ITEC 129: User Experience Design (UXD) and Human–Computer Interaction (HCI)

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Comprehensive vocabulary flashcards covering Units 1 through 6 of User Experience Design: UX vs. UI, HCI, user research methods, personas, empathy maps, information architecture, wireframing, layout principles, typography pairing, and prototyping.

42 Terms

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User Experience (UX)

The overall experience a person has when interacting with a product, service, or system, focusing on usability, accessibility, performance, emotional response, and how easy, efficient, and enjoyable the product is before, during, and after use.

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User Interface (UI)

The visual and interactive elements on screen that users directly interact with, including buttons, menus, icons, typography, colors, and layouts.

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Human–Computer Interaction (HCI)

A field focused on the technical interaction between a user and a computer, prioritizing interface behavior, input/output methods, and usability principles mostly during use.

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Empathy Design

The practice of understanding users by seeing the world from their perspective and recognizing their emotions, frustrations, motivations, and challenges through observation and listening.

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Qualitative Research (in UXD)

A branch of research focusing on understanding the 'how' and 'why' of user thoughts, behaviors, opinions, and experiences rather than numerical data.

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User Interview

A qualitative research method that involves sitting with a user and asking questions about how they complete tasks in existing applications or how they would want to perform tasks in a newly developing application.

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Direct Observation

A qualitative research method where the researcher enters the user's real environment or context to observe them as they perform their jobs or tasks.

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Diary Study

A qualitative research method where users record their thoughts, emotions, behaviors, and experiences over a period of time, such as days or weeks, while interacting with a process, product, or system.

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User Persona

A fictional profile created from research findings that represents a distinct user type, highlighting their background, goals, pain points, behaviors, and needs to guide design decisions.

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Empathy Mapping

A visual activity and tool that helps designers examine user perspectives and uncover needs by categorizing user data into what the user says, thinks, feels, and does.

<p>A visual activity and tool that helps designers examine user perspectives and uncover needs by categorizing user data into what the user says, thinks, feels, and does.</p>
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User Journey

A mapped sequence showing the end-to-end steps a user takes when interacting with a product or service, illustrating their experiences and frustrations at each stage.

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Information Architecture (IA)

An area of design that focuses on how content and features are organized and structured so users can navigate easily and find what they need.

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Global Navigation

A primary navigation structure, such as a main top-level menu, that remains visible and consistent across all pages of a website or application.

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Local Navigation

Sub-menus or section-specific navigation links that allow users to explore pages within a particular section or category of a digital system.

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Contextual Navigation

In-line links or navigation items embedded directly within body content to point users to related topics or resources.

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Card Sorting

A user research method in which participants organize labeled items into categories to help designers create intuitive navigation based on user mental models.

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Open Card Sorting

A card sorting method where participants sort labeled cards into groups and create their own category names for each group.

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Closed Card Sorting

A card sorting method where participants are provided with predefined category names and asked to sort labeled cards into those existing categories.

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Mental Model

What a user believes about how a system, application, or website functions, influencing how they predict actions and interact with an interface.

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Sitemap

A visual or textual representation of an application or website's hierarchical structure, illustrating how screens or pages connect to one another.

<p>A visual or textual representation of an application or website's hierarchical structure, illustrating how screens or pages connect to one another.</p>
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User Flow

A step-by-step visual diagram illustrating the sequence of actions, screens, and decision points a user moves through to complete a specific goal or task.

<p>A step-by-step visual diagram illustrating the sequence of actions, screens, and decision points a user moves through to complete a specific goal or task.</p>
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Wireframing

The process of creating a basic visual representation of a digital interface focusing on layout, content placement, and functionality without styling elements like colors, typography, or detailed images.

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Low-Fidelity Sketching

Quick, simple drawings created on paper, whiteboards, or digital tools using basic shapes such as boxes and lines to rapidly explore interface layouts without visual detailing.

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Scale (Visual Design Principle)

The design principle of utilizing relative sizing among elements to signal their relative importance and rank within a composition.

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Visual Hierarchy

The visual-design principle of guiding the user's eye across an interface so that elements are attended to in the direct order of their importance.

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Balance (Visual Design Principle)

The principle occurring when visual weight or signals are evenly distributed across both sides of an imaginary axis, either symmetrically or asymmetrically.

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Contrast (Visual Design Principle)

The principle of placing visually dissimilar elements together using differences in color, size, shape, or weight to convey that the elements differ in function or meaning.

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Gestalt Principles

A set of visual perception principles describing the human tendency to organize and perceive an entire whole rather than just disconnected individual components.

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Proximity (Gestalt)

A Gestalt principle stating that design elements placed close to one another are perceived by users as related.

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Similarity (Gestalt)

A Gestalt principle stating that elements sharing visual characteristics, such as color, shape, or typographic styling, are perceived as related or equivalent in function.

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Continuity (Gestalt)

A Gestalt principle stating that the human eye instinctively follows lines, curves, and alignment paths to navigate layout flow.

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Closure (Gestalt)

A Gestalt principle stating that the human brain automatically fills in missing visual details to perceive an incomplete shape or boundary as whole.

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Mobile-First Thinking

A design strategy prioritizing the smallest screen layout before expanding features and content outwards for larger screens like tablets and desktops.

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Whitespace

Also called negative space, this is the unmarked space between and around layout elements that enhances readability, visual balance, and click or touch precision.

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Visual Design

The phase of UX design that combines colors, typography, images, spacing, and layout to communicate information clearly and reinforce branding.

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Typography Pairing

The practice of selecting and combining two or more typefaces (such as Serif and Sans-Serif) to establish visual hierarchy, contrast, and readability across an interface.

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Mock-up

A static, visually detailed design that displays colors, typography, and styling to demonstrate exactly how the final digital product will look.

<p>A static, visually detailed design that displays colors, typography, and styling to demonstrate exactly how the final digital product will look.</p>
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Prototype

An early interactive version of a design that connects screens to simulate task flows, test system interactions, and gather user feedback before development.

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Low-Fidelity Prototype

A rough, simple interactive version of a design—such as paper sketches or clickable wireframes—focusing strictly on structure and flow rather than visual polish.

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High-Fidelity Prototype

A realistic, detailed interactive model featuring complete styling, typography, colors, and behaviors that closely mimics the look and feel of the final application.

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Hotspots

Clickable interactive areas or elements, such as buttons and back links, defined within a prototype to trigger navigation between screens.

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Feedback Loop

The iterative cycle in UX design of testing a prototype, gathering feedback, identifying problems, redesigning, updating the prototype, and testing again.