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UX Design Principles and Processes: A Comprehensive Guide, Exams of Machine Design

A thorough overview of ux design, covering key concepts such as functional, aesthetic, and experience design. it details the design process, research methodologies (qualitative and quantitative), usability testing, and various design techniques like card sorting and a/b testing. the guide also explores design principles, patterns, and usability heuristics, offering a practical framework for creating user-centered products. it's a valuable resource for students and professionals alike.

Typology: Exams

2024/2025

Available from 05/10/2025

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UXDI Professional Diploma in UX Design
1) Functional Design 2) Aesthetic Design 3) Experience Design ✔✔3 types of design that go into
making high quality products
Functional Design ✔✔Determines what a product built to do. Defines the engineering that gives a
product its capabilities.
Aesthetic Design ✔✔Defines how does the product look, how visually appealing it is, its personality
and what its look says about brand
Experience Design ✔✔Defines what it feels like to use the product, how easy to use it, what feelings it
arises.
Product Integrity ✔✔Ability to decide what is best for the product, business and the user.
1) Viability 2) Feasibility 3) Desirability ✔✔3 key ingredients of a successful product
Viability ✔✔Ability to operate business successfully and make money.
Feasibility ✔✔Refers to technology: the degree of building something easily with right and reasonable
amount of resources.
Desirability ✔✔Customers have need or want the product. The product solves a problem for the user. It
gives a smooth experience and makes user come back again.
Design Process Steps ✔✔1. Research 2. Define 3. Design 4. Prototype 5. Validate 6. Build. 7. Test
What part of design process iterates? ✔✔Design, Prototype, Validate
Danger of features ✔✔More features you add, more crowded and less intuitive the app is.
Clay modelling ✔✔Method that car companies use as a low-fidelity design
Design Target ✔✔1) Goals 2) Context 3) Behaviours
The Paradox of Specificity ✔✔More specific you get about the goals, behaviours and context of your
target audience, better the product is going to be. More likely, it will be adapted by wider audience.
Mental Model ✔✔The idea that users have in mind about how the product works.
Design Model ✔✔Defines how the product works.
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UXDI Professional Diploma in UX Design

  1. Functional Design 2) Aesthetic Design 3) Experience Design ✔✔3 types of design that go into making high quality products Functional Design ✔✔Determines what a product built to do. Defines the engineering that gives a product its capabilities. Aesthetic Design ✔✔Defines how does the product look, how visually appealing it is, its personality and what its look says about brand Experience Design ✔✔Defines what it feels like to use the product, how easy to use it, what feelings it arises. Product Integrity ✔✔Ability to decide what is best for the product, business and the user.
  2. Viability 2) Feasibility 3) Desirability ✔✔ 3 key ingredients of a successful product Viability ✔✔Ability to operate business successfully and make money. Feasibility ✔✔Refers to technology: the degree of building something easily with right and reasonable amount of resources. Desirability ✔✔Customers have need or want the product. The product solves a problem for the user. It gives a smooth experience and makes user come back again. Design Process Steps ✔✔1. Research 2. Define 3. Design 4. Prototype 5. Validate 6. Build. 7. Test What part of design process iterates? ✔✔Design, Prototype, Validate Danger of features ✔✔More features you add, more crowded and less intuitive the app is. Clay modelling ✔✔Method that car companies use as a low-fidelity design Design Target ✔✔1) Goals 2) Context 3) Behaviours The Paradox of Specificity ✔✔More specific you get about the goals, behaviours and context of your target audience, better the product is going to be. More likely, it will be adapted by wider audience. Mental Model ✔✔The idea that users have in mind about how the product works. Design Model ✔✔Defines how the product works.
  1. Qualitative 2) Quantitative ✔✔2 different types research landscape Quantitative research ✔✔Research method that gathers data that can be expressed as numbers, percentages and graphs. It's measurable and produces statistical data. Qualitative research ✔✔Research method that helps you gather unstructured data with deeper user insights. Observational Research ✔✔Involves watching and observing what users do, not necessarily talking to them. Attitudinal Research ✔✔Involves listening to what people say Usability Testing ✔✔Technique used in user-centered interaction design to evaluate a product by testing it on users. Test Objectives ✔✔Research goals that you decide on before conducting a usability testing. Usability Test Script ✔✔Aid memoire that outlines the tasks user needs to complete and questions we should ask. It keeps test on track and allows us to conduct better usability testing. Recruitment Screener ✔✔Document that gives recruiters guidance, defines criteria for test participants. Consent Form ✔✔Document that is signed by participants as an agreement to record the usability test session for note-taking and research purposes. Online Survey ✔✔A research method in which respondents answer a questionnaire via e-mail or on a website. Three golden (killer) questions ✔✔Must-have for every online survey. Depth Interviews ✔✔Exploratory research method conducted with the users that help us understand their goals and the context of use. Stakeholder Interviews ✔✔Conversation with the key people in your company to understand the business, business goals, problem, competitive landscape and to get "buy-in" later. Card Sorting ✔✔Design technique used for understanding mental models, vocabulary, language and making us more confident with the architecture. A/B Testing ✔✔Used to collect data and compare performance among two options studied.

