Web Design Process Flashcards

1
Q

Importance of User Expectations

A

User expectation influences perception.

Perception is greatly influenced by our GOALS. When we’re looking for something, our brain can prime us to things we’re looking for.

Experiment: Coca Cola taste test, scored higher when attached to the label. People laughed when told they were being shown a comedy that was actually a drama.

You must understand who your visitors are and why they’re visiting your site.

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2
Q

People don’t read a website, they…

A

…scan it for items related to their goals. It’s not that they ignore other things, they never notice them to begin with. Inattentional blindness. Adults are more goal-driven.

Experiment: London Transit authority test with the moonwalking bear.

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3
Q

Two mechanisms by which our current goals bias our perception…

A
  1. Influencing where we look
  2. By sensitizing our perceptual system to certain features.

(If we’re looking for oranges, we’re going to look for orange things.)

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4
Q

You must understand who your users are because…

A

users perceive your website based on their goals and expectations. In order to create a good design, you must understand those goals and expectations because where they look and what they notice is determined by those expectations.

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5
Q

A website cannot be a brochure of the business, it must…

A

actively help the business grow.

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6
Q

A Business does not sell products or services, it sells…

A

customer benefits.

For example, even a charity increases the happiness of donors by the help they provide to the poor.

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7
Q

Number one reason for website failure according to Forbes study?

A

Not having a clear objective and goals.

Defining the right principal goals for your website is the only way to determine exactly who your target audience is. Also helps effectively organize and prioritize content for a better UX.

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8
Q

Success of a website is measured by…

A

the extent to which the goals of its visitors are aligned with the goals for which it was set up.

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9
Q

A website aimed at everyone…

A

will attract no one.

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10
Q

User research can include…

Optimal user research includes…

A

SCUDI AF

Surveys
Call-center experiences
User observations
Directed storytelling
Interviews with users
Analyzing CRM data
Focus Groups

Combination of observation and interview .

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11
Q

You can’t start the design process until…

A

you’ve identified the target audience.

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12
Q

What are some good user research questions to ask?

A

What are users’ priorities?
What will motivate people to visit the website?
What should be unique or different about the website?
What are users doing now and what difficulties to they face?

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13
Q

3 outcomes of user research?

A
  1. SMART Goals
  2. Website specifications
  3. Personas
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14
Q

What is a SMART goal?

A
Specific
Measurable
Attainable
Realistic
Time-based
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15
Q

What does every product page need?

A
  1. Strong professional design that allows users to feel instantly comfortable.
  2. Clear branding.
  3. Easy navigation.
  4. Relevant images
  5. Brief overview of product
  6. Specifications
  7. Bullet points summary
  8. Shipping costs
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16
Q

All sites need a…

A

higher purpose.

BMW - To help people experience the joy of driving.

Apple - To create technology people will love.

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17
Q

You should start user research… user research can take up to…

A

as early and possible and continue throughout the project. It may not be necessary to conduct extensive user research and the start of every project.

4 to 8 weeks

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18
Q

Contextual inquiry

A

Interview conducted while the researcher watches a user complete tasks in a natural setting.

Researcher shares interpretations of what is happening, steering the conversation towards points of concern from the design team.

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19
Q

You must _____ with potential users of the site before you can start to build it.

A

Empathize.

This will shift your focus from designs and features you like to designs and features THEY like.

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20
Q

3 Phases of user research…

A

Inquisitive user research - conduct before project is started, aims to empathize with users.

Corroborative user research - conducted to get user input on preliminary designs and alternatives.

Usability testing - conducted on coded website drafts.

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21
Q

Stay away from ______.

A

Judgment. Only input of your target audience members.

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22
Q

How many people do you need to conduct user research?

A

5-7 from the target groups is usually enough.

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23
Q

Only conduct user research if…

A

You can do it properly and it will have an impact.

If you can’t do it right, don’t do it at all.

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24
Q

It’s best to observe users in…

A

Their natural environment. Keep this in mind in conjunction with mobile apps.

