UX Principles Flashcards

Understand the core principles of UX and be able to articulate them easily. (57 cards)

1
Q

User-Centered Design (UCD)

A

A design philosophy that prioritizes the needs wants and limitations of end-users at each stage of the design process. Decisions are driven by user understanding not assumptions.

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2
Q

Usability

A

The ease with which users can employ a tool or object to achieve a particular goal. Key components include learnability efficiency memorability error prevention/recovery and satisfaction.

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3
Q

Accessibility (A11y)

A

Designing products devices services or environments for people with disabilities. Ensures equal access and opportunity regardless of ability (visual auditory motor cognitive).

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4
Q

Information Architecture (IA)

A

The practice of organizing structuring and labeling content effectively and sustainably. Goal: Help users find information and complete tasks easily.

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5
Q

Visual Hierarchy

A

Using visual cues (size color contrast spacing placement) to indicate the relative importance of elements and guide the user’s attention through the interface.

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6
Q

Consistency (Internal & External)

A

Internal: Using the same patterns terminology and design elements throughout your own product. External: Following platform and industry conventions users are familiar with.

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7
Q

Feedback

A

Providing clear and timely information about the system’s status and the results of user actions. Reassures users prevents errors and indicates progress.

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8
Q

Mental Model

A

A user’s internal understanding and expectation of how a system works based on their past experiences. Design should align with or gently shape user mental models.

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9
Q

Error Prevention

A

Designing interfaces to minimize the likelihood of users making mistakes. Examples: confirmation dialogs for destructive actions clear constraints good defaults.

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10
Q

Error Recovery

A

When errors inevitably occur provide clear constructive messages and easy ways for users to correct the problem and continue their task.

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11
Q

Efficiency

A

Allowing users to achieve their goals quickly and with minimal effort. Streamlining workflows reducing steps and providing shortcuts contribute to efficiency.

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12
Q

Learnability

A

How easily can a first-time user understand and operate the interface to accomplish basic tasks? Crucial for user adoption and reducing frustration.

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13
Q

Cognitive Load

A

The amount of mental effort required to use an interface. Aim to minimize extraneous cognitive load (complexity unrelated to the task) so users can focus on their goals.

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14
Q

Simplicity / Clarity

A

Striving for clarity and avoiding unnecessary complexity in layout language and interactions. Less is often more. Reduces cognitive load.

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15
Q

Jakob’s Law

A

Users spend most of their time on other sites. This means they prefer your site to work the same way as all the other sites they already know. Leverage existing conventions.

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16
Q

Aesthetics & Desirability

A

The visual appeal and overall look-and-feel. While secondary to usability good aesthetics can enhance perceived usability build trust and create delight.

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17
Q

Context of Use

A

Understanding where when how and why users will interact with the product (e.g. device type environment user’s goal emotional state). Design should suit the context.

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18
Q

User Research

A

Systematically studying target users and their requirements through methods like interviews surveys usability testing and analytics to guide design decisions.

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19
Q

Iteration & Testing

A

The cyclical process of designing prototyping testing with users analyzing feedback and refining the design. UX is not a one-time task but an ongoing process.

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20
Q

Core Disciplines within UX? (Hint: Think broad functional areas like research structure interaction…)

A

Key areas include: User Research Information Architecture (IA) Interaction Design (IxD) Visual Design Usability Engineering/Testing Content Strategy Accessibility (A11y).

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21
Q

Key Quality Components of Usability? (Hint: 5 aspects defining ease of use)

A

Learnability (easy to learn) Efficiency (quick to use) Memorability (easy to remember after disuse) Errors (low rate easy recovery) Satisfaction (pleasant to use).

