1/134
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
UX Research
Study of user behavior and needs in design.
ISO 9241-11
Standard providing guidance on usability evaluation.
Usability
Extent to which users achieve goals effectively.
Effectiveness
Accuracy and completeness of user task achievement.
Efficiency
Resources expended relative to task accuracy.
Satisfaction
User comfort and acceptability during use.
Context of Use
Conditions affecting product usability and interaction.
Users
Target audience characteristics influencing design.
Tasks
Goals users aim to achieve with a product.
Equipment
Tools or interfaces used in product interaction.
Physical Environment
Location where the product is utilized.
Social Environment
Social context influencing product usage.
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.
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.
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.
Generative Research
Methods to explore ideas and directions early.
Formative Research
Methods to improve design during development.
Summative Research
Methods to evaluate product performance post-development.
Field Study
Research conducted in real-world user environments.
Benchmarking
Comparing product performance against competitors.
Surveys
Questionnaires to gather user feedback and insights.
A/B Testing
Comparing two versions to determine user preference.
Contextual Interviews
Interviews conducted in the user's environment.
Diary Studies
Users record experiences over time for insights.
Prototyping
Creating early models to test design concepts.
Usability Testing
Evaluating product with real users for issues.
Focus Groups
Group discussions to gather qualitative user insights.
Moderation
Facilitating discussions to ensure balanced participation.
Persona Building
Creating user archetypes to guide design decisions.
Journey Mapping
Visual representation of user interactions over time.
Iterative Design
Continuous improvement based on user feedback.
Post-launch Evaluation
Assessing product performance after release.
Prototyping Phase
Testing early designs and concepts for usability.
Affinity Mapping
Organizing data into groups to identify patterns.
Affinity Diagram
Visual tool for grouping related ideas or quotes.
Synthesis
Creating concepts based on analyzed data.
Findings
Statements indicating what is happening in research.
Insights
Understanding user behavior and motivations.
Journey Maps
Visual representation of user interactions and experiences.
Touchpoints
Interaction points between users and products.
User Actions
Tasks performed by users at each journey stage.
Pain Points
Challenges users face during their experience.
Opportunities
Moments to enhance user experience.
Stages or Phases
Steps users take from start to finish.
Emotions
Users' feelings at different interaction stages.
Holistic User Experience
Comprehensive view of user interactions online and offline.
User-Centered Solutions
Designs focused on user needs and expectations.
Aligning Teams
Ensuring all stakeholders share the same user goals.
Moments of Delight
Positive experiences enhancing user satisfaction.
Cross-Channel Interactions
User experiences spanning multiple platforms.
Key Metrics
Data points used to evaluate user journeys.
Personas
Representations of different user types and needs.
Ethos
Trust and credibility established through user interactions.
Pathos
Emotional connection created during user experiences.
Logos
Logical clarity in presenting information to users.
Kairos
Timeliness of interactions enhancing user engagement.
Storytelling
Combining narrative and visualization in user journeys.
Secure Checkout Process
Trust symbols that reassure users during transactions.
Negative Appeal
Heavy tone used to elicit donations.
Positive Reinforcement
Encourages users after errors with support.
User Engagement
Emotional connections enhance brand loyalty.
Onboarding Experience
Personalized messages foster user connections.
Celebrating Achievements
Rewards for goals boost user motivation.
E-commerce Experience
Joyful checkout versus frustration with policies.
Banking App Experience
Anxiety from waiting versus delight from confirmations.
Fitness App Experience
Motivation from achievements versus discouragement.
Product Comparisons
Data helps users make informed decisions.
Simplified User Flows
Streamlined checkout minimizes user effort.
FAQs and Help Sections
Logical answers build user trust.
Information Architecture (IA)
Organization of information for user navigation.
User Tasks
Activities like search, explore, and compare.
Company Goals
Objectives like revenue increase or cost reduction.
User Goals
What users aim to achieve on the site.
Competitor Analysis
Evaluating others' navigation strengths and weaknesses.
Emotional Engagement
Creates memorable experiences and brand loyalty.
Timely Notifications
Reminders sent at optimal moments for users.
Urgency Creation
Timely interactions keep users engaged.
User-Centered Design
Focus on user needs and emotional responses.
Digital Librarian
Organizing content for user comprehension.
Content Orientation
Focus on information type, like news or company.
Functionality Orientation
Design based on product usability, like mobile.
LATCH Principle
A framework for organizing information effectively, proposed by Richard Saul Wurman.
Location
Organizing information based on geographical location or spatial proximity.
Alphabetical
Arranging information alphabetically to make it easy to find by name or category.
Time
Organizing content in chronological order, useful when time or sequence is important.
Category
Grouping information based on similar types or categories.
Hierarchy
Organizing information by importance, size, or value.
Impact of Location
Location-based organization helps users connect with information that is relevant to a place or environment.
Impact of Alphabetical
This method works best when users are looking for specific, known terms and need a straightforward search.
Impact of Time
Chronological organization helps users understand how events or tasks unfold over time.
Impact of Category
This method enables users to browse through related content, enhancing discovery and exploration.
Impact of Hierarchy
Hierarchical organization helps users prioritize information, focusing on the most important items first.
Application of LATCH in UX Design
Utilizing the LATCH principles to create intuitive navigation and content organization in digital platforms.
Card Sorting
A UX research technique used to organize and structure information logically based on user categorization.
Open Card Sorting
Participants group cards in any way that makes sense to them and name the groups they create.
Closed Card Sorting
Participants assign cards to pre-defined categories, providing insight into user mental models.
Hybrid Card Sorting
A combination of open and closed methods, allowing predefined categories while enabling users to create their own.
Implementation Methods of Card Sorting
Includes in-person physical sorting and online drag-and-drop applications.
Detailed Steps in Card Sorting
Steps include creating a list of topics, shuffling cards, sorting them into piles, and naming each group.
Analysis of Data Considerations
Involves identifying common groups and patterns established by users during card sorting.