FBLA UX Design

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106 Terms

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Accessibility

the extent to which schemas and concepts are at the forefront of people's minds and are therefore likely to be used when making judgments about the social world

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Types of Issues

Visual

Mobility

Auditory

Epilepsy

Learning

Environmental

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Visual Impairments

problems with eyesight, such as blindness, color blindess

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Mobility Impairments

conditions that cause difficulties in ambulation or movement(wheelchair users)

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Auditory Impairments

a special need that involves the loss of hearing or some aspect of hearing

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Risk of Seizures

epilepsy

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Learning Impairments

ADHD, dyslexia

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Incidental Issues

sleep deprivation, under the influence

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Environmental Challenges

bad service, different devices

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Web Content

The text, graphics, illustrations, images, animations, and videos that appear on a website.

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User Agents

software to access the web( browsers, phone, apps).

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Authoring Tools

are software programs that allow a content expert to interact with a computer in everyday language to develop courseware.

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Sight and Hearing Accesibility

can pause, stop or adjust volumes of audio; images of text are resizeable, different representations other than color

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Different Presentations

Headings, Settings to customize Presentations

Can be read aloud, enlarged, ajusted for size and color combinations

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Text Alternatives

captions, audio descriptions, sign language

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Functionality from a Keyboard

functions by mouse are available by keyboard

Web browsers and tools provide keyboard support(helps with voice recognition to operate sites and alternative keyboards)

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Time to Read and Use Content

stop, extend, or adjust time limits

Pause, stop, or hide moving, blinking, or scrolling content

Postpone or suppress interruptions, except where necessary

Re-authenticate when a session expires without losing data

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Content Does not Cause Seizures

Do not include content that flashes at particular rates and patterns

Warn users before flashing content is presented, and provide alternatives

Provide mechanisms to switch off animations, unless they are essential

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Navigatable Content

Pages have clear titles and are organized using descriptive section headings

There is more than one way to find relevant pages within a set of web pages

Users are informed about their current location within a set of related pages

There are ways to bypass blocks of content that are repeated on multiple pages

The keyboard focus is visible, and the focus order follows a meaningful sequence

The purpose of a link is evident, ideally even when the link is viewed on its own

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Differennt Ways to Use Besides Keyboard

Gestures that require dexterity or fine movement have alternatives that do not require high dexterity

Components are designed to avoid accidental activation, for example by providing undo functionality

Labels presented to users match corresponding object names in the code, to support activation by voice

Functionality that is activated by movement can also be activated through user interface components

Buttons, links, and other active components are large enough to make them easier to activate by touch

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Understandable Information

Identifying the primary language of a web page, such as Arabic, Dutch, or Korean

Identifying the language of text passages, phrases, or other parts of a web page

Providing definitions for any unusual words, phrases, idioms, and abbreviations

Using the clearest and simplest language possible, or providing simplified versions

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Predictability

Many people rely on predictable user interfaces and are disoriented or distracted by inconsistent appearance or behavior. Examples of making content more predictable include:

Navigation mechanisms that are repeated on multiple pages appear in the same place each time

User interface components that are repeated on web pages have the same labels each time

Significant changes on a web page do not happen without the consent of the user

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Help to Avoid Mistakes

Forms and other interaction can be confusing or difficult to use for many people, and, as a result, they may be more likely to make mistakes. Examples of helping users to avoid and correct mistakes include:

Descriptive instructions, error messages, and suggestions for correction

Context-sensitive help for more complex functionality and interaction

Opportunity to review, correct, or reverse submissions if necessary

Meeting this requirement helps people who do not see or hear the content

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Compatibility

Compatible on multiple platforms for past, present, and future devices

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UX Designer

UX designers often perform some or all of the above roles, depending on the size of the company and team structure. It is a multifaceted job title that presents unique challenges. UX designers act as intermediaries; they advocate between different departments, teams, and stakeholders. They communicate complex concepts in terms that others can understand. A UX designer is responsible for knowing how a website or application functions, as well as how a user interacts with it. They must be able to communicate with end users, listen and respond with empathy, and quickly change strategy based on feedback. They are armed with some basic knowledge of information architecture, frontend code, and the capabilities of backend. And they must bridge the gap between functionality and visual design, while responding with agility to critique and remaining flexible and open minded to different solutions.