Macro Rule ✔✔Refers to a rule that is about one big action. (e.g. completing a form) Micro Rule ✔✔Refers to a rule that is about specific action. (one field in a form) Feedback ✔✔Communicates what is happening on your software. It is the voice of your product. Should be understandable by humans. Design Principles ✔✔High level guidelines that can help ensure that the software we create is of a high standard. They are the universal truths. Design Patterns ✔✔Methods to bring design principles to life Perceivability ✔✔What can the product do? What is it asking user to do? What does the user need to do first? Predictability ✔✔How long it takes to get something? What does the user need to do? What does the user is going to get? What will happen next? Affordances ✔✔Visual clues that tell us how a product or control should be used or operated. They make it obvious how the system works and assist learnability. Conventions ✔✔Established ways of doing things. In software design, they are established interface patterns. Constraints ✔✔Limiting the options in the design to help users get the action done as quickly as possible. Forgiveness ✔✔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. Hick's Law ✔✔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. Fitts's Law ✔✔It is faster to hit larger targets that are closer to you than to hit smaller targets that are further away. Progressive Disclosure ✔✔A strategy for managing information complexity in which only necessary or requested information is displayed at any given time. Chunking ✔✔Technique that helps us process data faster and remember it more easily.

Alignment ✔✔Symmetrical objects appear more orderly and orderly interfaces are easier to comprehend. Call to Action (CTA) ✔✔An image or line of text that prompts visitors, leads, and customers to perform a desired action. Visual Hierarchy ✔✔Technique to indicate to our users which elements on the screen are more important, and which should be considered first. Progress Indicators ✔✔Indication of how much progress users made through a process. Digital Affordances ✔✔Help people understand how the product is operated. Make everything discoverable, obvious and natural. Help Texts ✔✔Using tooltips, guidance content on the interface to make experience smoother. Inline Validation ✔✔Technique that tells users how they are doing as they are completing the form. Error Handling ✔✔Telling users clearly how the error occurred, what they have done wrong and how to fix it. Responsive Websites ✔✔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. Mobile Websites ✔✔Website that is specifically developed for the capabilities and constraints of the mobile devices. Its code base is different from the desktop websites. Native Apps ✔✔Software applications built specifically for a use on tablet or mobile devices. UXDI Native App Checklist ✔✔1) Volume of users 2) Frequency of use 3) Unique features 4) Cost is justified Types of Mobile Apps ✔✔1) Utility 2) Process 3) Consumption 4) Commerce Utility Apps ✔✔Apps with simple and structured flow Process Apps ✔✔Apps with complex and structured flow Consumption Apps ✔✔Apps with simple and random workflow Commerce Apps ✔✔Apps with complex and random workflow

Complex forms best practices ✔✔1) Scanability 2) Field-length affordances 3) Remove asterisks 4) Use descriptive labels in CTA 5) Steppers: show progress Payment best practices ✔✔1) Minimise questions 2) Auto-format (Chunk, verify, fix errors) 3) Increase perception of security Prototyping ✔✔Creating preliminary model of the product for research and decision-making purposes and to reduce risks. Low-fidelity Prototypes ✔✔Quick and cheap way of prototyping to test broad concepts and mental models. Medium Fidelity Prototypes ✔✔Cheaper and easy-to-test way of prototyping to test more detailed concepts and flows. High Fidelity Prototypes ✔✔Prototyping the product with the closest resemblance to the final design in terms of details and functionality. Handover Documentation ✔✔Must show:

  1. Hierarchy - Information Architecture
  2. Structure - User Flows
  3. Content - Wireframes
  4. Rules - Wireframes Wireframes ✔✔Used for communicating content and rules to the team.