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48 UX Terms You Should Know as a UX Designer — Part 2


Tegra - May 9, 2020 - 0 comments

💎 48 UX Terms You Should Know as a UX Designer — Part 2

Courtesy of @ux.mars

And here is the second part of terms:

🔹 KISS
🔹 Learnability
🔹 Likert Scale
🔹 Mental Map/Mental Model
🔹 Minesweeping
🔹 Participatory
🔹 Persona
🔹 Path
🔹 Qualitative Research
🔹 Quantitative Research
🔹 Representative Sampling
🔹 Remote Usability Studies
🔹 Survey
🔹 Target Market
🔹 Task Analysis
🔹 Task Flow Diagrams
🔹 Think Aloud
🔹 Usability
🔹 True Intent Studies
🔹Usability Benchmarking
🔹Usability Lab
🔹User Flow
🔹User Research

KISS  Keep it Simple Stupid. KISS was design principle noted by the U.S. Navy in 1960. It states that most systems work best if they are kept simple. Simplicity is a key goal in design. 
Learnability How easy or difficult it is to learn to effectively use a system or interface.  Likert Scale  This is a survey method in which a person is asked to rate their answer on a scale. The scale could be positive to negative with a neutral score in between. 
Mental Map / Mental Model  The closer the users mental model is to the functionality of the site, the higher the site's perceived usability.

KISS

Keep it Simple Stupid. KISS was design principle noted by the U.S. Navy in 1960. It states that most systems work best if they are kept simple. Simplicity is a key goal in design.
Learnability How easy or difficult it is to learn to effectively use a system or interface.

Likert Scale

This is a survey method in which a person is asked to rate their answer on a scale. The scale could be positive to negative with a neutral score in between.

Mental Map / Mental Model

The closer the user’s mental model is to the functionality of the site, the higher the site’s perceived usability.

Minesweeping  An action designed to identify where on a page links are located. Minesweeping involves the user rapidly moving the cursor over a page, watching to see where the cursor or pointer changes to indicate the presence of a link.  Participatory  Design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, end users) in the design process. The aim is to help ensure the result meets their needs.  Persona  The creation of a representative user based on available data and user interviews. Though the personal details of the persona may be fiction, the information used to create the user type is not.

Minesweeping

An action designed to identify where on a page links are located. Minesweeping involves the user rapidly moving the cursor over a page, watching to see where the cursor or pointer changes to indicate the presence of a link.

Participatory

Design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, end users) in the design process. The aim is to help ensure the result meets their needs.

Persona

The creation of a representative user based on available data and user interviews. Though the personal details of the persona may be fiction, the information used to create the user type is not.

Path  The route taken by a user as they move through a Web site. The path can be shown by breadcrumbs.  Qualitative Research  The study of human behaviour that focuses on context and observations rather than numerical data or statistics.  Quantitative Research  The study of human behaviour that focuses on numerical data and statistics. This can be done through polls, questionnaires and surveys.  Representative Sampling  Choosing a group of participants that represent your target audience.

Path

The route was taken by a user as they move through a Web site. The path can be shown by breadcrumbs.

Qualitative Research

The study of human behavior that focuses on context and observations rather than numerical data or statistics.

Quantitative Research

The study of human behavior that focuses on numerical data and statistics. This can be done through polls, questionnaires, and surveys.

Representative Sampling

Choosing a group of participants that represent your target audience.

Remote Usability Studies  Remote usability testing allows you to conduct user research with participants in their own environment by using screen sharing software. It allows you to record the face and voice of participants. The advantage of this kind of research is that your pool of participants can be much larger than your own location. As a result you can conduct more research sessions in a shorter time.  Survey  A survey is a list of questions aimed at extracting specific data from a particular group of people. Surveys may be conducted by phone, the internet, face-to-face and various other ways.  Target Market  The set of users for which a product is designed for.

Remote Usability Studies

Remote usability testing allows you to conduct user research with participants in their own environment by using screen sharing software. It allows you to record the face and voice of participants. The advantage of this kind of research is that your pool of participants can be much larger than your own location. As a result you can conduct more research sessions in a shorter time.

Survey

A survey is a list of questions aimed at extracting specific data from a particular group of people. Surveys may be conducted by phone, the internet, face-to-face, and various other ways.

Target Market

The set of users for which a product is designed for.

Task Analysis  A method used to identify and understand the activities to be performed by users when interacting with a website or app.  Task Flow Diagrams  A visual representation of tasks and there interrelationship on a site.  Think Aloud  Think-aloud (or thinking aloud) is a method used to gather data in usability testing. During usability testing asking the user to think out aloud on what they see and do helps to gather valuable information. 
Usability  How effectively, efficiently and satisfactorily a user can interact with a user interface.

Task Analysis

A method used to identify and understand the activities to be performed by users when interacting with a website or app.

Task Flow Diagrams

A visual representation of tasks and their interrelationship on a site.

Think Aloud

Think-aloud (or thinking aloud) is a method used to gather data in usability testing. During usability testing asking the user to think out aloud on what they see and do help to gather valuable information.

Usability

How effectively, efficiently, and satisfactorily a user can interact with a user interface.

True Intent Studies  True intent studies measure the experience users have with a website and provide insights for improving the design by answering the following questions: 
Who's visiting ? 
Why are they coming ? 
What do they like or dislike ? 
How well do they succeed ?  The answers to these questions help us empathise with users and understand how to address their needs.  Usability Benchmarking  This measures the current usability of a system and provides a baseline against which future usability can be measured.

True Intent Studies

True intent studies measure the experience users have with a website and provide insights for improving the design by answering the following questions:

  • Who’s visiting?
  • Why are they coming?
  • What do they like or dislike?
  • How well do they succeed?

The answers to these questions help us empathise with users and understand how to address their needs.

Usability Benchmarking

This measures the current usability of a system and provides a baseline against which future usability can be measured.

Usability Lab  A space designated for conducting usability tests by observing user interactions with a system and recording their activities. Additional observers may be present or may observe via two- way mirrors or video streaming in another room.  User Flow  A user flow is the steps a user performs to complete a task. The "top path" is the most common user flow. * User Research User research focuses on understanding user needs, behaviours and motivations through observation techniques, task analysis, and many other other methods.  "Your most unhappy customers are your greatest source of learning." - Bill Gates

Usability Lab

A space designated for conducting usability tests by observing user interactions with a system and recording their activities. Additional observers may be present or may observe via two- way mirrors or video streaming in another room.

User Flow

A user flow is the steps a user performs to complete a task. The “top path” is the most common user flow.

User Research

User research focuses on understanding user needs, behaviors and motivations through observation techniques, task analysis, and many other methods.

“Your most unhappy customers are your greatest source of learning.” – Bill Gates

Bonus — tools that may be useful in your designer way:

Crello — the simplest online image editor. A simple but powerful tool to create awesome designs for any social media format — posts, covers, graphics, and posters using the best software on the web. It’s easy! A lot of animated designs.
Designmodo — a timesaving tool that helps create websites and email builders designed for developers, designers, marketers, and non-tech users.
Leadpages — lets you build beautiful, high-converting websites, unlimited landing pages, pop-up forms you can add to your other websites.
LPgenerator — professional landing page platform for your business to generate new leads and increase sales.
Webflow — all-in-one web design tool that allows users to design, build, and launch responsive websites visually.
Flowkit — allows designers to create frighteningly fast user flows within Sketch and Figma.

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