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INTERACTIVE MEDIA

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QuestionAnswer
T/F: Savvy designers place UI elements with similar functions far apart from each other to avoid confusion. FALSE
Function which speaks for itself and suggest its own use. AFFORDANCE
T/F: Usefulness is a fundamental principle in UX Design that means your product should meet user needs and solve their problems effectively. TRUE
One of the 5 Pillars of IxD where we identify that the human brain is well versed with this law resulting in expected reactions to his actions. USER EXPECTATIONS
T/F: The Goals of the End Users and Stakeholders is always exactly the same. TRUE
T/F: Make sure you understand the End Users' wants and needs so you can then best determine how your product should fulfill them. TRUE
Hints at the affordance of the particular function and suggests how to use it SIGNIFIERS
One of the 5 Pillars of IxD that supports the realization that products, websites, web applications, and just about any experience out there will serve two masters: the End Users and the Stakeholders. GOAL DRIVEN DESIGN
One of the 5 Pillars of IxD where the design's function should solve some problem or purpose then only it is useful to the user. There should be a very logical reasoning behind the function to complete a valuable task. UTILITY
T/F: Accessibility in design only focuses on meeting the needs of people with disabilities. FALSE
These are detailed descriptions of a user – typically a persona – that describe realistic situations relevant to the design of a solution. USER SCENARIOS
User interviews are an example of quantitative research methods. FALSE
A variation of a Journey Map that visualizes the relationships between different service components (such as people or processes) at various touchpoints in a specific customer journey. SERVICE BLUEPRINT
Human-centered design focuses on understanding and solving the right problems, including root problems. TRUE
This kind of persona can incorporate both goal and role-directed personas, as well as the more traditional rounded personas. These personas are designed so that the designers who use them can become more engaged with them. ENGAGING PERSONA
A practice where designers ensure that their solutions truly meet the needs of the people they focus on. HUMAN-CENTERED DESIGN
This kind of persona requires the team to make assumptions based upon past interactions with the user base and products to deliver a picture of what, perhaps, typical users look like. FICTIONAL PERSONA
A variation of a Journey Map that is agnostic of a specific business or product. It’s used for understanding a general human behavior. EXPERIENCE MAP
This kind of persona focuses on the user’s role in the organization. In some cases, our designs need to reflect upon the part that our users play in their organizations or wider lives. ROLE-BASED PERSONA
Personas are created solely based on assumptions without any user research. FALSE
One of the 5 Pillars of IxD where there should be less attention to figure out how to use the application so that user can focus on completing the task. USABILITY
variation of a Journey Map that are used in Agile to plan features or functionalities. Each feature is condensed down to a deliberately brief description from a user’s POV; USER STORY MAP
T/F: User flows should be refined with feedback after visualizing the flow. TRUE
A process where designers draw overviews of interactive products to establish the structure and flow of possible design solutions. These outlines reflect user and business needs. WIREFRAMING
A principle of IA that states that: Keep navigation simple and never mix different things. PRINCIPLE OF FOCUSED NAVIGATION
A principle of IA that states that: Offer users several different classification schemes to browse the site’s content. PRINCIPLE OF MULTIPLE CLASSIFICATIONS
T/F Usability testing reveals how users find information and which ways they ignore. TRUE
A type of User Testing that shows us how users use the available UI components. It shows us which navigation elements are used, and which are overlooked or avoided. CLICK TESTING
The most basic form of wireframe, they are created to outline the structure of a web page, app, or user interface. It helps to communicate the core concept and value proposition of a product LOW-FIDELITY WIREFRAME
These are diagrams that depict the path a user can take to complete a task while interacting with a product. USER FLOWS
T/F: The principle of front doors assumes that at least 50% of users will use the home page as their entry point. FALSE
T/F: nformation architecture (IA) is the discipline of making information findable and understandable. TRUE
The discipline of making information findable and understandable. It includes searching, browsing, categorizing and presenting relevant and contextual information to help people understand their surroundings INFORMATION ARCHITECTURE
T/F A low fidelity wireframe presents a detailed and polished version of a product's layout. FALSE
Reflects how a website or app will look in the hand of the user. It includes all the content, stylistic elements, editorial copy, and branding that the finished product will include to really convey what a product will look like. HIGH-FIDELITY WIREFRAME
