UX/UI Design Process for Digital Image Editing Products

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/26

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 4:57 PM on 10/6/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

27 Terms

1
New cards

UX (User Experience)

The overall quality of a person’s experience when using a product, including ease of use, confidence, efficiency, and satisfaction.

2
New cards

UI (User Interface)

The set of visual and interactive elements that facilitate the user's experience, such as screens, buttons, and menus.

3
New cards

Vision

A clear statement of what the design aims to achieve and for whom, guiding the design process.

4
New cards

Strategy

The step where the vision is turned into a plan, translating goals into priorities and approaches.

5
New cards

Journey mapping

A visual representation of a user’s steps and experiences as they interact with a product.

6
New cards

Information architecture (IA)

The organization of tools and menus allowing users to predict where to find features.

7
New cards

Wireframing

A low-detail layout of a screen that outlines placement and interaction without final styling.

8
New cards

Prototyping

Creating a simulation of how the product works, which can vary from low-fidelity to high-fidelity.

9
New cards

Iteration

An ongoing process of designing, testing, learning, revising, and repeating to refine a product.

10
New cards

Focus testing

A usability testing method that observes users completing tasks to gather qualitative data.

11
New cards

Beta testing

Releasing a near-finished product to a larger audience to uncover real-world usage issues.

12
New cards

Skeuomorphic design

An approach where digital elements resemble real-world objects to enhance user understanding.

13
New cards

Affordance

What actions something makes possible based on its design.

14
New cards

Signifiers

Visual cues indicating an action is possible, enhancing user interaction interpretation.

15
New cards

Top-Down design

A design methodology that starts with big-picture goals and breaks them into components.

16
New cards

Bottom-Up design

A design methodology that begins with detailed components that are assembled into products.

17
New cards

Agile methodology

A structured approach that involves regular cycles of iteration and feedback in design work.

18
New cards

Attention in UX

The limited capacity to process information, crucial in determining how prominently key actions are displayed.

19
New cards

Perception in UX

The interpretation of sensory information, influencing how controls are perceived and used.

20
New cards

Memory in UX

The ability to recognize options rather than recall them, enhancing usability through recognizable elements.

21
New cards

Conditioning in UX

Learning through repeated outcomes, shaping user actions and expectations in software interactions.

22
New cards

Learning in UX

The progression of users from novices to experts, supported by onboarding and intuitive design.

23
New cards

Visual hierarchy

The arrangement of visual elements to signal their importance and guide user focus.

24
New cards

Progressive disclosure

The practice of revealing information or controls gradually to prevent overwhelming users.

25
New cards

Prototype

A model of a product that simulates user interaction and experience.

26
New cards

Cognitive load

The mental effort used to process information, which can be minimized through effective design.

27
New cards

Design methodology

The structured approach used to guide the processes of planning and executing design work.