422 topics found for:

“user interactions”

Ego States

A concept in transactional analysis that describes three different aspects of the self: Parent, Adult, and Child, each influencing behavior and communication. Important for designing communication strategies and interfaces that resonate with different user states.

MVE

Minimum Viable Experience (MVE) is the simplest version of a product that delivers a complete and satisfying user experience while meeting core user needs. Essential for rapidly validating product concepts and user experience designs while ensuring that even early versions of a product provide value and a positive impression to users.

Good Defaults

Pre-selected options in a user interface that are chosen to benefit the majority of users. Essential for simplifying decision-making and improving user experience by reducing the need for customization.

Friction

Elements in a process that cause resistance or slow down user actions, which can lead to frustration or be used intentionally to prevent errors and encourage deliberate actions. Important for recognizing both the negative impact of unnecessary delays and the positive use of intentional friction to enhance user decision-making and reduce errors.

Roach Motel

A dark pattern where it's easy to get into a situation but hard to get out of it, such as signing up for a service but finding it difficult to cancel. Awareness of this tactic is crucial to design fair user experiences with straightforward entry and exit points.

POLA

Principle of Least Astonishment (POLA) is a design guideline stating that interfaces should behave in a way that users expect to avoid confusion. Crucial for enhancing user experience and reducing the learning curve in digital products.

Wizard

A step-by-step guide that helps users complete a complex task by breaking it down into manageable steps. Crucial for improving usability and ensuring users can successfully complete multi-step processes.

Obstruction

A dark pattern where a process is made more difficult than it needs to be to discourage certain behavior. Recognizing the harm of this practice is important to design straightforward user processes.

Coach Marks

Visual cues or instructions integrated into an interface to guide users on how to use certain features or functionalities. Important for improving user onboarding and enhancing the user experience.

UAT

User Acceptance Testing (UAT) is the final phase of the software testing process where actual users test the software to ensure it meets their requirements. Crucial for validating that the software functions correctly in real-world scenarios before its release.

Use Case

A detailed description of a system's behavior as it responds to a request from one of its stakeholders, often used to capture functional requirements. Essential for understanding and documenting how users will interact with a system to achieve their goals.

Truth Bias

The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.

Photo Study

A research method where participants take photographs of their activities, environments, or interactions to provide insights into their behaviors and experiences. Important for gaining in-depth, visual insights into user contexts and behaviors.