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25
Q

When conducting an interview, you should…

A

Abandon your ego and be unbiased.
Be a good listener and don’t start out with a solution in mind.
Adopt humility. Be sensitive to users’ feelings and cultural norms.
Hone your observation skills.
Figure out what is not being said.
Be honest and sincere.
Be curious, know when to ask, how to ask, and what to ask.
Ask why, even if you think you know the answer.
Discuss your interpretation of data with others.

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26
Q

_____ questions are often the best to ask.

A

Emotional. People will be more likely to remember.

Ex: what happened the last time you tried to order food and it didn’t work.

27
Q

Always get permission to…

A

record the session and share the data. Consider ways to handle privacy issues.

28
Q

Main objective of user research is to…

A

shift your focus to the world of your users by developing empathy for them, taking their perspective, and staying away from judgment.

29
Q

User Maps purpose

A

Help people understand the results of your interview. Lets people empathize with users, describes traits, needs and aspirations of the characters. Follows a plot of how things evolved, give unexpected insights, give description of the environment.

30
Q

What is an affinity map?

A

Affinity Map draws connections between similar experiences.

Arrange the groupings according to ranking, try to rank by users priorities.

Bundles the information to recognize themes and patterns.

31
Q

What is an empathy map?

A

Use post its to map out what people said, what they did, what they thought, and what they feel.

32
Q

What is a user journey map?

A

Step by step process that you want users to go through. Good for when you have multiple ways to accomplish same objective.

33
Q

What is a scenario?

A

A specific situation that could trigger the use of your website by a persona in the role of a user. Written like a story from the persona’s POV.

34
Q

What is a Customer Experience Audit? How is it different from web UX?

A

It encompasses the overall framework of how people interact with products and services of a business in a larger, real-world context.

Different from web UX because even if people have pleasant experience with the website but their product doesn’t arrive, the positive experience is forgotten.

35
Q

What is a persona?

A

A fictional character representative of a segment of your target audience, allows you to consolidate similar impressions of users into one character.

Composed based on real data collected from multiple individuals.

36
Q

What are the 4 persona perspectives?

A

Goal-directed: what do my users want to accomplish on my website?
Role based: what roles do they play in real life?
Engaging: Move to user focused perspective to get actively involved in lives of personas through stories, how stories can engage and bring a user group to life.
Fictional: From the experience of the designers, requires assumptions of what users look like.

37
Q

How do you create exciting personas?

A

Name, age, gender, image & background context.

Tag line of what they do or consider relevant.

Related experiences and skills.

Interaction context.

Goals, obstacles, questions, concerns.

Quotes, scenarios, attitudes, alternatives.

38
Q

What was the most popular innovation of Facebook (and its predecessor, FaceMash?)

A

The like button.

It’s a feature that plays on self esteem and lets people feel good, encourages more interactions.

39
Q

How to make users feel special?

A

TERMAE

Trust: show you understand your users, what they care about and what they value
Engage: Achieved with great headline or eye catching image above the fold.
Remove Objections: If prices are a big concern, it should be above the fold. Speak to them using familiar language and show them that you share common values.
Benefits: Show them in a step by step fashion
Commitment: share, provide email
Enable: Remind them of the benefits they purchased, suggestions for similar products.

40
Q

Above biological/physiological and safety, what are the two most important needs?

A

Love and belonging, esteem for oneself and respect from others.

Love and belongingness is incredibly important, the desire for affiliation and approval is only one step above safety. Web is a conglomerate of virtual communities, virtual features that make people feel like they belong to a community is likelier to achieve success.

41
Q

What are some other desires based on the hierarchy of needs?

A

Desire for appreciation and high status, respect and clout, people try to superior to others on the silliest of platforms.

Desire to control rewards and punishments.

Desire to know more about anything and anyone.

42
Q

What is the hierarchy of design?

A

FRUP-C

  1. Creativity
  2. Proficiency
  3. Usability
  4. Reliability
  5. Functionality
43
Q

What is the number one factor in building trust?

A

Good design.

44
Q

What is user epxerience?

A

Someone’s perception and responses resulting to the use or the anticipated use of your product or service.

45
Q

How to determine information architecture of the site?

