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UX UI Quiz 1

Katelyn Wolowiec Design English 78 cards

UX UI Quiz 1

Cards in this deck (78)

  1. 1UX DesignerUX focused and research based design role. Goal is to create a product with seamless user experience and achieve product goals.
  2. 2Things a UX designer might do- Wireframing and prototyping
    -Information architecture
    - User research
    - testing and iterations
    - usability
    -scenarios
    - Benchmarking
  3. 3Product designersometimes this title is used interchangeable with UX designer, however, this usually involved the entire design process of a product at a higher level.
  4. 4Things a product designer might do-brainstorming
    -user experience
    -project management
    -business related process
  5. 5UX Researcherfocused on uncovering behaviors, needs and motivations. uses qualitative and quantitative methods of research to provide insights and recommendations to UX and visual designers.
  6. 6Things UX researcher might do-Interviews/surveys
    -field studies
    -testing
    -writing
    -benchmarking
  7. 7Visual designersometimes referred to UI or graphic designers. This is a visual focused role. Tying together research and wireframes into high-fidelity prototypes
  8. 8things a visual designer might do-colors, typography, layouts
    -design systems
    -prototyping
    -moodboards
    -accessibility
    -benchmarking
  9. 9Content Strategistwork closely with internal stakeholders and focus on big picture
  10. 10things a content strategist might do- business goals
    - customer needs
    - develop, plan and publish content
    - copywriting
    - Audits
  11. 11product managerin charge of a product from the beginning of its lifecycle to its end.
  12. 12things a product manager might do-UX/UI management
    -SW development
    -business analyst
    -customer satisfaction
    -sales
  13. 13Above the fold definitionrefers to content that is visible at the top of a website; the user doesn't need to scroll to see it.
  14. 14below the fold definitionrefers to content further down the page which the user would need to scroll in order to see.
  15. 15—Above the fold (image)Above the fold (image)
  16. 16—Below the fold (image)Below the fold (image)
  17. 17A/B testinga method used to test two different versions of a design to see which variation performs the best.
  18. 18A/B testing best practiceonly vary one element or aspect of the design
  19. 19accessibilityconsiders weather or not-- and to what extent-- a product or service can be used by everybody.
  20. 20affordancerefers to all the actions that are possible with a specific object or element, depending on the user's capabilities.
  21. 21Back-End developmentrefers to the server-side of an application and everything that communicates between the database and the browser
  22. 22Front-end developmentwhat the user sees. think buttons, text, beautiful colors, and the layer seen on screen when interacting with a product.
  23. 23Call to Action (CTA)a visual or interface element that invites a specific action from the user. In apps, usually take the form of a short snippet of text, followed by a button.
  24. 24Cognitive Loadthe amount of mental effort required to complete a certain task. this is all part of designing easy, enjoyable, efficient experiences.
  25. 25Empathythe ability to metaphorically put yourself in someone else's shoes. enables you to understand your user's needs and pain-points, and to design solutions accordingly.
  26. 26Goal of low-fidelitywireframes and prototypes aim to cover basic layout and links between screens
  27. 27Goal of high-fidelityaim to be very close to final visuals and functionality
  28. 28Flowchart or task flowillustrate the steps a user can take to complete a task on a product
  29. 29Graphical User Interface (GUI)a system of interactive visual components for computer software. Displays objects that convey information, and represent actions that can be taken by the user.
  30. 30GUIGraphical User Interface
  31. 31Iterative Designthe practice of continuously improving, refining and updating your product.
  32. 32Mental Modelrepresents what the user believes to be true about a product's functionality. Aligns with the product's functionality, the easier it will be for them to use it.
  33. 33Mimimum Viable Product (MVP)a basic version of a product that is designed specifically for early release, to test marketability and whether further resources should be invested in developing a fully-featured product.
  34. 34onboardingrefers to the steps that a user goes through when they first open up an app or join a service.
  35. 35Pain-pointsany issues, problems, frustrations or hiccups a user encounters during a given experience or interaction.
  36. 36Personaa fictional character which represents the goals, needs, and characteristics or your target user(s)
  37. 37Responsive designensures that your designs display accurately on different screen sizes.
  38. 38statescommunicate the status of UI elements to the user. each state should be visually similar and not drastically alter a component, but must have clear affordances that distinguish it from other states and the surrounding layout
  39. 39Usabilityhow easy a product is to use.
  40. 40use casea specific situation in which a product or service could potentially be used.
  41. 41What are UI Elements?the building blocks of digital products.
    add interactivity by providing touchpoints
  42. 42types of UI elements-input controls
    -navigational components
    -informational components
    -groups/containers
  43. 43—DropdownDropdown
  44. 44—buttonsbuttons
  45. 45—togglestoggles
  46. 46—text fieldstext fields
  47. 47—date/time pickersdate/time pickers
  48. 48—checkboxescheckboxes
  49. 49—radio buttonsradio buttons
  50. 50—sliderssliders
  51. 51—search fieldsearch field
  52. 52—breadcrumbsbreadcrumbs
  53. 53—paginationpagination
  54. 54—iconsicons
  55. 55—carouselcarousel
  56. 56—scrollbarsscrollbars
  57. 57—tabstabs
  58. 58—navigation menunavigation menu
  59. 59—notificationsnotifications
  60. 60—snackbarsnackbar
  61. 61—toasttoast
  62. 62—progress indicatorsprogress indicators
  63. 63—tooltipstooltips
  64. 64—modals/pop ups/ dialogsmodals/pop ups/ dialogs
  65. 65—widgetswidgets
  66. 66—accordiansaccordians
  67. 67—listslists
  68. 68—cardscards
  69. 69—overlaysoverlays
  70. 70Competitive analysisUXR deliverable
    allows UX designers to find out if there are any gaps in the market.
  71. 71InfographicsUXR deliverable
    an engaging way to share data with stakeholders
  72. 72Information architecture mapUXR deliverable
    like a blueprint, a visual representation of the product's infrastructure, features, and hierarchy. the level of detail is up to the designer, so it may also include navigation, application functions and behaviors, and content flows.
  73. 73Journey MapsUXR deliverable
    a visualization of the process that a person goes through in order to accomplish a goal.
  74. 74Use case deliverableUXR deliverable
    identify additional use cases a product might need
  75. 75empathy mapsa simple, easy-to-digest visual that captures knowledge about a user's behaviors and attributes. helpful tool to help teams better understand their users.
  76. 76Gestalt Principleslaws of human perception that describe how humans group similar elements, recognize patterns and simplify complex images when we perceive objects.
  77. 77What is Gestalt German for?unified whole
  78. 78—

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Description
Design Flashcards on UX UI Quiz 1, created by Katelyn Wolowiec on 20/02/2024.
Created by
Katelyn Wolowiec · Feb 2024
Updated
Feb 20, 2024
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