UX Research Techniques and Information Architecture

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135 Terms

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UX Research

Study of user behavior and needs in design.

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ISO 9241-11

Standard providing guidance on usability evaluation.

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Usability

Extent to which users achieve goals effectively.

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Effectiveness

Accuracy and completeness of user task achievement.

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Efficiency

Resources expended relative to task accuracy.

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Satisfaction

User comfort and acceptability during use.

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Context of Use

Conditions affecting product usability and interaction.

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Users

Target audience characteristics influencing design.

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Tasks

Goals users aim to achieve with a product.

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Equipment

Tools or interfaces used in product interaction.

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Physical Environment

Location where the product is utilized.

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Social Environment

Social context influencing product usage.

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Strategize (Phases of Product Development - Time Decision)

Methods at this stage are often GENERATIVE in nature, because they help generate ideas and answers about which way to go.

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Execute (Phases of Product Development - Time Dimension)

Methods in this stage are well-described as FORMATIVE, because they inform how you can improve the design.

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Assess (Phases of Product Development - Time Dimension)

After a product has been developed enough to measure it, it can be assessed against earlier versions of itself or competitors, and methods to do this are called SUMMATIVE.

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Generative Research

Methods to explore ideas and directions early.

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Formative Research

Methods to improve design during development.

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Summative Research

Methods to evaluate product performance post-development.

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Field Study

Research conducted in real-world user environments.

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Benchmarking

Comparing product performance against competitors.

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Surveys

Questionnaires to gather user feedback and insights.

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A/B Testing

Comparing two versions to determine user preference.

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Contextual Interviews

Interviews conducted in the user's environment.

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Diary Studies

Users record experiences over time for insights.

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Prototyping

Creating early models to test design concepts.

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Usability Testing

Evaluating product with real users for issues.

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Focus Groups

Group discussions to gather qualitative user insights.

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Moderation

Facilitating discussions to ensure balanced participation.

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Persona Building

Creating user archetypes to guide design decisions.

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Journey Mapping

Visual representation of user interactions over time.

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Iterative Design

Continuous improvement based on user feedback.

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Post-launch Evaluation

Assessing product performance after release.

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Prototyping Phase

Testing early designs and concepts for usability.

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Affinity Mapping

Organizing data into groups to identify patterns.

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Affinity Diagram

Visual tool for grouping related ideas or quotes.

<p>Visual tool for grouping related ideas or quotes.</p>
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Synthesis

Creating concepts based on analyzed data.

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Findings

Statements indicating what is happening in research.

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Insights

Understanding user behavior and motivations.

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Journey Maps

Visual representation of user interactions and experiences.

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Touchpoints

Interaction points between users and products.

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User Actions

Tasks performed by users at each journey stage.

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Pain Points

Challenges users face during their experience.

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Opportunities

Moments to enhance user experience.

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Stages or Phases

Steps users take from start to finish.

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Emotions

Users' feelings at different interaction stages.

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Holistic User Experience

Comprehensive view of user interactions online and offline.

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User-Centered Solutions

Designs focused on user needs and expectations.

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Aligning Teams

Ensuring all stakeholders share the same user goals.

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Moments of Delight

Positive experiences enhancing user satisfaction.

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Cross-Channel Interactions

User experiences spanning multiple platforms.

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Key Metrics

Data points used to evaluate user journeys.

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Personas

Representations of different user types and needs.

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Ethos

Trust and credibility established through user interactions.

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Pathos

Emotional connection created during user experiences.

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Logos

Logical clarity in presenting information to users.

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Kairos

Timeliness of interactions enhancing user engagement.

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Storytelling

Combining narrative and visualization in user journeys.

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Secure Checkout Process

Trust symbols that reassure users during transactions.

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Negative Appeal

Heavy tone used to elicit donations.

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Positive Reinforcement

Encourages users after errors with support.

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User Engagement

Emotional connections enhance brand loyalty.

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Onboarding Experience

Personalized messages foster user connections.

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Celebrating Achievements

Rewards for goals boost user motivation.

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E-commerce Experience

Joyful checkout versus frustration with policies.

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Banking App Experience

Anxiety from waiting versus delight from confirmations.

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Fitness App Experience

Motivation from achievements versus discouragement.

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Product Comparisons

Data helps users make informed decisions.

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Simplified User Flows

Streamlined checkout minimizes user effort.

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FAQs and Help Sections

Logical answers build user trust.

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Information Architecture (IA)

Organization of information for user navigation.

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User Tasks

Activities like search, explore, and compare.

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Company Goals

Objectives like revenue increase or cost reduction.

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User Goals

What users aim to achieve on the site.

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Competitor Analysis

Evaluating others' navigation strengths and weaknesses.

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Emotional Engagement

Creates memorable experiences and brand loyalty.

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Timely Notifications

Reminders sent at optimal moments for users.

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Urgency Creation

Timely interactions keep users engaged.

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User-Centered Design

Focus on user needs and emotional responses.

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Digital Librarian

Organizing content for user comprehension.

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Content Orientation

Focus on information type, like news or company.

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Functionality Orientation

Design based on product usability, like mobile.

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LATCH Principle

A framework for organizing information effectively, proposed by Richard Saul Wurman.

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Location

Organizing information based on geographical location or spatial proximity.

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Alphabetical

Arranging information alphabetically to make it easy to find by name or category.

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Time

Organizing content in chronological order, useful when time or sequence is important.

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Category

Grouping information based on similar types or categories.

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Hierarchy

Organizing information by importance, size, or value.

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Impact of Location

Location-based organization helps users connect with information that is relevant to a place or environment.

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Impact of Alphabetical

This method works best when users are looking for specific, known terms and need a straightforward search.

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Impact of Time

Chronological organization helps users understand how events or tasks unfold over time.

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Impact of Category

This method enables users to browse through related content, enhancing discovery and exploration.

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Impact of Hierarchy

Hierarchical organization helps users prioritize information, focusing on the most important items first.

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Application of LATCH in UX Design

Utilizing the LATCH principles to create intuitive navigation and content organization in digital platforms.

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Card Sorting

A UX research technique used to organize and structure information logically based on user categorization.

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Open Card Sorting

Participants group cards in any way that makes sense to them and name the groups they create.

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Closed Card Sorting

Participants assign cards to pre-defined categories, providing insight into user mental models.

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Hybrid Card Sorting

A combination of open and closed methods, allowing predefined categories while enabling users to create their own.

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Implementation Methods of Card Sorting

Includes in-person physical sorting and online drag-and-drop applications.

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Detailed Steps in Card Sorting

Steps include creating a list of topics, shuffling cards, sorting them into piles, and naming each group.

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Analysis of Data Considerations

Involves identifying common groups and patterns established by users during card sorting.