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The document outlines key concepts in UI and UX design, including definitions of User Experience (UX), User Interface (UI), and Interaction Design (IXD). It also covers various tools and methodologies for user research, design practices, and validation techniques, emphasizing the importance of user-centered design. Best practices such as Hick's Law and the 80/20 Rule are highlighted to enhance design effectiveness.

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ramkumarlaksh74
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0% found this document useful (0 votes)
4 views

Course

The document outlines key concepts in UI and UX design, including definitions of User Experience (UX), User Interface (UI), and Interaction Design (IXD). It also covers various tools and methodologies for user research, design practices, and validation techniques, emphasizing the importance of user-centered design. Best practices such as Hick's Law and the 80/20 Rule are highlighted to enhance design effectiveness.

Uploaded by

ramkumarlaksh74
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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UI & UX

course
Basic terms
User Experience (UX)
Focuses on how a user feels when interacting with a product and creating
design that reflects this. Evaluated on aspects such as ease of use, percep-
tion of value of the product, utility, and efficiency in performing tasks.

User Interface (UI)


The series of screens, pages, and visual elements that allow a user to inter-
act with a product / service.

Interaction Design (IXD)


Interaction design is the study of how a user interacts with a product or ap-
plication.

Information Architecture (IA)


The organization of information, such as web content and labelling
schemes, which makes it easy for people to find, understand, and manage
information.

User Flow
This is the path taken by a user in an application in order to successfully
complete a task. It takes the user from an entry point through to a final
action, such as buying a product.

Minimum Viable Product (MVP)


A product with just enough features to meet the needs of early customers.
It gives designers and the product team important feedback on how to de-
velop the product further.

Call To Action (CTA)


The word/phrase and design element that causes users to interact with a
product in a desired way. I.e. purchase product, read on for more informa-
tion, get in touch.
UI & UX
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Discovery
Clickstream Analysis
The process of gathering and analyzing data about which pages a website
visitor visits and in which order they visit them. The path the visitor takes
through a website is called a clickstream.

Customer Journey Map


A tool used to visually represent the current process your customer is going
through. It helps you see if customers are reaching their goals or what can
be done to help them.

Empathy Map
A collaborative visualization tool that describes what is known about a par-
ticular type of user. It is used to gain a deeper, more insightful understand-
ing of your user/ customer.

Fishbone Diagram
A diagram to help identify cause and effect relationships between factors in
a given situation. The head states the problem and the bones along the
spine represent the factors.

Card Sorting
In a card sorting session, team members organize topics into logical or sen-
sical categories. Cards can be paper-based or online using a card sorting
tool.

Think Aloud
A method used to collect data in usability testing where a user is asked to
think out loud about what they see.
UI & UX
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Design
Fidelity
Low fidelity means having very few features, such as a wireframe that is
often simply created with plain sketches. High fidelity would be more like a
mockup that presents all the content and functions of the product.

Wireframe
The very basic and visual representation of the design. It’s static and
shouldn’t contain too many details/ content.

Mockup
A model or a design replica of a product. It is necessary for gathering user
feedback early on in the product life cycle and they’re typically static.

Prototype
An early sample or model built to test a concept, idea, or process. They
generate actionable data and give product managers a framework for eval-
uation and benchmarking new product features.

Responsive Web Design (RWD)


Provides an optimal viewing experience across all platforms and devices.
The content and layout of a website should always adapt to the sizes and
technical abilities of the device it’s opened on.
UI & UX
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Best Practices
Hick’s Law
A principle that describes the time it takes for a person to make a decision
based on the number of possible choices they have. The more choices, the
longer it will take to make a decision.

F-Pattern
This refers to how readers scan web pages in an F-shaped pattern – two
horizontal stripes and the one vertical stripe.

Golden Ratio
A mathematical ratio found in nature and people believe it’s the most aes-
thetically-pleasing layout to the human eye. The ratio is about 1,618.

60-30-10 Rule
A rule to help you put a color scheme together. The rule of thumb is to have
a primary color that dominates 60% of the area, a secondary color that
takes up 30%, and an accent colour comprising 10%.

80/20 Rule
The 80/20 rule states that approximately 80% of the effects come from
20% of the causes. In other words, 80% of a product’s usage involves only
20% of its features.
UI & UX
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Validation
Moderated User Test
Used to gather qualitative data, it gives an in-depth view of the user’s expe-
rience with the product, it is a session with live interaction between the test
team and test users.

Unmoderated User Test


Used to gather quantitative data, this is a user test with no live interaction
between the test team and the test user – i.e. the user can do the test
whenever they want to and provide recordings.

A/B Test
It involves showing two or more versions of a page/app to users in order to
determine, through analysis, which version performs better.

3-Click Rule
This theorizes that users will leave an application if they are unable to suc-
cessfully complete what they want to within three mouse clicks, typically
applicable to areas like e-commerce.

5 Second Test
This involves showing users a single content page for five seconds to gauge
their initial reactions.

Heart Framework
A measuring tool to evaluate the user experience on a large scale based on
Happiness, Engagement, Adoption, Retention, and Task analysis.

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