Course
Course
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 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.
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
course
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.
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
course
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.
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.