User Expereince Design Midterm prep

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Last updated 9:33 PM on 4/8/26
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135 Terms

1
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What does the term “human-centered design” mean?

To understand the people you are desining for.

2
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In UX design the single most important skill you can develop is to:

Learn to observe.

3
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According to Don Norman, what is the chief duty of machines and the people who design them?

To understand people.

4
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What does qualitative usability testing require?

Observing others use your designs so you can quickly improve it.

5
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What does quantitative usability testing require?

Careful and rigorous scientific methods to ensure outcomes are correct.

6
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Of all teh design considerations that need to be addressed, which one does human-centered desgin focus on?

Making things that are understandable and usable.

7
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What does a signifier do?

It communicates to someone where action should take place

8
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List four of the fundamental principles of interaction:

Affordances, Mapping, Signifiers, Feedback.

9
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What of the following does a pencil afford?

Plugging up a pencil-sized hole.

10
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What does usability testing requrie?

Watching people actually use the thing being tested.

11
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The term affordance referes to…

The relationship between an object and an agent.

12
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What does Natural Mapping mean?

Controls are designed to be positioned and look like what they do.

13
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Feedback communicates..

The results of an action.

14
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Signifiers are important to design because they can

Communicaw what actions are possible and where to perfomr them.

15
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When should you begin usability testing your project?

As early as possible, usually as soon as you have some sketches.

16
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T/F Conceptual Models must be both accurate and completely helpful.

False

17
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For Feedback to be effective it must occure

Immediately.

18
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UX desgners are most concerned abou the Conceptual Model created in the mind of the ….

Person using a product.

19
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Natural Mapping should eliminate the need for

Labels

20
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Designers must effecty communicate the relationship between a control and it’s

outcome.

21
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The rwo interaction elements that help us bridge the Gulf of Evaluation (EVAL) are:

Feedback, A good conceptual model

22
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Most human behavior is the result of…

Subconscious processes

23
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While corssing what Don Norman calls the Gulf of Execution (EXE), a person is really trying to…

Figure out how something worksHu

24
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man emotion works to:

Assign value to things

25
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The four interaction elements that help us bridge the Gulf of Execution (EXE) are:

Signifiers, Constraitns, Natural Mapping, and A good conceptural model

26
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Human cognitions works to:

Make sense of the world

27
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While crossing what Don Norman calls the GUlf of Evaluation (EVAL), a person is really trying to …

FIgure out what just happened as a reslt of their interaction

28
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A script that provides context for someon in a usability test and gives them something to accomplish is called a….

Scenario

29
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Jakob Nielsen from the Nielsen Norman Group recommend that you find how many volunteers for each usability test?

FiveE

30
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fforts to discover the real reason behind an activity is called

Root cause analysis

31
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When we have difficulty using everyday objects we often blame….

Ourselves

32
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Error Messages usually

Signify a problem but not a clear solution.

33
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When people have difficulty using a product, designers can…

recognize these difficulties as signifiers that require preoduct improvement.

34
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When we perform an action expecting a result but nothing happens, we will usually

Repeat the action

35
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Conceptural Models are formed because we

Innately want to find explanations for things.

36
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The information that helps answer questions of exection is called

Feedforward

37
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Usually when someone struggles to use everyday things, they should blame

poor design

38
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Causa Relations are created when:

A personal expereinces two similar events.

39
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According to Don Norman, a Conceptual Model is a

Story

40
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T/F According to Done Norman, we should be able to do most things without thinking about what we are doing.

True

41
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Knowledge in the head refers to…

Knowledge stored in our human memory system

42
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Knowledge in the world refers to

Memory aids that use signifiers, constraints, and natural mapping

43
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Procedural knowledge is

Largely subconscious

44
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Imprinting information into long-term memory requires…

Time and Effort

45
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We lean to distinguish items in a group from one another by

Identifying the most basic distinguishing features

46
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Knowledge of facts and rules is called

Declarative knowledge

47
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Memorty of just the present is referred to as..

