UX Design Fundamentals
Back-end Developer
A developer who focuses mainly on the data, modeling, and server side of code for a website
Full Stack Development
A developer who is knowledgeable in both the data and visual sides of web design
Problem Statement
A part of a design brief that clearly and concisely identifies a client's or target consumer's problem, need, or want.
Wireframing
Blueprints that define the layout, behavior, and functionality of a website
UX Researcher
Champion of user's needs Answer "who are our users?" and "what do our users want?" Interview users, research market data, gather findings Test alternate designs with users Deliver: Usability plans, usability reports
Information Architect
Clarifies the mission and goals of the design; assists in determining the functionality of the product; instrumental in defining the organization, navigation, and labeling
Elements of Visual Design
Color/lines/space/shape/typography/texture/alignment
Responsive Design
Designing a website so that it changes depending on the device it is displayed on; understanding the differences between the features and elements that are used on a smartphone and those that are used on a tablet or computer
Web Content Accessibility Guidelines (WCAG)
Developed by the Web Accessibility Initiative (WAI) to provide a universal set of standards promoting accessibility.
UI Designer
Establishes the look, feel, and experience of a product from layout and placement to the visual nitty-gritty such as buttons, colors, and fonts
Interaction Designer
Focuses on how a user interacts with a product and how they experience using it; designs the details of an interface, including movement, animation, user flows, and visual aesthetics.
UI Design
Focuses specifically on the screen. It incorporates visual design, including layout, color theme, and use of negative space between elements
T Shaped Designer
Has an arsenal of skills and depth in one discipline but a breadth of experience across other disciplines.
Empathy
Identification with and understanding of another's situation, feelings, needs, and motivations
User Research
Obtaining users' responses through questionnaires/surveys and interviews.
Design Thinking
Research, question, and understand the user the product or service is is designed for by observing, engaging, reframing, and experimenting; empathize, define, ideate, prototype, test
Front-end Developer
Take the designs from UI and UX, and combine with the Interaction and Visual Designs Tools: CSS, HTML, JavaScript Deliver: Working website
Deliverables
Tangible records of work throughout the process of a design such as data, reports, presentations, sketches, wireframes, prototypes
Usability Testing
Testing to determine the extent to which the software product is understood, easy to learn, easy to operate and attractive to the users under specified conditions.
Accessibility
The analyzation of how well a product has been designed for a vast array of peoples; ensuring that a design is usable by as many people as possible; Inclusive
Usability
The extent to which users can attain goals.
Color
The perception of light reflecting off an object.
UX Design
The practice of designing products, processes, services, events, and environments with a focus placed on the quality and enjoyment of the total experience; concerns the way that users interact with a product and focuses on the user's onscreen and offscreen experience.
UX Research
The systematic study of users to determine and better understand their needs, behaviors, and motivations.
Divergent Thinking
Think broadly, keep an open mind, and consider anything and everything.
Convergent Thinking
Think narrowly, bring back focus, and identify one or two key problems and solutions
Minimalism
This style strips designs down to their essentials. There are two types: flat and material
Iteration
To use learning from a product to continue to change and improve it
Product Designer
a career relating to the design and creation of models for commercial products; UX Designer
Persona
a fictional profile used to communicate and summarize user research from a large group of users
Empathy Map
a graphical tool used to help you imagine things from a user's perspective; insight into the mindset of the user by collectivizing opinions
Multidisciplinary Team
a group of professionals from different disciplines who function as a team but perform their roles independent of one another
Flat Design
a minimalist design style that removes all stylistic textures that imitate the real world.
Content Strategy
a plan that outlines the development and management of content needed for a project; when and how content will be created.
Visual Design
a practice that focuses on the aesthetics of a design by strategically implementing images, colors, fonts, and other elements
Unity
a sense of harmony between all elements in a design.
Target Market
a set of people who have common purchasing preferences
Scenario
a situation with at least one person and a series of events
Quantitative Survey
a survey in which objective questions are used to gain detailed insights from respondents; findings are presented in numerical form, such as percentages and frequencies
Skeuomorphism
a type of visual design that mimics elements of real-life products or features. e.g. wood, stone and shadows around a click icon.
Journey Map/ Storyboard
a visualization of how a user interacts with a product
Human/User-Centered Design
an approach that puts human needs, capabilities, and behavior first; uses the human perspective in all steps of the problem-solving process
Texture
an implied texture in the form of patterns created by lines, shapes, colors, values, shadows, or highlights.
Proto-Persona
an informal persona based on how you think the users' might use the product
Touchpoints
anytime a user comes into contact with the product or a representation on the product
Summative Research
assess the current state of a product
Formative Research
assess the performance of a product throughout its lifestyle
Alignment
creates visual balance between elements and can help readers' eyes follow content in order.
Contrast
elements appear opposite or different.
Shapes
enclosed elements with two dimensions; length and width
Evaluative Research
evaluate performance once a product is ready to test or has been released
Dominance
focus to a single element above others.
Generative Research
generate ideas at the start of a project or improvement
Qualitative Research
informal research methods, including observation, following social media sites, in-depth interviews, focus groups, and projective techniques
Material Design
it uses minimalistic shapes and colors, but it also suggests "material" or physical layers. It uses shadows and highlights to create depth in visual designs
Competitive Analysis Report
outlines the strengths and weaknesses of a competitors compared to those of a client's business to know what your competitors are offering, what needs you can fill, and what problems you can find solutions for.
Quantitative Research
research that collects and reports data primarily in numerical form
Attitudinal Research
shows how people feel during their experience with a product
Behavioral Research
shows what people actually do when they use a product
Artifacts
the concrete items produced by the designer; a "single source of truth", guides and specifications for implementation and reference
Lines
the connection of two or more points in a plane or flat surface
Universal Design
the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design
Heirarchy
the difference in importance of the elements.
Balance
the distribution of elements in a design.
Space
the empty area around an element; negative space or white space
Prototyping
the process of building a model that demonstrates the features of a proposed product, service, or system
Scale
the relative sizes of the elements in a design.
Information Architecture
the set of ideas about how all information in a given context should be organized and displayed; blueprint maker
Typography
the technique of designing and arranging type with the goal of legibility, intrigue, and appeal.
Principles of VD
unity/balance/hierarchy/dominance/scale/variety/contrast/proximity
UX/UI
user experience and user interface
Variety
varying elements in designs to avoid monotony.
Insight
what the results actually mean
Proximity
when elements are close together. When elements are they appear to share a common meaning or purpose.