A

Based on user experience. Can structure based on tasks user wants to achieve (bank, home, invest, plan) , by categories of products and content (shop, men, women, clothing), continuum (best to worst like Google), or alphabetical (books).

46
Q

When there are people in the image, users look…

A

where people in the image are looking.

47
Q

User’s eyes are most attracted to…

A

the largest, highest contrast piece of text in a layout.

48
Q

Axis of Interaction

A

The straight edge or lines in the design.

The eye of the user always follows the straight edge to the next axis of interaction.

Human eyes are good at following edges. If you want people to click on something, put it on or near an axis of interaction.

49
Q

The fold

A

Part of the design visible before the user scrolls. 60-80% of users will scroll down if they expect to find something useful below the fold.

50
Q

80/20 Rule - Productivity

A

Know when to stop, observe the 80/20 rule. 80% of website usage will only use 20% of its features.

Focusing beyond the 20% will meet with diminishing returns.

51
Q

80/20 Rule - Interfaces

A

Identifying 20% of functions of a GUI will help you make them readily available, letting you conceal the other less important functions in drop downs.

52
Q

Designs that help people perform optimally…

A

are ultimately not the designs preferred by developers.

Example Dvorak keyboard types 30% faster.

53
Q

Baby duck syndrome -

A

The first design you learned is the norm for you.

People hate learning new and unfamiliar site structures.

Redesigns should only be done with compelling reasons. Only build it if expected benefit is higher than the cost.

54
Q

Innovate only when you know…

A

you can improve a design.

Design patterns are common solutions to help people feel familiar at home with how to navigate a website.

Must offer unique benefits to succeed though.

55
Q

Forgiveness

A

Forgiving designs help people avoid error and minimize the negative consequences when they do occur.

They provide security and stability which in turn fosters a willingness to learn, explore, and use the design.

56
Q

How to make a UX forgiving?

A

Good affordances - Mimicing physical characteristics of elements.
Reversibility of actions - actions can be reversed if error occurs or intent changes.
Safety nets - prevent severe crash
Confirmations - asking the user before performing major actions
Warnings prompts and alarms - warn before severe error occurs
Help features - info that explains functions of interface.

(If you do the first 3 right, you won’t need to do too much of the later 3)

57
Q

Danger of Excessive Warnings

A

Excessive warnings or confirmations increase the risk that the confirmation will be ignored.

58
Q

The amount of help needed to interact with a design is inversely proportional to…

A

the quality of the design.

59
Q

Design questions to consider…

A

Are there any user mistakes you could prevent?
Are you being clear and direct or too clever?
Could you get the job done with less user input?
Are things easy to find which is good, hard to miss which is great, or subconsciously expected, which is best?
Are you working with user assumptions or against them?
Have you provided everything the user needs to know?
Could you solve this by doing something more common?
Are you basing your decision on your own logic or the user’s intuition?
If the user doesn’t read the fine print, does it still make sense?
Does your design communicate the function without words?
Does it the brand feel consistent so it all feels like the same site?
Does your design look good to the extent people trust you immediately?
Do the shapes and typography help people find what they want and improve usability?
Do clickable things look different than non-clickable things?

60
Q

TETO

A

Test early, test often. But don’t test to confirm your assumptions.

61
Q

Quantitative measures for user testing….

A
Time on task
Success/failure rates
Number of clicks
Number of confusion
Number of errors
Severity rating (what % of users had an issue)
62
Q

Quantitative measures for user testing….

A
Users perception of progress
What they thought
Their stress response
Their change of body language
Nonverbal cues
Subjective satisfaction
Perceived effort or difficulty
Expected difficulty
Subjective opinion about the design

*Better than quantitative

63
Q

Questions for Mobile Testing

A
Does the interface maintain flow?
Is navigation apparent at all times?
Are controls visible at all times?
Does the interface sustain orientation changes?
Are there transition disconnects.

Context is key for mobile testing. If testing a software for doctors, you should test it in a hospital. If there’s an incoming call, so much the better. Don’t try to minimize distractions.

64
Q

You’ll get diminishing returns after

A