User-Centred Design (UCD)

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User-Centred Design (UCD)

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31 Terms

1

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.

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2

User Research

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

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3

Persona

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

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4

User Journey

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

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5

Wireframe

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

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6

Prototype

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

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7

Usability Testing

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

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8

Iterative Design

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

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9

Feedback Loop

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

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10

Accessibility

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

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11

Task Analysis

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

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12

Context of Use

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

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13

Heuristic Evaluation

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

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14

Card Sorting

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

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15

Scenario

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

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16

User Interface (UI)

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

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17

User Experience (UX)

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

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18

Information Architecture

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

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19

Affinity Diagram

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

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20

A/B Testing

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

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21

Stakeholder

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

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22

Design Thinking

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

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23

Empathy Map

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

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24

Heatmap

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

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25

Design Sprint

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

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26

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.

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27

Competitive Analysis

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

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28

Sitemap

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

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29
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30

Low-Fidelity Prototype

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

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31

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.

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