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Last updated 6:42 AM on 6/6/24
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65 Terms

1
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...what we see.
We usually make decisions based on...
...what's important to our users.
...the things that scare us the most.
...what we see.
...all the data available.
2
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Ensures you create a product which conveys empathy with your users
Pick the option that is not a benefit of test driven development.
- Forces you to verify that your goal has not already been met unbeknownst to you
- Forces you to set your goal before you start
- Protects your work when people make more changes later
- Ensures you create a product which conveys empathy with your users
- Forces you to document your work
3
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Examine what you want to be true.
Whish one is not a good idea for increasing our perspective (to battle bias).
- Examine what you want to be true.
- Do a deep dive into what your data does not show.
- Document your assumptions.
- Consider yourself a user, and make decisions based on what you'd personally want.
- Ask someone dear to you for honest feedback about your project.
- Ask someone else!
4
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False
T/F: Bias is a problem we can solve are careful to be self-aware.
5
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Quantitative Testing
Usually needs a large sample size.
May need a sizable budget.
Uses a KPI that can be counted.
6
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Qualitative Testing
Works well with a small sample size.
Works well on a tight budget.
Uses a KPI that describes the UX subjectively.
7
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Confirmation bias
Our tendency to focus on facts that confirm what we already believe
8
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Survivorship bias
Bias that is created by looking at only the data that we have, not realizing that the critical data might be the data we don't have
9
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not-so-good cases for using A/B tests
- when you need to validate foundational assumptions about your product's viability in the market
- when you need to make a bug fix
when you are just beginning a "greenfield" project
10
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False
T/F: Quantitative tests are best in early UX development stages (like rapid prototyping), while qualitative tests are best for later stages (like projects in long-term maintenance)
11
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Notes from the tester
The main output of a supposition test is:
- A list of app regression bugs
- Recorded results from test subjects
- Notes from the tester
- User feedback
12
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benefits of supposition testing.
Supposition tests help us embrace diversity and accessibility.
Supposition testing is quick.
13
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True
T/F: An A/B test is a kind of comparative test and is most often quantitative.
14
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factors that are key to the success of an A/B test
- Substantial sample size
- Keeping variables aside from the A and B cases very static (the same)
- Choosing a key variable to watch as the test's Key Performance Indicator (KPI)
15
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False
T/F: Information architecture has nothing to do with UI design.
16
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False
T/F: Because we're users we're inherently qualified to help create a good user experience since we know what users want.
17
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True
T/F: Changing your mind is hard.
18
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50% to A; 50% to B
If I have an A/B test set up correctly, how should my user test sample be divided up?
50% to A; 50% to B
10% to A; 90% to B
0% to A; 100% to B
100% to A; 0% to B
19
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form follows function.
Dieter Rams is credited with saying "good design is invisible." He also championed an idea that we expanded in this class having to do with people and problems. His famous phrase is:
- having many designers works better than having one designer.
- the client always knows best.
- the designer always knows best.
- form follows function.
- the user always knows best.
- function follows form.
- it's always best to just have one designer.
20
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False
T/F: UX Design and UI Design are synonymous.
21
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True
T/F: Visual design is part of UX.
22
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...a method for defining a workflow.
Test driven development is...
...a practice of testing work by using user feedback.
...easy to get your team to adopt and embrace.
...a method for defining a workflow.
...best used when you're on a team of one.
23
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...analyze common patterns and shape those to fit their context.
Stealing smart: great designers don't copy, but...
...create their own way without relying on what others have done.
...analyze common patterns and shape those to fit their context.
...instead they take pieces from multiple sources and cobble them together.
...they take inspiration from the greats.
24
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1. Research, 2. analyze, 3. design, and 4. validate
The four main steps to a good UX Design Process are:
1. Prototype, 2. design, 3. research, and 4. validate
1. Validate, 2. design, 3. test, and 4. analyze
1. Research, 2. analyze, 3. design, and 4. validate
1. Test, 2. validate, 3. design, and 4. gather feedback
25
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...expose as many potential failure points as possible.
The main goal of a supposition test is to...
...quantify the risk of failure on entry to the market.
...discover the "happy path" for users in the target demographic.
...fine tune a Key Performance Indicator's (KPI's) output.
...expose as many potential failure points as possible.
26
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False
T/F: It's often more effort to write a test before building/prototyping than it would be if you build/prototype and then find a problem with what you did.
27
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True
T/F: Users are too busy for you.
28
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...using patterns that the user expects and understands.
>90% of your work is done for you by other site/app developers. You can leverage this by...
...using patterns that the user expects and understands.
...designing apps that stand out and use very different UX pieces.
...outsourcing the work to other site/app developers.
...setting prices lower than other site/app developers.
29
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...skepticism.
In a brand new relationship with a user, the user usually comes from a standpoint of...
...opportunism.
...excitement.
...skepticism.
...entrepreneuership.
30
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problems, people
Complete the phrase with these key parts.
Form follows function follows
________ follow ________
31
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ideas that are helpful to establish empathy with the user.
See how the user currently solves the problem
Ask the user for their suggested solutions
Take careful notes about users' experiences
32
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examples of a dark pattern.
- Having a box auto-checked that subscribes the user to a newsletter
- Using encouraging language to help someone convert/buy, but degrading language for when they leave/don't buy.
- Making sign-up easy, but cancellation hard
33
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true
T/F: To some degree we all have disabilities.
34
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client brings to the table
- Definition of the budget
- Project bounds (timeline, scope, restrictions, &c.)