A type of User Testing used to determine if the key information can be found in the IA of the website. Participants navigate through the website only by using link names. TREE TESTING
A principle of IA that states that: Assume that at least 50% of users will use a different entry point than the home page. PRINCIPLE OF FRONT DOORS
They show how smart color choices can align with a brand's identity and influence user perceptions, driving specific user behaviors. PSYCHOLOGY OF COLOR
A Gestalt Principle where we group closer-together elements, separating them from those farther apart. PROXIMITY
T/F: Unilever's logo is composed of several smaller shapes that combine to form the letter 'U'. TRUE
A design discipline that involves the use of typefaces and the organization of those typefaces to create readable, usable and ideally, user-friendly interfaces or experiences. TYPOGRAPHY
A time-tested guideline that ensures balance and visual comfort in your design. According to this rule, 60% of your space should be covered with the primary color; 30% with the secondary or supportive color; 10% with an accent or guiding color. 60-30-10 RULE
T/F: Pragnanz describes the human tendency to complicate complexity. FALSE
T/F: Typography is a design discipline that involves the use of typefaces and the organization of those typefaces to create readable, usable and ideally, user-friendly interfaces or experiences TRUE
Principles/laws of human perception that describe how humans group similar elements, recognize patterns and simplify complex images when we perceive objects. GESTALT PRINCIPLE
The area between design elements. It is also the space within individual design elements, including the space between typography glyphs (readable characters). WHITE SPACE
Gestalt Principle where we group elements that seem to follow a continuous path in a particular direction CONTINUITY
T/F: The psychology of color in UI design is not influenced by cultural contexts. FALSE
A Gestalt Principle where we perceive elements that are in the same closed region as one group. COMMON REGION
A kind of white space found between lines and paragraphs. It includes the space between grid images and that used to separate menu links. MICRO WHITE SPACE
A kind of white space found between major layout elements, and the space surrounding the design layout. MACRO WHITE SPACE
T/F: Micro white space refers to the large space between major layout elements. FALSE
One of the four principles of WCAG that states that information and the operation of user interface must be understandable. UNDERSTANDABLE
One of the four principles of WCAG that stats that user interface components and navigation must be operable. OPERABLE
A part of WCAG that provides the foundation for Web accessibility: Perceivable, Operable, Understandable, and Robust (POUR). PRINCIPLES
WCAG is short for... WEB CONTENT ACCESSIBILITY GUIDELINES
One of the four principles of WCAG that states that information and user interface components must be presentable to users in ways they can perceive. PERCEIVABLE
It is an approach to create accessible products and experiences that are usable and understandable by as many people as possible. INCLUSIVE DESIGN
A part of WCAG that provides the basic goals that designers should work toward in order to make their designs more accessible to users with different disabilities. GUIDELINES
A part of WCAG that verifies accessibility for a web application or website. It has three levels: A, AA, and AAA. SUCCESS CRITERIA
these are a wide variety of techniques that fall into two categories as part of WCAG. SUFFICIENT AND ADVISORY TECHNIQUES
T/F Micro-interactions enhance user experience (UX) by providing intuitive cues and making routine tasks enjoyable. TRUE
A component of Micro-interactions that determine how long a micro-interaction lasts, including whether it repeats or changes over time. LOOPS AND MODES
It is the design of the interaction between users and products. INTERACTION DESIGN
A component of Micro-interactions that confirms to the user that the system recognizes their action. FEEDBACK
T/F Words used in interactions should be complex and overwhelming to communicate information effectively. FALSE
T/F Feedback in interaction design can only be visual and auditory, but not haptic or movement-based. FALSE
T/F In Figma, you can create multiple flows for your prototype on one page to preview a user's full journey. TRUE
There are small but crucial elements that enhance user experience (UX). They offer intuitive cues and turn routine tasks into enjoyable moments. MICRO-INTERACTIONS
A dimension of Interaction Design that mostly refers to media that changes with time (animation, videos, sounds). TIME
Component of Micro-interactions that outline what occurs after a trigger activates. THE RULES
A component of Micro-interactions that come in two types: user and system. THE TRIGGER
T/F Visual representations in interaction design include graphical elements like images and icons that supplement words. TRUE
A dimension of Interaction Design that asks what objects do users interact the product with. These all affect the interaction between the user and the product. Physical Objects or Space
