform a desired action
Call to action
39
Technique that tells users how they are doing as they are completing the form
In-line validation
40
Native app checklist (if it has to be created)
- volume of users - frequency of use - unique features - cost is justified
41
Website that is specifically developed for the capabilities and constraints of the mobile device. It’s code base is different from the desktop websites
Mobile websites
42
Apps with complex and structured forms
Process apps
43
Navigation on consumption apps
Content as navigation + off-canvas
44
Content display types
- list view - detailed list view - thumbnail view - grid view - map view
45
Complex forms best practices
- scanability - field-length affordances - remove astericks - use descriptive labels in CTA - steppers: show progress
46
Prototyping the product worth the closest resemblance to the final design in terms of details and functionality
High-fidelity prototype
47
The act of breaking something into smaller parts - whether that’s a product, service, piece of content or app
App unbundling
48
Apps with simple and structured flow
Utility apps
49
Websites/web apps that adjusts its appearance to suit the device that it’s being used on by altering fonts, image sizes, content hierarchy and navigation
Responsive websites
50
Software apps built specifically for a use on tablet or mobile devices
Native apps
51
Navigation patterns
- tabs - off-canvas - floating buttons - content as navigation - blended
52
Input type that opens an email keyboard
53
Average finger size hat we should consider when designing tap target
11 mm
54
Give the impression that h the e mobile software is loading dates than it actually is
Skeleton states
55
Registration best practices
- don’t force it - don’t force social - flag why you ask personal details - in-line validation
56
Creating preliminary model of the product for research and decision-making purposes and to reduce risks
Prototyping
57
Selections put in place that provide answers to questions for you. This enables people to complete forms faster
Smart defaults
58
Help people understand how the product is operated. Make everything discoverable, obvious and natural
Digital affordances
59
Design technique used for understanding mental models, vocabulary, language and making us more confident with the architecture
Card sorting
60
Design targets
- goals - context - behaviors
61
Ability to operate business successfully and make money
Viability
62
Determines what a product built to do. Defines the engineering that gives a product its capabilities
Functional design
63
Exploratory research method conducted with the users that help us understand their goals and the context of use
Depth interviews
64
Limiting the options in the design to help users get the action done as quickly as possible
Constraints
65
Onboarding styles
- static walkthroughs - interactive walkthroughs - contextual hints
66
Used for communicating content and rules to the team
Wireframes
67
Quick and cheap way of prototyping to test broad concepts and mental models
Low-fidelity prototypes
68
Ability to decide what is best for the product, business and the user
Product integrity
69
Customers have need or want a product. The product solves a problem for the user. It gives a smooth experience and makes user come back again
Desirability
70
Research that Involves to listening what people say
Attitudinal research
71
Fictional characters, which you create based upon your research in order to represent the different user types that might use your service, product or brand in similar way
Personas
72
High level guidelines that can help ensure that the software we create is of a high standard. They are the universal truths
Design principles
73
Research goals that you decide on before conducting a usability testing
Test objectives
74
Research that Involves watching and observing what users do, not necessarily talking to them
Observational research
75
More features you add, more crowded and less intuitive the app is
Danger of features
76
Used to collect data and compare performance among two options studied
A/b testing
77
Anatomy of interactions for product
Controls - rules - feedback
78
A strategy for managing information complexity in which only necessary or requested information is displayed at any given time
Progressive disclosure
79
Defines how does the product look, how visually appealing it is, its personality and what it’s look says about brand
Aesthetic design
80
Aid memoir to at outlines the tasks user needs to complete and questions we should ask. It keeps test on track and allows us to conduct better usability testing
Usability test script
81
Communicates what is happening on our software. It is the voice of your product. Should be understandable by humans
Feedback
82
Cheaper and easy to test way of prototyping to test more detailed concepts and flows
Medium fidelity prototype
83
How long it takes to get something? What does the user need to do? What does the user is going to get? What will happen next?