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22
Q

Nielsen’s 10 Usability Heuristics? (Hint: Foundational set of 10 evaluation guidelines)

A
  1. Visibility of system status 2. Match system & real world 3. User control & freedom 4. Consistency & standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility & efficiency of use 8. Aesthetic & minimalist design 9. Help users recognize diagnose recover from errors 10. Help & documentation.
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23
Q

Typical Phases in User-Centered Design Process? (Hint: Iterative cycle starting with understanding users)

A

Common iterative phases: 1. Understand & specify the context of use 2. Specify user requirements 3. Produce design solutions 4. Evaluate designs against requirements. (Repeat as needed).

24
Q

WCAG’s 4 Principles of Accessibility? (Hint: Remember the acronym P.O.U.R.)

A
  1. Perceivable (Information must be presentable in ways users can perceive) 2. Operable (Interface components & navigation must be operable) 3. Understandable (Information & operation must be understandable) 4. Robust (Content must be robust enough to be interpreted reliably by diverse user agents including assistive technologies).
25
Goal of Interaction Design (IxD)? (Hint: Focuses on the dialogue between user and product)
To define the structure and behavior of interactive systems. IxD facilitates the actions users take to achieve their goals considering elements like feedback state changes constraints and mapping.
26
What is the Double Diamond model? (Hint: 4 stages alternating divergent & convergent thinking)
A model visualising the design process in four phases: Discover (diverge - research user needs) Define (converge - identify key problems) Develop (diverge - explore potential solutions) Deliver (converge - test & release the best solution).
27
Common Categories of UX Research Methods? (Hint: Think qualitative vs quantitative attitudinal vs behavioral)
Methods categorized by: Qualitative (why/how e.g. interviews ethnography) Quantitative (how many/much e.g. surveys A/B tests) Attitudinal (what people say e.g. surveys focus groups) Behavioral (what people do e.g. usability testing analytics). Often combined.
28
Examples of Common UX Research Methods? (Hint: How do we learn about users and test designs?)
User Interviews Surveys Usability Testing (moderated/unmoderated) Card Sorting Tree Testing A/B Testing Analytics Review Contextual Inquiry Diary Studies Focus Groups Heuristic Evaluation.
29
Typical Phases of the Design Thinking Process? (Hint: A 5-stage human-centered approach)
Common 5 phases: Empathize (understand users) Define (articulate the core problem) Ideate (brainstorm solutions) Prototype (create tangible representations) Test (get feedback on prototypes). It's iterative not strictly linear.
30
Core Principles of Design Thinking? (Hint: Focuses on user collaboration iteration...)
Core ideas include: Human-centeredness (focus on user needs) Collaboration (multidisciplinary teams) Iteration (cyclical process of prototyping testing refining) Bias towards action (prototyping over debating) Experimentation (testing assumptions).
31
Nielsen: Visibility of System Status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. ## Footnote Example: Showing a progress bar during file uploads or indicating loading states keeps users informed.
32
Nielsen: Match System & Real World
The system should speak the user's language, with words, phrases, and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions. ## Footnote Example: Using a shopping cart icon for an e-commerce checkout matches a real-world concept.
33
Nielsen: User Control & Freedom
Users often choose system functions by mistake and will need a clearly marked 'emergency exit' to leave the unwanted state without an extended dialogue. Support undo and redo. ## Footnote Example: Providing an easy way to cancel an action or go back a step gives users control.
34
Nielsen: Consistency & Standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions. ## Footnote Example: Using standard icons and consistent navigation placement across a website helps users learn faster.
35
Nielsen: Error Prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them. ## Footnote Example: Disabling the 'Submit' button until all required form fields are filled prevents errors.
36
Nielsen: Recognition Rather Than Recall
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. ## Footnote Example: Showing recently viewed items helps users recognize them instead of recalling product names.
37
Nielsen: Flexibility & Efficiency of Use
Accelerators — unseen by the novice user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. ## Footnote Example: Keyboard shortcuts for frequent actions allow power users to work faster.
38
Nielsen: Aesthetic & Minimalist Design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information competes with relevant units and diminishes their relative visibility. ## Footnote Example: A clean interface focusing only on essential elements reduces cognitive load and improves usability.
