Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

UI/UX - Week 1

WTWD 610 - Intro to UI/UX & Figma

TermDefinitionExample
UI (User Interface) The space where humans and machines interact, aiming for effective operation and control by the user, while the machine provides feedback to aid decision-making. The layout of buttons, menus, and other interactive elements on a website or app.
UX (User Experience) The overall experience a user has when interacting with a product or service, including ease of use, satisfaction, and accessibility. UX design aims to create positive experiences that keep users loyal to the product or brand. How easy and enjoyable it is to navigate and find information on a website.
Figma A web-based interface design tool that enables collaboration among designers in real-time. It is used to create wireframes, prototypes, and high-fidelity designs for web and mobile applications. Using Figma to design and prototype a mobile app interface.
Wireframe A low-fidelity, simplified outline of a product, often created with basic shapes and lines, to represent the layout and structure of a user interface. Wireframes help visualize content placement and user flows. A basic sketch of a website layout showing the header, footer, and main content areas.
Prototype An early sample or model of a product used to test concepts and user interactions. Prototypes can range from simple sketches to fully interactive digital versions. Creating a clickable prototype in Figma to simulate the user journey through an app.
Sketch A rough drawing or outline used to brainstorm and plan the design of a user interface. Sketching helps designers quickly visualize and iterate on ideas before moving to digital tools. Drawing a simple layout of a login screen on paper.
Real-time Collaboration The ability for multiple users to work on the same document simultaneously, with changes being updated and visible to all participants in real-time. Multiple designers working together on a Figma project at the same time.
Design System A collection of reusable components, guided by clear standards, that can be assembled together to build any number of applications. Design systems ensure consistency and efficiency in design processes. A set of predefined buttons, fonts, and color palettes used across all pages of a website.
User Flow A visual representation of the steps a user takes to complete a task within a product. User flows help identify and optimize the user's journey. Mapping out the steps a user takes to sign up for a newsletter on a website.
Accessibility The practice of making websites and applications usable by as many people as possible, including those with disabilities. Accessibility involves designing and developing products that can be navigated and understood by everyone. Ensuring that a website has keyboard navigation and screen reader support for visually impaired users.
Created by: ProfJordan
Popular Computers sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards