Strand 2 (Design): UX/UI Design Process — From Research to Usable Interfaces

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29 Terms

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User Experience (UX)

The end-to-end quality of a person’s interaction with a product or system, including ease of accomplishing goals and overall confidence.

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User Interface (UI)

The specific set of screens, controls, visuals, and interaction patterns that a user interacts with in a product.

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Vision in UX/UI design

A clear statement of what you’re building, who it’s for, and why it matters; crucial to prevent feature list product design.

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Target users

The specific audience that a design is aimed at, including their context and needs.

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Journey mapping

A structured view of the user’s experience across stages; helps identify pain points and opportunities.

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Information architecture (IA)

How content/features are grouped and labeled in a product.

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Wireframes

Simplified layouts showing structure and hierarchy of design without final visuals.

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Prototype

A representation of a product that users can interact with, ranging from low-fidelity sketches to high-fidelity mockups.

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Iteration

The process of continuously refining a design based on feedback and testing.

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Focus testing

Structured sessions where users complete tasks while being observed to identify usability issues.

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Beta testing

Releasing a near-finished product to a limited audience to catch issues before full launch.

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Affinity mapping

Grouping observations into themes during the analysis phase of research.

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Recognition vs recall

Recognition is easier than recall; users find it simpler to recognize familiar options than to remember them.

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Conditioning in UX

Behavior shaped by the consequences of actions; positive outcomes encourage repetition of actions.

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Heuristic evaluation

A structured review of an interface to identify usability issues based on established heuristics.

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Visibility of system status

Users should always know what’s happening in the system; improves trust and interaction clarity.

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Match between system and real world

Using language and concepts familiar to the user to improve comprehension and reduce confusion.

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User control and freedom

Allowing users to undo actions and cancel processes, reducing anxiety and promoting exploration.

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Consistency and standards

Following established conventions within a product and across platforms to reduce cognitive load.

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Error prevention

Designing systems to prevent errors before they happen, rather than just providing error messages.

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Flexibility and efficiency of use

Supporting both novice and expert users, improving productivity over time.

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Aesthetic and minimalist design

Avoiding irrelevant information that competes for the user’s attention to improve focus and comprehension.

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Help users recognize, diagnose, and recover from errors

Providing clear, specific, and constructive error messages to enhance user experience.

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Help and documentation

Offering easily accessible help when needed, focused on user tasks.

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Conditioning

Influence of feedback on user behavior; positive reinforcements lead to repeated actions.

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Prototyping

Creating interactive models to test ideas and gather user feedback.

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Design Methodology

A structured approach to planning and executing design work, affecting project outcome and adaptability.

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Top-Down design

Designing by starting with the big picture and drilling down into details.

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Bottom-Up design

Starting with small components and assembling them into a larger interface.