UX Design Essentials Quiz Brief PDF
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This document is a quiz brief on UX design essentials, covering chapters 1 and 2. It provides an overview of important UX design principles, such as discoverability, human-centered design, interaction, and mental models. It also includes practical examples of good and poor design practices.
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Quiz Brief: UX Design Essentials Chapters 1 & 2 Overview Chapter 1: Introduction to User Experience (UX) - **Good Design Principles:** - Discoverability: Can users figure out what actions are possible? - Understanding: Can users determine how to use the produc...
Quiz Brief: UX Design Essentials Chapters 1 & 2 Overview Chapter 1: Introduction to User Experience (UX) - **Good Design Principles:** - Discoverability: Can users figure out what actions are possible? - Understanding: Can users determine how to use the product effectively? - **Human-Centered Design (HCD):** - Focuses on user needs, capabilities, and behaviors. - Combines industrial, interaction, and experience design. - **Fundamental Interaction Principles:** - **Affordances:** Suggest possible actions (e.g., a chair affords sitting). - **Signifiers:** Indicate where actions should take place (e.g., a ‘push’ label on a door). - **Mapping:** Clear relationships between controls and outcomes (e.g., stove knobs). - **Feedback:** Immediate and clear responses to user actions. - **Constraints:** Reduce errors by limiting user options (e.g., plug shapes). - **Mental Models:** - Users create an understanding of how systems work based on design cues. Chapter 2: Designing for Emotions & Cognition - **Gulf of Execution & Evaluation:** - **Execution:** Difficulty in understanding how to use a system. - **Evaluation:** Difficulty in assessing if actions achieved the goal. - Use signifiers, feedback, and conceptual models to bridge these gaps. - **Seven Stages of Action:** 1. Formulate a goal. 2. Plan the action sequence. 3. Specify the exact actions. 4. Perform the actions. 5. Perceive the system state. 6. Interpret the system state. 7. Compare the outcome with the goal. - **Levels of Cognitive Processing:** - **Visceral:** Fast, subconscious reactions (e.g., reflexes, basic emotions). - **Behavioral:** Learned actions and expectations (e.g., driving skills). - **Reflective:** Slow, deliberate reasoning (e.g., making decisions). Chapter 1: Mental Models - Users create an understanding of how systems work based on design cues. - Designers should align product design with user mental models to improve usability. - The **Design Model** is the designer's perspective of how the system works. - The **User Model** reflects the user's understanding and expectations. - The **System Image** bridges communication between design and users through visual and functional cues. - Users create an understanding of how systems work based on design cues. - Designers should align product design with user mental models to improve usability. Chapter 2: Gulf of Execution & Evaluation - **Execution:** Difficulty in understanding how to use a system. - **Evaluation:** Difficulty in assessing if actions achieved the goal. - Use signifiers, feedback, and conceptual models to bridge these gaps. Chapter 2: Seven Stages of Action 1. Formulate a goal (Reflective). 2. Plan the action sequence (Reflective). 3. Specify the exact actions (Behavioral). 4. Perform the actions (Behavioral). 5. Perceive the system state (Visceral). 6. Interpret the system state (Reflective). 7. Compare the outcome with the goal (Reflective). 1. Formulate a goal. 2. Plan the action sequence. 3. Specify the exact actions. 4. Perform the actions. 5. Perceive the system state. 6. Interpret the system state. 7. Compare the outcome with the goal. Chapter 2: Levels of Cognitive Processing - **Visceral:** Fast, subconscious reactions (e.g., reflexes, basic emotions). - **Behavioral:** Learned actions and expectations (e.g., driving skills). - **Reflective:** Slow, deliberate reasoning (e.g., making decisions). Key Design Tips - Design for all cognitive levels (Visceral, Behavioral, Reflective). - Use clear and visible **signifiers** to guide user actions, e.g., push labels on doors or visible trails. - Provide meaningful and immediate **feedback**, e.g., visual indicators for button presses. - Reduce errors by using **constraints**, such as logical and physical design limits like plug shapes. - Focus on user emotions and **mental models** for intuitive designs. Align the design with **Design Model, User Model,** and **System Image**. - Design for all cognitive levels (Visceral, Behavioral, Reflective). - Use clear and visible **signifiers** to guide user actions. - Provide meaningful and immediate **feedback**. - Reduce errors by using **constraints** (e.g., plug shapes). - Focus on user emotions and **mental models** for intuitive designs. Practical Examples - **Good Affordance:** A door handle showing push/pull clearly. - **Poor Feedback:** A button with no confirmation of success. - **Effective Mapping:** Stove knobs arranged to match burners. - **Reducing Gulf of Evaluation:** Progress bar instead of spinning wheel.