Predictability
84
3 key ingredients of a successful product
Viability, desirability, feasibility
85
Diagram that visualizes what the customer experiences as they interact with our company, services or software
Customer journey map
86
Indication of how much progress users made through a process
Progress indicators
87
Digital controls
Tabs, radio buttons, checkboxes, switcher, buttons, fields, spinners
88
More specific you get about the goals, behaviors and context of your target audience, better the product is going to be. More likely, it will be adapter by wider audience
The paradox of speficity
89
Document that is signed by participants as an agreement to record the usability test session for note-taking and research purposes
Consent form
90
An interface that forgives the user for the mistakes made, instead of punishing them. It can be done by showing strong affordances, providing reversibility of actions and confirmations
Forgiveness
91
What part of design process iterates?
Design, prototype, validate
92
Conversation with the key people in your company to understand the business goals, problem, competitive landscape and to get buy-in later
Stakeholder interview
93
Technique that helps us process data faster and remember it more easily
Chunking
94
Method that car companies use as a low-fidelity design
Clay modeling
95
Technique used in user-centered interaction design to evaluate a product by testing it on users
Usability testing
96
Notify the users of communications from others and to remind them of upcoming talks or events
Notifications
97
Handover documentation must show:
- hierarchy - information architecture - structure - user flows - content - wireframes - rules - wireframes
98
Sign in best practices
- keep users logged in - show passwords - user fingerprint/Face ID
99
Defines what it feels like to use the product, how easy to use it, what feelings it arises
Experience design
100
The idea that users have in mind about how the product works
Mental model
101
A group creativity technique that allows large numbers of ideas to be classified into groups for review and analysis
Affinity diagram
102
Refers to how people move through the app structure - screen and screen states
User flow
103
Methods to bring design principles to life. Are reusable design components that are used to solve common usability problems that users experience
Design patterns
104
Refers to technology: the degree of building something easily wigg t right and reasonable amount of resources
Feasibility
105
Using tooltips, guidance content on the interface to make experience smoother
Help texts
106
Navigation on utility apps
Floating action button + off-canvas
107
Input type that opens a numeric keypad
108
Navigation on process apps
Hub and spoke
109
Which questions to ask yourself before adding features?
- does anybody need it? - what is the trade-off? - what is the cost to design it well?
110
Up to…% of consumer electronic features are never used by anybody
9%
111
Google analytics, A/b testing and multi-choice survey questions.Which research landscape?
Quantative
112
Usability tests, open-ended survey questions and focus group. Which research landscape?
Qualitative
113
What involves functional testing?
Every possible scenario to make sure the product works
114
Name usability test script 3 high level sections
- introduction - interview - tasks
115
Depth interview objectives
- understand user goals - understand context of use
116
Alan Cooper heuristics
Software should be polite - software should be interested in me - software should be self-confident - software should be forthcoming - software should have common sense
117
It is a powerful technique to help you organize large volumes of content or features on your website or other software
Card sorting
118
Steve Krug heuristics
The reservoir of goodwill - don’t force me to do it your way - save me steps whenever possible
119
Jacob Nielsen heuristics
Usability heuristics - visibility of system status - match between system and real world - freedom and control - recognition rather than recall
120
By who was devised affinity diagram?
Jiro Kawakita
121
Margin error recommended for survey output?
5%
122
It was devised to help teams have a shared understanding of the research finding and to make better design decisions
Empathy map
123
It refers to how people move through the app structure.
User flow
124
It sits at the top of the page and it’s persistent in that it’s always there on every page of the website
Primary navigation
125
Put in correct order anatomy of interaction
Intent - controls - action - rules - feedback - result
126
This is contextual and it changes depending on where you are in the website
Secondary navigation
127
3 components of which is made every interaction
Intent Action Result
128
- max 16 digits - min 15 digits - valid credit card number Which rule is that?
Micro rule
129
- defines how the system behaves - how it responds to actions - how it communicates results - how it helps fulfil intentions
Interaction design
130
It confirms actions, encourages users to continue and it clarifies what they can do next
Feedback
131
- prevents information overload - helps users make decisions - smoothens the flow
Progressive disclosure
132
You made first mock-up of information architecture and you want to test and validate what technique you would use?