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UI Designer

A UI designer focuses on the usability between a website and it's users. They make sure the targeted user can use the website with ease by designing elements to make their experience easy. Example: The UI of the website allowed the user to easily find the product they were searching for and make a purchase.

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UX/UI Designer

Does entire process of research, prototypeing, user personas, journey maps, etc

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UX Researcher

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 Writer

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

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UX Strategist

Uses negotions and communication

Combines Values of UX with design constraints of business strategies

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Hue

the dimension of color that is determined by the wavelength of light; what we know as the color names blue, green, and so forth

<p>the dimension of color that is determined by the wavelength of light; what we know as the color names blue, green, and so forth</p>
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Saturation

intensity of color

<p>intensity of color</p>
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Tone

mixing a color with grey

<p>mixing a color with grey</p>
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Tint

Adding white to a color

<p>Adding white to a color</p>
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Color Scheme

an arrangement of colors designed to create a specific response

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Relationships of Color

knowt flashcard image
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Monochromatic

Different shades of a single hue

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Analogous

groups of three colors next to each other

<p>groups of three colors next to each other</p>
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Complimentary Colors

Colors opposite on the color wheel(contrast+vibrance)

<p>Colors opposite on the color wheel(contrast+vibrance)</p>
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Rules

Use three colors

60% dominant hue, 30% secondary color, 10% accent

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Emotion of Red

Power, passion, danger, importance

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Emotion of Orange

Playful, energetic, cheap

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Emotion of Yellow

Cheerful, Friendly, Attention-Seeking

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Emotion of Green

Natural, Safe, Fresh

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Emotion of Blue

Calm, Reliable, Trustworthy

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Emption of Purple

Luxury, romantic, spirituality

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Emotion of Pink

Feminine, youth, innocence

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Emotion of Black

Sophisticated, Edgy, Mysterious

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Emotion of White

Cleanliness, Purity, Health

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Emotion of Gray

Neutral, Formal, Sophistication

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Accessibility in Color

Color scheme effective for color blindness

Multiple visual cues like indicators, text, patterns, and texture

High Color Contrast

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Contrast Ratio

Difference in light intensity between the brightest white and the darkest black a monitor can produce

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Design Process of Usability

Learnability

Efficiency

Memorability

Errors

Satisfaction

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Learnability

Evaluates the ease with which a user learns how to use the website

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Efficiency

Shows how well a user adapts to using the website to complete a task

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Memorability

Refers to the ease with which a user remmebers how to navigate the website to re-do a task

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Errors

Look at how many errors occur when a User Engages the WEbsite

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Satisfaction

How pleasant the experience was for the user

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Advanced Technology for Accessibility

Use software to detect color ratio of text, alternate tect for images

Accounts for needs of people

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Voice User Interface

System the user controls with voice commands such as Siri, Alexa or google assistant.(Hands free option)

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Design Principles of Accessibility

Font Size

Contrast

Discoverability

Repetition

Scale

Hierarchy

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Font Size

Make the font size at least 16px, which is the recommended minimum font size for digital platforms. Making your font size smaller than the recommended size could increase readability issues.

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Contrast

Focus on creating a distinct difference between two elements on a screen. Contrast can be created between the sizes of elements or color selections. For example, dark text on a light background of a web page helps to minimize readability or discoverability issues.

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Discoverability

Use contrast to help users easily find information on a website. Using colors that are low in contrast to one another not only makes it difficult to find information but also increases errors when navigating the website.

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Repetition

Repeat a single element many times in a design to help with memorability and guiding users through the website.

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Scale

Monitor the scale of elements within proximity to other elements, as this can help emphasize parts of your design.

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Hierarchy

Arrange visual information in a way that implies importance, such as making the headline of a body of text larger than the text below it.

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Primary Design Principles

Unity, Variety, Hierarchy, Dominance, Proportion, Balance, Emphasis

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Unity

Designs are typically composed of many individual parts, and the principle of unity in graphic design states that no single aspect is more important than another.

