UX/UI Design

56 important questions on UX/UI Design

The idea that users have in mind about how the products work.

Mental Model

A research method that gathers data that can be expressed as numbers, percentages, and graphs. It's measurable and products statistical data.

Quantitative Research

Research method that helps you gather unstructured data with deeper user insights.

Qualitative Research
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Involves watching and observing what users do, not necessarily talking to them.

Observational Research

Involves listening to what people say.

Attitudinal Research

A technique used in user-centered interaction design to evaluate a product by testing it on users.

Usability Testing

Research goals that you decide on before conducting usability testing.

Test Objectives

Aid memoire that outlines the tasks user needs to complete and questions we should ask. It keeps tests on track and allows us to conduct better usability testing.

Usability Test Script

A document that gives recruiters guidance, defines criteria for test participants.

Recruitment Screener

A document that is signed by participants as an agreement to record the usability test session for note-taking and research purposes.

Consent Form

A research method in which respondents answer a questionnaire via e-mail or on a website.

Online Survey

Must-have for every online survey.

Three golden (killer) questions

Exploratory research method conducted with the users that help us understand their goals and the context of use.

Depth Interviews

Conversation with the key people in your company to understand the business goals, problem, competitive landscape and to get "buy-in" later.

Stakeholder Interviews

Design technique used for understanding mental models, vocabulary, language and making us more confident with the architecture.

Card Sorting

Used to collect data and compare performance among two options studied.

A/B Testing

Reviewing other products in the competitive landscape or industry to figure out how they solve the problems that we want to solve, define best practices, find conventions.

Competitive Benchmarking

A group creativity technique that allows large numbers of ideas to be classified into groups for review and analysis.

Affinity Diagram

An idea-generating and prioritizing technique was invented by Jiro Kawakita.

K-J Method

A diagram that visualizes what the customer experiences as they interact with our company, services, or software.

Customer Journey Map

Fictional characters, which you create based upon your research in order to represent the different user types that might use your service, product, site, or brand in a similar way.

Personas

Competitive analysis tool that shows how our current product stacks up against the competition now or how it should stack up against a competition in the future.

Customer Value Curve

Helps integrate interview data into insights by considering:
  • What did they say?
  • What did they do?
  • What might they be thinking?
  • What emotions do you think they are experiencing?

Empathy Map

Refers to how people move through the application structure - screens and screen states.

User Flow

The atomic unit of the interaction.

Micro-Interactions

Refers to a rule that is about one big action. (One field in a form).

Macro Rule

Established ways of doing things. In software design, they are established interface pattersn.

Conventions

Limiting the options in the design to help users get the action done as quickly as possible.

Constraints

An interface that forgives the user for the mistakes made, instead of punishing them. It can be done by showing strong affordances, providing reversibility of actions and confirmations.

Forgiveness

The time it takes to make a decision depends on the number of options presented. More options presented, longer it takes to decide what to do.

Hick's Law

A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.

Progressive Disclosure

An image or line of text that prompts visitors, leads, and customers to perform the desired action.

CTA, Call to Action

Indication of how much progress users made through a process.

Progress Indicators

Using tooltips, guidance content on the interface to make experience smoother.

Help Text

Telling users clearly how the error occurred, what they have done wrong and how to fix it.

Error Handling

Website/web application that adjusts its appearance to suit the device that it's being used on by altering fonts, image sizes, content hierarchy and navigation.

Responsive Websites

Website that is specifically developed for the capabilities and constraints of the mobile devices. Its code base is different from the desktop websites.

Mobile Websites

Software applications built specificallhy for a use on tablet or mobile devices.

Native Apps

Apps with simple and structured flow.

Utility Apps

Apps with complex and structure flow.

Process Apps

The act of breaking something into smaller parts - whether that's a product, service, piece of content or app.

App Unbundling

Specifies an input field where the user can enter data.

Input Type

Input type that opens a numeric keypad.

<input type="tel">

Input type that opens an email keyboard.

<input type="email">

Selections put in place that provides answers to questions for you. This enables people to complete forms faster.

Smart Defaults

Areas of a web page that users on touch devices can interact with.

Tap Targets

Average finger size that we should consider when designing tap targets.

11 mm

  1. List view.
  2. Detailed List View.
  3. Thumbnail View.
  4. Grip View.
  5. Map View.

Content Display Types

The design method is used to present a new mental model, complicated flow, updated design before users start to use the application.

Onboarding

  1. Short Walktrough.
  2. Interactive walkthrough.
  3. Contextual hints.

Onboarding Styles

  1. Keep users logged in.
  2. Show passwords.
  3. Contextual hints.

Onboarding Styles

  1. Minimize questions.
  2. Auto-format (Chunk, verify, fix errors).
  3. Increase perception of security.

Payment best practices

Creating a preliminary model of the product for research and decision-making purposes and to reduce risks.

Prototyping

Quick and cheap way of prototyping to test broad concepts and mental models.

Low-fidelity Prototypes

Used for communicating content and rules to the team.

Wireframes

What is UX beside a problem solving discipline?

A process

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