- Vision & Mission
- A relationship
35
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ux brings to the table
- Knowledge about a test-driven process
- Definition of the team's capabilities
- Project bounds (timeline, scope, restrictions, &c.)
- Expertise in understanding users
- A relationship
36
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Leadership is the art of
managing expectations
37
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factors that can be used to help you establish client expectations.
- Estimated cost of your services
- Your timeline
- Your team composition & culture
- How proactive you are in communication
38
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True
Setting a high price when you bid a job has a side effect of increasing how much your client trusts you.
39
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Parroting
This method is useful in proactive communication. It's defined by you repeating back what you've heard the client convey, so as to clear up any miscommunication before it becomes a problem.
Translation
Rubber ducky communication
Hedge-hogging
Parroting
Transliteration
40
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Underpromising
Which is easier?
Underpromising
Overdelivering
41
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Waterfall
- Looks at all project requirements up front and attempts to meet them all by the end
- Does not account for scope creep or changes in client strategy mid-stream
- Defined by a series of project phases that proceed in series, in a linear fashion
42
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Agile
- Broken up into sprints
- Forces client check-ins on a regular basis
- Does not propose to know just what the end product will look like
43
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Fixed versus flexible budget
Of the many factors that can be used to help decide when to use Agile vs. Waterfall methodology, one has a much greater ability to force your hand. It is...
- How many user tests you'll want to run
- Fixed versus flexible budget
- Size of the project
- How easy going the client is
44
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"you are not your user."
There's a famous saying in the industry that says...
"you are better informed than your user."
"you need at least 5 users agreeing on a problem before it's a problem."
"your data is more important than your users' feedback."
"you are not your user."
45
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...familiar.
People understand what's...
...intriguing.
...familiar.
...simple.
...fun.
46
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...users spend 90% of their time on other platforms. When they come to yours, they expect it to work the same.
Jakob Nielsen's Law of Familiarity states...
...one familiar interaction is worth 100 unfamiliar ones.
...users gravitate toward buying products they're already familiar with.
...users spend 90% of their time on other platforms. When they come to yours, they expect it to work the same.
...users need to see something at least 10 times before they feel truly familiar with it.
47
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A method for gathering how likely someone is to recommend a product or service to someone else
What is the Net Promoter Score?
- A method for finding out how effective your promotions have been at increasing sales
- A method for gathering how likely someone is to recommend a product or service to someone else
- A score the user provides to you about how advertised-to they feel
- A score assigned to users to see how susceptible they would be if marketed to in the future
48
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An unethical trick used to get the user to do something they didn't intend to do
What is a dark pattern?
- A marketing tactic that creates suspense by not disclosing what's "inside the mystery box"
- A pattern used in testing users that helps keep them unaware of certain factors in order to isolate biases
- An area of your design that's visually darker than the other areas
- An unethical trick used to get the user to do something they didn't intend to do
49
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False
T/F: White board sketches need to be done in a physical environment.
50
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ways in which whiteboarding is stronger than visual prototyping (XD)
- Whiteboarding is easier to make collaborative for groups
- Time investment in whiteboarding is lower per iteration
- Whiteboarding allows you to map user decisions more easily than visual prototyping
51
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false
T/F: It's important to have your colors picked out before you start whiteboarding.
52
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good examples of indication of state.
- Three little animated dots showing that someone's typing a reply to your message
- A clock counting down beside the on-screen game board because it's the current player's move
- A banner shown to the user saying their account has not had its email verified
- An badge reading "3" on your app's icon on the home screen
53
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All of the above
Animation is...
...a good way to indicate something is loading.
...not always necessary.
...a useful tool for creating user joy.
All of the above
54
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100 milliseconds
Animations become so fast we can't see them when they take less than about:
1500 milliseconds
500 milliseconds
100 milliseconds
800 milliseconds
55
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true
T/F: It's possible to have a loading animation/screen that feels too fast for the user.
56
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Information that's stored, and usually persisted for some time
State is:
- A way to refer to the likelihood of your user to convert
- A method for measuring KPI in a test
- Information that's stored, and usually persisted for some time
- Something for developers to use, not UX people
57
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...a prototyping technique involving folding a piece of paper into 8 equal sections.
The Crazy 8 Technique is...
...a rating measurement threshold for indicating if someone is likely to recommend your app.
...a prototyping technique involving folding a piece of paper into 8 equal sections.
...a rule of thumb for how many people need to tell you about a bug before you should fix it.
...a guideline for choosing how many navigation options your app should have.
58
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...to provide you with a flash-testable, no-frills version of the app to test the feel and functionality early on.
A wireframe's main purpose is...
...to give you a code architecture roadmap that includes database resource definition.
...to help you validate which user personas you'll use in testing.
...to provide you with a flash-testable, no-frills version of the app to test the feel and functionality early on.
...to help you make a big splash in the market when your app is realeased.
59
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true
T/F: Figma's main building block is a frame.
60
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F shape
On tablets, users tend to scan visual content in this pattern:
F shape
L shape
V shape
S shape
61
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options that help create joy for users.
- Design elements that user humor
- Confirming that the user did something correctly
- Reminding the user that they're unique
62
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Over or under engaging
Choose the option that destroys user joy.
- Providing an app in multiple languages
- Recording app analytics for user studies
- Emailing a user about their order
- Over or under engaging
63
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Empathy
Your number one tool for creating user joy is:
Animated transitions
Inclusive communication
Empathy
Humor
64
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true
T/F: Building user trust is good for user joy.
65
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false
T/F: Avoiding dark patterns is enough to make users have a joyful experience.