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Emphasis

Designing with emphasis ensures that users understand what they are viewing and that they read the most important information first. For

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Rhythm

Rhythm can be used to create a large spectrum of emotions, ranging from relaxation to excitement. In graphic design, rhythm is achieved through the arrangement of elements and spacing between them.

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Design Thinking

Focus on end-users. The end-user plays a key role in the design thinking process—all key product design decisions are evaluated according to the end user's needs and wants.

Solid problem framing. Rather than accepting the problem as given, designers explore the problem space to find a root cause of the problem. The insights they gain can help designers reinterpret the given problem.

Creating tangible solutions. Convey design solutions using sketching and prototyping as opposed to presentations and slide decks.

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Phases of Design Thinking

empathize, define, ideate, prototype, test

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Empathize

Understand the problem of the user for whom you are designing.

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Define

Form a problem statement.

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Ideate

Generate creative solutions to this problem

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Prototype

Build a tangible representation of this solution.

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Test

Validate this solution with your target audience.

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User Interviews(Empathy)

During user interviewers, interviewees are asked to tell a story about the last time they experienced the problem. The answer will help product creators understand how people currently solve the same or similar issues.

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Contextual Inquiry(Empathy)

This is a technique of immersing yourself in your target users' physical environment so you can see how they interact with an existing product and gain a deeper personal understanding of the problems they face.

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Empathy Map

An empathy map is a visualization tool used to summarize what a product team knows about its user. It describes what the user says, thinks, does, and feels. This information leads to a better understanding of the target audience.

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User Journey Analysis(Define)

A user journey is a visual depiction of the trip the user takes across the solution. The user journey considers the steps that a user takes as well as their feelings, pain points, and moments of delight. User journey analysis will help you to identify key pain points in a journey.

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Worst Possible Idea Method(Ideate)

Worst Possible Idea is an ideation method where team members purposefully seek the worst solutions. This technique can stimulate free thinking.

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Sketching(Ideate)

Sketching is a fast and efficient way to visualize your ideas. You don't need to be a skilled artist to create sketches. As long as you can draw boxes and arrows, you can communicate your ideas to other people.

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Paper Prototyping

Paper prototypes can help you quickly build and validate your design hypothesis with minimal effort. Build rough paper prototypes to find what's working and what's not.

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Digital Prototyping

Hi-fi prototypes are great for validating user flows and identify areas that require further attention. You can collect more detailed feedback using hi-fi prototypes.

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Prototyping Guidlines

Do not limit yourself to one prototype

Create a library of common elements

Think about technical feasibility and business viability

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Moderated Usability Testing

You conduct a series of testing sessions with your solution so you can get feedback from people who represent your target audience. Moderators can ask clarifying questions and collect more detailed feedback from participants (i.e., why exactly do test participants act the way they do).

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Focus Groups(Test)

Focus groups are typically small groups of people (six to nine participants) who come together to review and discuss a particular solution. Focus groups are great when you have a specific topic you want to explore (say, understanding how user onboarding makes users feel).

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Universal Design

A design is considered "universal" when people with differing physical, sensory, mental, or intellectual abilities can use a product without any additional adaptation or modification.

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Universal Design Principles

1. equitable use

2. flexibility in use

3. simple and intuitive use

4. perceptible information

5. tolerance for error

6. low physical effort

7. size and space for approach and use

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Equitable Use

the design is useful and marketable to people with diverse abilities

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Fexible Use

When your design is put to use, it should be flexible enough to adapt to the user's pace and the ways in which different users prefer to interact with it. For example, when you create a new device, its design should be optimized for right- or left-handed access.

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Simple and Intuitive Use

Use of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level.

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Perceptible Information

The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities.

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Tolerance for Error

The design minimizes hazards and the adverse consequences of accidental or unintended actions.

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Minimal Physical Effort

Minimize physical effort with good ergonomics, repetitive actions, and comfortable features and interactions

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Size and SPace

A service or product is designed so anyone can use it, interact with it despite limitations such as grip strength, moving, reaching, etc.

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User Flow Analysis

Level 1- no significant problems

Level 2- Difficulty with particular product features

Level 3- Difficulty with mos tproduct features

Level 40 Unable to use the product

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Principles of UX Writing

Useful

Concise

Clear

Prioritized

Consistent tone and voice

Easily Translatable