UX/UI terminology Flashcards

1
Q

Deliverables

A

a thing able to be provided, especially as a product of a development process

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2
Q

UI

A

User Interface: is what you use to interact with a product

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3
Q

UX

A

User eXperience: is how you feel when you use a product

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4
Q

Classical conditioning

A

A form of learning whereby a conditioned stimulus becomes associated with an unrelated unconditional stimulus (think pavlovs dogs)

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5
Q

Operant conditioning

A

A method of learning that occurs via rewards and punishment for behaviour

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6
Q

Feedback loop

A

Motivation, action, feedback

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7
Q

Hick’s law

A

Limit the number of choices for a user

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8
Q

IA - Information Architecture

A

a good one ensures that whenever a user enters my site or app, they know exactly what to do and where to go

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9
Q

Onboarding page

A

a screen or screens that show the user the basics of getting started

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10
Q

The goal of UX design is…

A

to make things more efficient and enjoyable for the user

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11
Q

Describe the difference between UX and UI

A

UX refers to the whole experience someone has with a product or service, while UI is the actual interface of that product or service

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12
Q

Good UX is…

A

Useable, useful, valuable, desirable, findable, credible, accessible

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13
Q

Onboarding process

A

Screen(s) that show the benefits of using the app and how to get started

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14
Q

Splash screen

A

Usually appears when an app or program is launching.

Includes a name, logo, tagline, software version and browser requirements.

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15
Q

KISS

A

Keep it simple stupid: most systems work best when kept simple

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16
Q

Path

A

The route a user takes as they move through a design

17
Q

Personas

A

A fictional yet realistic representation of a set of target users based on their goals, needs and behaviours.

18
Q

Research and competitor analysis

A
  • competitor analysis: an assessment of the strengths and weaknesses of competitors
19
Q

Design thinking tasks

A
  • User research and competitor analysis
  • User interviews
  • Personas
  • User flows
  • Wireframing and prototyping
  • Usability testing
  • Design presentation and critique
20
Q

Prototype

A

models of a final product created to test user experience.

21
Q

Wireframing

A

Is a drawing of a design (freehand or digital), think of it as a blueprint

22
Q

User flows

A

Marking the journey the user takes through a system/design when performing tasks

23
Q

Usability testing

A

testing the prototypes with real users to get authentic feedback from them on how to improve the design

24
Q

User interviews

A
Survey / interview users and stakeholders. Identify:  
needs
pain points 
opportunities for improvement.
No testing, only conversation
25
User-centred design
a method that places the users at the centre of all development decisions
26
Generative/exploratory research
is typically conducted upfront and helps designers better understand the problem space
27
Evaluative research
is conducted throughout the design process to evaluate how well designers are solving a problem
28
Attitudinal research
focuses on how people think and feel
29
behavioral research
observes what people actually do when it comes to a particular product or service
30
Qualitative research
involves direct observation of a subject
31
Quantitative research
data-driven, indirect observations such as survey responses
32
Participatory design
aimed at engaging every single stakeholder in the design process. Good ideas can come from anywhere, good to involve people of different backgrounds
33
Problem statement
To help focus your project on a specific issue and group of users
34
Main purpose of user stories
Focus on defining solutions from a specific persona’s perspective