Card sorting
133
- involve fiction - often created without research - often confused with marketing personas - time-consuming to produce and maintain - don’t always have the intended effect
Pitfalls of personas
134
2 main types of flow on mobile apps
- hub and spoke - linear
135
…. Means how closely your prototype replicates the end state of the product
Fidelity
136
Waterfall method is…
Linear
137
3 main aspects of usability test script?
- introduction - interview - tasks
138
3 types of design that go into making high quality products
Functional design Aesthetic design Experience design
139
Soft science?
Qualitative research
140
Hard science?
Quantitative research
141
Before usability test what need to find out?
Research goals
142
A computer program built to perform certain action or tasks. Runs on windows or Mac OS
Software app
143
Native apps - run using web browser?
No
144
Google analytics, a/b testing, multi choice survey questions. Which research?
Quantitative
145
Usability tests, open-ended survey questions and focus groups. Which research?
Qualitative
146
Smaller sample sizes, which research and soft science. Which research?
Qualitative
147
Broad insight, larger sample sizes, hard science. Which research?
Quantitative
148
Attitudinal research includes…
Listening what people say
149
Which language used to build mobile websites?
HTML, JavaScript, css - code base is different
150
… % of apps are deleted after first open
25
151
Online banking, Uber, WhatsApp, calendar, sports tracking app. What mobile app type?
Utility
152
… % of time spent on mobile phones occurs in the top 5 used apps
85%
153
Amazon, ASOS, Walmart. What mobile app type?
Commerce
154
… % of time spent on mobile phones occurs in a single app
45%
155
Applying for insurance policy, register a claim, advertise your property . mobile app type?
Process
156
Newspapers, netflix, Facebook, online education. What mobile app type?
Consumption
157
Is the series of steps user has to go through to get a problem solved or a task completed.
Workflow
158
Book a flight. What mobile flow?
Linear
159
Order a book. What mobile flow?
Linear
160
Put something on sale. What mobile flow?
Hub and spoke
161
- broad content or functionality - too many options for tabs - all options of squeal importance . What nav style to use?
Off-canvas
162
What navigation Facebook uses?
Tabs+off-canvas
163
What nav style to use? - popular with utility apps - prioritizes certain use cases - can also be used for navigation
Floating buttons
164
Sports app, uber. What mobile app type and what nav style?
Utility, floating button and off-canvas
165
Netflix, YouTube, Spotify, news site. What mobile app type and what nav style?
Consumption app, content as navigation and off-canvas. Spotify - content as navigation and tabs.
166
ASOS. What type of mobile app and what nav style?
Commerce app, off-canvas
167
- use available data - make educated guess - most will benefit - nobody worse off
Smart defaults
168
BBC news. Not huge amount of detail, not overly complex, don’t need a lot of info about each article to make a choice. What content view type?
List view
169
Amazon. Products are more complex, division making requires more variables. What content view type?
Detailed list view
170
House for sale. Imagery really has to tell the story. What content display style?
Thumbnail view
171
Food or clothes. The images need to do the selling. What content view type?
Grid view
172
Truliia. If geographic location matters. What content view type?
Map view
173
Momondo. Booking a flight. What content view type?
Prioritizing content
174
Spotify music dialogue box - rule (interactions)
Micro task
175
A preliminary model of something, from which other forms are developed
Prototype
176
Blueprint = ?
Annotated designs
177
Is a way to manage a project by breaking it up into several phases
Agile
178
ARe also sometimes known as modes. The software is doing something specific possibly outside of its usual mode of operation
Micro-tasks
179
Perceivability, predictability, affordances, constrains, feedback, conventions, fitts law, hicks law, progressive disclosure
Design principles
180
Chunking, alignment, call to action, visual hierarchy.
Design patterns
181
Software should behave like staff in a high quality restaurant
Alan cooper heuristics
182
Cash withdrawal
Software should be forthcoming
183
Remember the name in email
Software should be interested in me (Alan Cooper)
184
Dialog boxes asking if are you sure you want to delete it?
Software should be self confident (Alan Cooper)
185
Sending email, app is downloading
Visibility of system status (Nielsen)
186
Bank words no one understands
Match between system and real world (Nielsen)