User-Centred Design (UCD)

5.0(1)
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/30

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

31 Terms

1
New cards

User-Centred Design (UCD)

A design philosophy that prioritizes understanding and addressing the needs, preferences, and limitations of end-users throughout the entire design process.

2
New cards

User Research

The process of gathering insights into users’ behaviors, needs, and challenges through methods such as interviews, surveys, and observations.

3
New cards

Persona

A fictional character representing a segment of the target audience, used to understand user goals and behaviors.

4
New cards

User Journey

A visualization of the steps a user takes to achieve a goal with a product or service, highlighting their experiences and touchpoints.

5
New cards

Wireframe

A low-fidelity visual representation of a user interface, outlining the basic structure and layout without detailed design elements.

6
New cards

Prototype

An early version of a product or feature used to test and validate design concepts with users.

7
New cards

Usability Testing

A method of evaluating a product by testing it with real users to identify usability issues and areas for improvement.

8
New cards

Iterative Design

A process of continuously refining and improving a design based on user feedback and testing results.

9
New cards

Feedback Loop

A cycle of collecting user feedback, making design changes, and testing again to enhance the product.

10
New cards

Accessibility

The design practice of making products usable by people with a wide range of abilities and disabilities.

11
New cards

Task Analysis

The process of studying how users perform specific tasks to understand their needs and identify opportunities for improvement.

12
New cards

Context of Use

The environment and conditions under which a product or service will be used, including physical, social, and cultural factors.

13
New cards

Heuristic Evaluation

A usability inspection method where experts evaluate a product based on established usability principles or heuristics.

14
New cards

Card Sorting

A technique used to determine how users categorize and organize information, helping to design intuitive information structures.

15
New cards

Scenario

A narrative describing a user's interaction with a product or service in a specific context, used to guide design decisions.

16
New cards

User Interface (UI)

The visual and interactive elements of a product that users interact with, such as buttons, menus, and icons.

17
New cards

User Experience (UX)

The overall experience of a user when interacting with a product or service, encompassing usability, accessibility, and satisfaction.

18
New cards

Information Architecture

The structure and organization of information within a product, designed to help users find and navigate content efficiently.

19
New cards

Affinity Diagram

A tool used to organize and categorize ideas and insights gathered from user research into themes and patterns.

20
New cards

A/B Testing

A method of comparing two versions of a product or feature to determine which performs better based on user interactions

21
New cards

Stakeholder

An individual or group with an interest or investment in the design and outcome of a product or service.

22
New cards

Design Thinking

A problem-solving approach that emphasizes empathy, ideation, and iterative prototyping to address complex design challenges.

23
New cards

Empathy Map

A tool used to visualize and understand users' thoughts, feelings, and experiences to better address their needs.

24
New cards

Heatmap

A visual representation of where users click, scroll, or hover on a webpage, used to analyze user behavior and interaction patterns.

25
New cards

Design Sprint

A time-constrained process for rapidly prototyping and testing ideas with users, typically conducted over a five-day period.

26
New cards

User Flow

The path a user takes through an interface to complete a specific task or achieve a goal, used to optimize navigation and interactions.

27
New cards

Competitive Analysis

The process of evaluating competitors' products or services to identify strengths, weaknesses, and opportunities for differentiation.

28
New cards

Sitemap

A visual representation of the structure and hierarchy of a website or application, used to plan and organize content.

29
New cards
30
New cards

Low-Fidelity Prototype

A simple, often hand-drawn or basic digital model used to test and validate early design concepts.

31
New cards

High-Fidelity Prototype

A detailed and interactive version of a product that closely resembles the final design, used for more in-depth testing and evaluation.