User Design

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112 Terms

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Advertising agencies

Teams of creatives hired by clients to build marketing campaigns

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Apprenticeships

Provides on-the-job training to help people develop real skills

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Assets

Everything from the text and images to the design specifications, like font style, color, size, and spacing

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Design Agency

A one-stop shop for the look of brands, products, and services

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Empathy

The ability to understand someone else's feelings or thoughts in a situation

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Freelancers

Designers who work for themselves and market their services to businesses to find customers

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Generalist

A UX designer with a broad number of responsibilities

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Graphic designers

Create visuals that tell a story or message

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Information architecture

The framework of a website or how it's organized, categorized, and structured

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Interaction designers

Focus on designing the experience of a product and how it functions

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Internship

A short term job with limited responsibility

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Motion designers

Think about what it feels like for a user to move through a product

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Product

A good, service, or feature

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Production designers

Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to engineering team

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Prototype

An early model of a product that demonstrates functionality

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Specialist

A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design

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Startup

A new business that wants to develop a unique product or service and bring it to market

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T-shaped designer

A designer who specializes in one kind of user experience (e.g., interaction, visual, motion) and has a breadth of knowledge in other areas

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UX designers

Focus on how users interact with a product

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User experience

How a person, the user, feels about interacting with, or experiencing, a product

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UX engineers

Translate the design's intent into a functioning experience

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UX program managers

Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish

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UX research

Understand users and learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals

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UX researchers

A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product

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UX writers

Create the language that appears throughout a digital product, like websites or mobile apps

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Visual designers

Focus on how the product or technology looks

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Wireframe

An outline or a sketch of a product or a screen

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UI Design

Designing intuitive layouts, navigation menus, and interactive elements for digital products

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Graphic Design

Creating visually appealing and east-to understand marketing materials and signage

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Product Design

Conceptualizing and creating products that meet user needs and solve specific problems

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UX Design

Enhancing the overall user experience by conducting research and usability testing

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Experiential Design

Creating immersive and memorable experiences for users

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Service Design

Improving the quality and delivery of services to meet customer needs

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The Bauhaus movement

Which design movement celebrated minimalism and the marriage of form and function, influencing a global design ethos?

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How does African design primarily convey cultural narratives and identity?

Through intricate patterns and symbols inspired by nature and community

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Hick's Law

decision time increases with the number of choices

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Fitts's Law

emphasizes that larger targets and shorter distances result in faster and more accurate movements.

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principle of proximity

states that objects close to each other are perceived as a group

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Equity-focused design

Designing for groups that have been historically underrepresented or ignored when building products

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PLatform

The medium that users experience your product on

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Iteration

Doing something again, by building on previous versions and making tweaks

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Switch

An assistive technology device that replaces the need to use a computer keyboard or a mouse

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Accessibility

The design of products, devices, services, or environments for people with disabilities.

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Alternative text (alt text)

Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers

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Assistive technology

Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities

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Brand Identity

The visual appearance and voice of a company

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Call-to-action (CTA)

A visual prompt that tells the user to take action, like to click a button

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Color modification

Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode

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Digital Literacy

A user's level of ability related to using digital information and technologies

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Equality

Providing the same amount of opportunity and support

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Framework

Creates the basic structure that focuses and supports the problem you're trying to solve

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Ideation

The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them.

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Inclusive design

Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender

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Insight

An observation that helps you understand the user or their needs from a new perspective

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Iterate

Revise the original design to create a new and improved version

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Responsive web design

A design approach that allows a website to change automatically depending on the size of the device

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Screen reader

Software that reads aloud any on-screen text, interactive elements, or alternative text

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Speech to text

Software that allows users to compose text by speaking into their device

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Switch device

An assistive technology device that replaces the need to use a computer keyboard or a mouse.

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Universal design

The process of creating one product for users with the widest range of abilities and in the widest range of situations.

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User

Any person who uses a product

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User-centered design

Puts the user front-and-center

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Voice control

Allows users to navigate and interact with the buttons and screens on their devices using only their voice

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The design thinking framework involves the following phases:

empathize, define, ideate, prototype, and test.

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Define

The phase of design thinking that involves leveraging the insights gained during the empathize phase to identify the problem you'll solve with your design

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Design Sprint

A time-bound process, with five phases typically spread over five full 8-hour days. The goal of design sprints is to answer critical business questions through designing, prototyping, and testing ideas with users

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Design thinking

A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test

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Empathize

The phase of design thinking that involves getting to know your user through research

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Ideate

The phase of design thinking that involves brainstorming all potential solutions to the user's problem

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Retrospective

A collaborative critique of the team's design sprint

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Sprint Brief

A document that you share with all your attendees to help them prepare for the sprint

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Test

The phase of design thinking that involves facilitating and observing user tests with your design prototypes

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Primary Research

research you conduct yourself. Information from direct interactions with users, like interviews, surveys, or usability studies

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qualitative research

primarily collected through observations and conversations. based on understanding users' needs and aims to answer questions like "why" or "how did this happen?

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quantitative research

focuses on data that can be gathered by counting or measuring. based on numerical data that's often collected from large-scale surveys. This type of research aims to answer questions like "how many?" and "how much?"

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surveys

help you collect qualitative and quantitative feedback from a large sample size of users. They're quick and affordable

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secondary research

relies on data from books, articles, and independent studies to back up your own primary research

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usability studies

help you see how users interact with a product first-hand, but often require time and a large budget

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Bias

Favoring or having prejudice against something based on limited information

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Confirmation Bias

Occurs when you start looking for evidence to prove a hypothesis you

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have

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Design Research

Answers the question: How should we build it?

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False consensus bias

The assumption that others will think the same way as you do

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Foundational research

Answers the questions: What should we build? What are the user

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problems? How can we solve them?

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Implicit bias

The collection of attitudes and stereotypes you associate with people without

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your conscious knowledge

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Interviews

A research method used to collect in-depth information on people's opinions,

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thoughts, experiences, and feelings

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Key Performance Indicators (KPIs)

Critical measures of progress toward an end goal

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Post-launch research

Answers the question: Did we succeed?

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Primacy bias

Remembering the first user more than others

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Primary research

Research you conduct yourself

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Qualitative research

Focuses observations on why and how things happen

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Quantitative research

Focuses on data that can be gathered by counting or measuring

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Recency bias

Most easily remembering the last thing you heard

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Secondary research

Research that uses information someone else has put together

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Sunk cost fallacy

The idea that the deeper we get into a project we've invested in, the harder

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it is to change course

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Surveys

An activity where many people are asked the same questions in order to understand