The practice of designing products, processes, services, events, and environments with a focus placed on the quality and enjoyment of the total experience; concerns the way that users interact with a product and focuses on the user's onscreen and offscreen experience.
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UX Research
The systematic study of users to determine and better understand their needs, behaviors, and motivations.
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UX Researcher
Champion of user's needs Answer "who are our users?" and "what do our users want?" Interview users, research market data, gather findings Test alternate designs with users Deliver: Usability plans, usability reports
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Information Architecture
the set of ideas about how all information in a given context should be organized and displayed; blueprint maker
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Content Strategy
a plan that outlines the development and management of content needed for a project; when and how content will be created.
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Wireframing
Blueprints that define the layout, behavior, and functionality of a website
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Prototyping
the process of building a model that demonstrates the features of a proposed product, service, or system
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Usability Testing
Testing to determine the extent to which the software product is understood, easy to learn, easy to operate and attractive to the users under specified conditions.
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Accessibility
The analyzation of how well a product has been designed for a vast array of peoples; ensuring that a design is usable by as many people as possible; Inclusive
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Information Architect
Clarifies the mission and goals of the design; assists in determining the functionality of the product; instrumental in defining the organization, navigation, and labeling
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Interaction Designer
Focuses on how a user interacts with a product and how they experience using it; designs the details of an interface, including movement, animation, user flows, and visual aesthetics.
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UI Designer
Establishes the look, feel, and experience of a product from layout and placement to the visual nitty-gritty such as buttons, colors, and fonts
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Product Designer
a career relating to the design and creation of models for commercial products; UX Designer
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Front-end Developer
Take the designs from UI and UX, and combine with the Interaction and Visual Designs Tools: CSS, HTML, JavaScript Deliver: Working website
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T Shaped Designer
Has an arsenal of skills and depth in one discipline but a breadth of experience across other disciplines.
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Design Thinking
Research, question, and understand the user the product or service is is designed for by observing, engaging, reframing, and experimenting; empathize, define, ideate, prototype, test
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Deliverables
Tangible records of work throughout the process of a design such as data, reports, presentations, sketches, wireframes, prototypes
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Empathy
Identification with and understanding of another's situation, feelings, needs, and motivations
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Artifacts
the concrete items produced by the designer; a "single source of truth", guides and specifications for implementation and reference
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Persona
a fictional profile used to communicate and summarize user research from a large group of users
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Empathy Map
a graphical tool used to help you imagine things from a user's perspective; insight into the mindset of the user by collectivizing opinions
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Quantitative Survey
a survey in which objective questions are used to gain detailed insights from respondents; findings are presented in numerical form, such as percentages and frequencies
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Quantitative Research
research that collects and reports data primarily in numerical form
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Qualitative Research
informal research methods, including observation, following social media sites, in-depth interviews, focus groups, and projective techniques
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Problem Statement
A part of a design brief that clearly and concisely identifies a client's or target consumer's problem, need, or want.
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Competitive Analysis Report
outlines the strengths and weaknesses of a competitors compared to those of a client's business to know what your competitors are offering, what needs you can fill, and what problems you can find solutions for.
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Human/User-Centered Design
an approach that puts human needs, capabilities, and behavior first; uses the human perspective in all steps of the problem-solving process
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User Research
Obtaining users' responses through questionnaires/surveys and interviews.
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UI Design
Focuses specifically on the screen. It incorporates visual design, including layout, color theme, and use of negative space between elements
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Responsive Design
Designing a website so that it changes depending on the device it is displayed on; understanding the differences between the features and elements that are used on a smartphone and those that are used on a tablet or computer
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Back-end Developer
A developer who focuses mainly on the data, modeling, and server side of code for a website
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Full Stack Development
A developer who is knowledgeable in both the data and visual sides of web design
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Multidisciplinary Team
a group of professionals from different disciplines who function as a team but perform their roles independent of one another
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Universal Design
the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design
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Web Content Accessibility Guidelines (WCAG)
Developed by the Web Accessibility Initiative (WAI) to provide a universal set of standards promoting accessibility.
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Usability
The extent to which users can attain goals.
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Iteration
To use learning from a product to continue to change and improve it
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Divergent Thinking
Think broadly, keep an open mind, and consider anything and everything.
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Convergent Thinking
Think narrowly, bring back focus, and identify one or two key problems and solutions
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Journey Map/ Storyboard
a visualization of how a user interacts with a product
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Generative Research
generate ideas at the start of a project or improvement
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Evaluative Research
evaluate performance once a product is ready to test or has been released
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Behavioral Research
shows what people actually do when they use a product
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Attitudinal Research
shows how people feel during their experience with a product
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Proto-Persona
an informal persona based on how you think the users' might use the product
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Scenario
a situation with at least one person and a series of events
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Touchpoints
anytime a user comes into contact with the product or a representation on the product
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Formative Research
assess the performance of a product throughout its lifestyle
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Summative Research
assess the current state of a product
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Insight
what the results actually mean
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Visual Design
a practice that focuses on the aesthetics of a design by strategically implementing images, colors, fonts, and other elements
a sense of harmony between all elements in a design.
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Balance
the distribution of elements in a design.
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Heirarchy
the difference in importance of the elements.
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Dominance
focus to a single element above others.
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Scale
the relative sizes of the elements in a design.
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Variety
varying elements in designs to avoid monotony.
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Contrast
elements appear opposite or different.
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Proximity
when elements are close together. When elements are they appear to share a common meaning or purpose.
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Skeuomorphism
a type of visual design that mimics elements of real-life products or features. e.g. wood, stone and shadows around a click icon.
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Minimalism
This style strips designs down to their essentials. There are two types: flat and material
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Flat Design
a minimalist design style that removes all stylistic textures that imitate the real world.
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Material Design
it uses minimalistic shapes and colors, but it also suggests "material" or physical layers. It uses shadows and highlights to create depth in visual designs
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Target Market
a set of people who have common purchasing preferences