Short-term memory

48
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It’s not a good idea to allow observers into the same room as your user test participant because..

Observers tend to interfere with the user test.

49
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The purpose of user test debriefing meeting is to…

Focus finite resources on fixing the most serious problems first.

50
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Getting other stakeholders to watch your usability testing is important because

Watching usability testing will ehlp them realize that their users don’t think like they do.

51
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Conventions govern….

Acceptable social behavior.

52
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Interlocks, Lock-ins, and lockouts are all examples of…

Constraints

53
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Design is the successive application of…

Constraints

54
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Choosing to use string to mark rows for planting while gardening and to tie a package together when preparing to mail something is an example of the tool’s use being defined by…

Semantic Constraints.

55
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Why do designers often go astray when developing new products?

They tend to push aesthetic first.

56
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When encountering an interface for the first time we need to figure out…

What to do and where to do it.

57
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Physical cosntraints are directly related to…

Affordances

58
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What are the four diffrent classes of constraints…

Cultural, Semantic, Logical, and Physical

59
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Following steps to complete an online purchase is an example of…

An interlock

60
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A convention is..

A constraint

61
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For designers, sound should often be considered as a

Signifier

62
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Making new things resemble the old things they are replacing is

One way to overcome people’s fear ofnew things.

63
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T/F: Conventions are affordances

False

64
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Standardization is useful because

It requires people to only learn a system once

65
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Conventions are important to design because they

Discourage some activities and encourage others.

66
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If you want a faucet handle to be pushed

Make it look like it should be pushed

67
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It is sometimes better to ignore conventions when

The new design is vastly superior to the old

68
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In design, consistency is virtuous because

It allows people to transfer their understanding of one system to another

69
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People often fail to see the merits of a new design because

Change requires them to set aside conventions and learn new systems

70
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…. provides the context that help us interpret percieved affordances

Cultural conventions

71
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T/F: If the system lets you make an error, it is badly designed.

True

72
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Errors are most likely to occur when…

People are required to behave unnaturally

73
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A slip happens when

The action someone intended to perform isn’t the one they actually perform

74
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A mistake happens when

The goal established by someone is incorrect

75
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Memory-lapse errors are usually caused by

Interruptions

76
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To fix a problem, we need to

Admit that the problem exists

77
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T/F: Social pressure is often a major culprit in error-making

True

78
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Expert users are more likely to

Make slips

79
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Slips are usually caused by

Not paying attention

80
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A machine that requires precisions and perfection is an example of

Machine-centered design

81
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Poka-yoke is Japanese for

Error proofing

82
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Multitasking causes

Inefficiency

83
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T/F: Slips are usually more difficult to detect than mistakes.

False

84
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Novice users are more likely to make…..than experts are

Mistakes

85
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Interruption is the number one cause of

Memory-lapse errors

86
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The most powerful tool for minimizing the effects

The undo command

87
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T/F: Good design forces people to pay attention to everything they do

False

88
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Errors often go unreported because

People are susceptible to social presure

89
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In general it’s bad design to impose a rigid sequential structure to checklist

TRue

90
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Checklists are powerful tools in recovering from

Interruptions

91
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The process AND philosophy of designing to ensure that the end product is both understandable and usable for the people being designed for is called

Human-centered design

92
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Applied ethnography is

A form of observation used by designers

93
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Good designers NEVER begin a new project by

Trying to solve the problem given them

94
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T/F: When user testing, it’s best to test 20-30 individuals per session

False

95
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T/F: Designers should learn how to fail often and quickly

True

96
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Iterating means

Repeating a series of design steps until the correct solution is reached

97
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Converging on a final design solution

Happens after divering to explore many possible design solutions

98
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Successful design hinges on

Discovering the real problem.

99
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One of the most valuable tools for idea generation is to

Ask questions about everything

100
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In the double-diamond design process, the discovery phase is a form of

Divergence