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What I learned so far - Coggle Diagram
What I learned so far
Week 1
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Design
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Provides purpose, function, and value
Discoverability
How easy is it for the user to find the elements and features of the product the first time that they use it?
Understanding
Is it easy for the user to understand how the product is meant to be used and what its functionality is?
User experience
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Aims to improve the satisfaction of a customer with the end product due to the ease of use and accessibility of the product
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User centered design
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An understanding of user behaviors, motivations, and goals
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Affordances
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For example, the handle of a mug implies it is meant to be held
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Signifiers
If an affordance is not clear enough, signifiers are used to tell the user how the object is intended to be used
For example, icons showing the state of the object at the moment
For example, labels on the door telling the user whether or not they should push or pull
Mapping
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For example, we know turning a steering wheel left will turn a car left
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Conceptual model
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Can differ based on individual personal experiences and levels of knowledge that relates directly to a system
UI/UX design roles
UX designer
Also known as interaction designers, UI/UX designers, and experience designers
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Understand psychology, emotional design, interaction design, and visual design
Product designer
Help create the product's designs, the product goals, and the product roadmap
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Visual designer
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Knowledgeable in typography, color theory, and other design concepts
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Week 2
Scope
Functional requirements
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For example, "The application will not allow the user to apply to a posting unless they have a resume posted."
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UX Process (iterable)
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Research
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Interview potential users, perform surveys, hold focus groups
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Design
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Sketch, prototype, create a wireframe (this step depends on the product)
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Launch
Work with the development team to implement design and release product or create prototype and get a user to test it
Cognitive biases
Narrative fallacy: People are often drawn to an undesirable outcome simply because it has a good story associated with it, not necessarily because the facts and figures align accordingly.
Herd mentality: People tend to make decisions based on what other people are doing rather than making a decision based off their own analysis.
Anchoring bias: People tend to get far too drawn to the first piece of information they are given, and this can skew their judgement.
Choice overload: People tend to get overwhelmed when presented with a large number of options to choose from.
Week 3
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Red routes
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A critical design path that highlights which features are most important and imperative in your product
Useful in figuring out the priority levels of the certain functionalities you intend your product to have
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