T/F The goal of interaction design is to create products that enable users to achieve their objectives in the worst way possible. FALSE
T/F: You can use a media query to instruct the browser to rearrange the screen real estate if the screen size is smaller than a particular size. This specific size at which the layout breaks is called a “breakpoint.” TRUE
T/F Information architecture becomes critical when using the mobile first approach, as it helps weed out unnecessary details. TRUE
A principle of responsive design where for non-photographic images, such as icons, you can use SVG files. These file formats are lightweight, and you can scale them to any resolution without quality loss. FLUID IMAGES
A principle of responsive design where for responsive design, the absolute size method doesn't work because devices vary in size. Therefore, responsive design uses relative sizes. FLUID GRID SYSTEM
T/F Mobile first design is an approach that embraces the constraints of smaller screens and focuses on what’s indispensable for users to improve the overall mobile User Experience (UX). TRUE
It is an approach to design web content that appears regardless of the resolution governed by the device. RESPONSIVE DESIGN
T/F Auto layout is a property you can add to frames and components. It lets you create designs that grow to fill or shrink to fit and reflow as their contents change. TRUE
T/F When you use fluid grids to define a layout using relative values (such as percentages), nothing on a layout will have a constant size across all devices. This means that images in your layout will need to be resized for each screen real estate. TRUE
A principle of responsive design that gives instructions to alter the site's layout based on certain conditions. MEDIA QUERY
T/F mobile first design approach involves starting the product design process by designing for the smallest device first and progressively enhancing the design features for larger layouts—e.g., start designing for mobile and then move on to desktop. TRUE
An element of a design system that act as the foundational ideas that guide the design process. DESIGN PRINCIPLES
An element of a design system that includes UI elements like buttons, menus and input fields. Designers can reuse each element whenever they need it. COMPONENT LIBRARY
It is a set of standards to manage and scale design. It includes reusable components, design principles and guidelines to achieve consistency and efficiency across a company's digital products. DESIGN SYSTEM
An element of a design system that dictate the tone, style, and language of textual content. They maintain consistency and clarity in communication. CONTENT GUIDELINES
An element of a design system that contains visual symbols used in design systems. ICON LIBRARY
An element of a design system that ensure that everyone can use the products, including people with disabilities. ACCESSIBILITY GUIDELINES
An element of a design system that represent specific design elements like colors, typography and dimensions. Instead of hard-coded values (such as hex codes, font styles or pixel values), the team uses this. DESIGN TOKENS
An element of a design system that outlines the visual representation of a brand. It includes typography, color schemes and logo usage. BRAND STYLE GUIDE
An element of a design system that comprises specific design patterns or standard solutions to common design problems. PATTERN LIBRARY
An element of a design system that include the core principles that dictate a brand's identity and culture. They influence all design decisions. BRAND VALUES
T/F One benefit of user design is that it can help with client relationships to show the evolution of a design rather than “dumping” a finished product on them. TRUE
T/F One benefit of iterative design is that brings out user feedback to ensure that system requirements meet user needs. TRUE
T/F One benefit of iterative design is that it doesn't allow easy incorporation of “lessons learned” in the final product. FALSE
T/F One benefit of iterative design is that it provides regular testing which can provide a strong undesirable performance framework for acceptance testing. FALSE
T/F One benefit of iterative design is that it allows for rapid resolution of misunderstandings within the project team and established clarity early in the development lifecycle. TRUE
It is the practice of testing how easy a design is to use with a group of representative users. USABILITY TESTING
In assessing user behavior, this refers to the time users take on a task, success and failure rates, effort (how many clicks users take, instances of confusion, etc.) QUANTITATIVE
T/F One benefit of iterative design is that it gives stakeholders no visibility of progress at each iteration. FALSE
T/F One benefit of iterative design is that it gives the development team some certainty that none of their efforts are being focused on adding value for users. FALSE
In assessing user behavior, this refers to the users’ stress responses (facial reactions, body-language changes, squinting, etc.), subjective satisfaction (which they give through a post-test questionnaire) and perceived level of effort/difficulty. QUALITATIVE
Created by: user-1901423
 

 



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