39
Nielsen: Help Users Recognize, Diagnose, Recover from Errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. ## Footnote Example: Instead of 'Error #502', use 'Credit card number invalid. Please check the number and try again.'
40
Nielsen: Help & Documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search. ## Footnote Example: Providing context-sensitive help icons or a searchable FAQ section assists users when needed.
41
Hick's Law
The time it takes to make a decision increases logarithmically with the number and complexity of choices available. ## Footnote Example: Reducing the number of options in a navigation menu can help users decide where to go faster.
42
Fitts's Law
The time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target. ## Footnote Example: Making buttons larger and placing them closer to the user's likely cursor position makes them easier and faster to click.
43
Jakob's Law
Users spend most of their time on other sites. This means users prefer your site to work the same way as all the other sites they already know. ## Footnote Example: Placing login links and shopping carts in conventional locations meets user expectations based on Jakob's Law.
44
Law of Proximity (Gestalt)
Objects that are near, or proximate to each other, tend to be grouped together perceptually. ## Footnote Example: Placing labels close to their corresponding form fields visually groups them together.
45
Law of Similarity (Gestalt)
Objects that look similar (e.g., in shape, color, size) are perceived as being part of the same group. ## Footnote Example: Using the same button style for all primary calls-to-action helps users identify them easily.
46
Law of Closure (Gestalt)
The human eye prefers to see complete shapes. We will fill in gaps to perceive a whole object. ## Footnote Example: Using dashed lines to outline a container can work because users perceive the complete shape due to closure.
47
Law of Common Region (Gestalt)
Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary. ## Footnote Example: Placing related items within a bordered box or shaded background groups them effectively.
48
Law of Prägnanz / Simplicity (Gestalt)
People will perceive and interpret ambiguous or complex images as the simplest form(s) possible. ## Footnote Example: Using clear, simple icons is generally better than complex illustrations for quick comprehension.
49
Miller's Law (7 +/- 2)
The average person can only keep about 7 (plus or minus 2) items in their working memory at one time. (Often misapplied to limiting choices, better for information chunking). ## Footnote Example: Chunking a long phone number or credit card number into smaller groups makes it easier to remember temporarily.
50
Doherty Threshold
Productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other. ## Footnote Example: Optimizing page load speed and interface responsiveness to feel instantaneous keeps users engaged.
51
Peak-End Rule
People judge an experience largely based on how they felt at its peak (most intense point) and at its end, rather than on the total sum or average of every moment. ## Footnote Example: Ensuring the final step of a checkout process is smooth and positive can improve the overall perceived experience, even if earlier steps had minor issues.
52
User-Centered Design (UCD)
A design philosophy/process focusing on user needs, objectives, and feedback at every stage of design and development. ## Footnote Example: Conducting user interviews and usability testing throughout the design process exemplifies UCD.
53
Goal-Directed Design
A design methodology focusing on satisfying the goals and needs of users (personas) as the primary driver of design decisions. ## Footnote Example: Defining specific user personas and their primary goals helps prioritize features that directly address those goals.
54
Progressive Disclosure
An interaction design technique that sequences information and actions across several screens or steps in order to reduce complexity. ## Footnote Example: Showing advanced settings only after a user clicks an 'Advanced' link prevents overwhelming novice users.
55
KISS Principle (Keep It Simple, Stupid)
A design principle stating that most systems work best if they are kept simple rather than made complicated; therefore, simplicity should be a key goal. ## Footnote Example: Removing unnecessary features or steps from a user flow often improves usability, following the KISS principle.
56
Affordance
A property of an object indicating how it can be used. Knobs afford turning, buttons afford pushing. (In UI, perceived affordances are key). ## Footnote Example: Designing a button to look raised or clickable gives it the perceived affordance of being pushable.
57
Signifier
Clues or signals (visual or otherwise) that communicate affordances or provide guidance on how to use something. ## Footnote Example: An arrow icon next to text acts as a signifier that clicking it will expand content or navigate somewhere.