UI & UX UNIT 1 Design Foundations

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Comprehensive vocabulary flashcards covering the foundations of UI/UX design, the 5 stages of the design thinking process, cognitive thinking styles, and observational empathy techniques.

Last updated 4:06 PM on 7/7/26
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29 Terms

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User Experience Design (UX)

The process of creating a product that is easy to use, easy to interact with, and accessible for users while prioritizing their feelings on a long-term and short-term scale.

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User Interface Design (UI)

The design of user interfaces for machines and software, like computers and mobile devices, focusing on maximizing usability and the look, feel, presentation, and interactivity of a product.

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Design Thinking Process

A non-linear, iterative approach consisting of five key stages: empathize, define, ideate, prototype, and test.

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Tim Brown

The individual who originally coined the term 'design thinking' in the 90s.

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Wicked Problem

A term coined in 1973 by Horst Rittel and Melvin Webber to describe complex problems that are difficult to define and cannot be solved by conventional methods.

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IDEO

The international consulting firm founded in 1991 credited with helping to bring design thinking to the mainstream.

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Empathy (Stage 1)

The stage where design teams set aside biases to gain a deeper understanding of real users and their needs through direct observation and engagement.

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Empathy Map

A visualization tool that summarizes a user’s thoughts, actions, and feelings to facilitate deep user insights.

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Define (Stage 2)

The phase where designers analyze gathered data to identify the issue and create a clear, concise human-centered problem statement.

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The 5 Whys Method

An iterative, interrogative technique used during the define stage to discover the root cause of a specific problem.

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User Personas

Archetypes built from data gathered during the empathy stage to represent the needs of a target audience.

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Ideate (Stage 3)

The stage where designers explore solutions using creative, outside-the-box thinking without concern for technical details or budgetary constraints.

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Brainwriting

An ideation technique where team members write ideas on paper then pass them to others to develop further within a time limit.

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Round-Robin Brainstorming

A two-step collective approach beginning with a 'How Might We' prompt and developing ideas through an iterative circular process.

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SWOT Analysis

An ideation tool used to identify the strengths, weaknesses, external opportunities, and threats of an idea.

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Prototype (Stage 4)

The creation of scaled-down versions of a product, such as sketches, models, or digital renders, to convey possible solutions.

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Wireframe

A low-fidelity prototype that represents the basic visual layout of an interface or product.

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Test (Stage 5)

The phase involving real users who try prototypes while design teams observe and gather feedback to see what works or needs revision.

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Beta Launch

Releasing a prototype to a limited pool of users to determine usability, detect bugs, and test if the product addresses user needs.

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Divergent Thinking

A spontaneous, non-linear method of thinking that takes a challenge and attempts to identify all possible drivers and various ways to address them.

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Nominal Group Technique

A structured form of brainstorming where individuals silently generate ideas before sharing and discussing them as a group.

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Affinity Mapping

A type of mapping used by researchers to synthesize and organize topics from brainstorming into a visual map of relations.

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Convergent Thinking

The structured, linear practice of selecting the optimal solution from a finite set of ideas quickly and efficiently.

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Dot-voting

A prioritization technique where participants are given a set number of dots to apply to their preferred choices in a list.

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Gamestorming

A set of practices and exercises, combining games and brainstorming, used to facilitate effective and innovative business meetings.

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RACI Matrix

A project management tool used to decide who is Responsible, Accountable, Consulted, and Informed about actions and decisions.

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Help Me Understand

A gamestorming exercise based on the assumption that employees have different questions, used to solve misunderstandings regarding organizational change.

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Beginner’s Mindset

An observational approach where one acts like a 5-year-old by asking 'why,' making no predetermined notions, and being truly curious.

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What? | How? | Why?

A method developed by the Stanford D.School used during observation sessions to formulate insights in a tangible way.