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Team terminology

Britta edited this page May 25, 2024 · 9 revisions

This list is for our team to help us communicate in consistent ways among ourselves! For readers outside our team, this may also be helpful as a reference while reading our materials.

General

  • Bi-weekly: Every other week
  • Subregulatory instead of sub-regulatory

Research and Design

  • Wireframe : Low-fidelity, grayscale design
    • Review general structure and placement of UI elements and content, interactions, user flow
  • Mockup : High-fidelity, visual design
    • Review colors, typography, icons, placement and language on UI elements (i.e. buttons, navigation)
  • Limited prototype : High-fidelity, mimics a working website but will not have all the functionality since it's essentially a series of flat images with links to each other (Figma)
    • Review user flow, content/language to the degree it will help/hinder test users, interactions
  • Skeleton / HTML prototype: Functional HTML/CSS that's not hooked up to the back-end/database - can be used for testing or connected to the back-end

Research

  • Generative research dives into "What problem might we solve?" while evaluative research asks, "How well is our solution working? - Erika Hall, Co-founder of Mule Design Studio

  • Generative research explores the motivations, pain points, and behaviors of target users, and happens at the beginning of the design and development process.

  • Evaluative research is focused on assessing design concepts throughout the design and development process with target users.

    • Formative evaluations test design concepts early and often to evaluate what works well or not and why. Typically qualitative or mixed method.
    • Summative evaluations test how well a design performs overall. It is Usually done towards the end of the design process. Typically quantitative (task success rates, time on task, etc.)
  • Usability testing: usability testing is an evaluative research method that involves observing users as they attempt to use a product or service while they think out loud. The primary goal of is to understand a product or service's usability (how learnable and adaptable it is) and how good it is at preventing users from making errors

  • Snowball Sampling: Where one member of the population is identified and subsequent sampling is identified by requesting referrals for subsequent interviewees.

  • Purposive Sampling: a nonprobability sampling method in which elements are selected for a purpose

  • Convenience Sampling (aka availability): samples participants based on who is available or easy to find.

  • Participant management: Managing participants who are being tested (i.e. emails, calendars, spreadsheets, etc.)

  • Respondent management: participant management but also includes people who do not explicitly participate (functionally interchangeable)

  • Themes: A group of data pulled into a category around action, or experience (e.g. "documenting activities", "Adapting to individual learning styles") - used to create insights, also used by Dovetail

  • Insights: A description of truth that is more than a statement of fact and has emotional resonance, like a newspaper headline (e.g. "customization is the rule not the exception") - used by Dovetail

  • Findings : Anything identified through the usability testing process that is actionable for the team. Findings can be positive or negative themes, usability issues, and/or bugs

  • Recommendations : In a usability test report, any finding that requires action is considered a recommendation

Sidebar Content Structure Naming Conventions

  • Resources: Everything in the right sidebar. Content that relates to one or more chunk of regulation.
  • Subregulatory Guidance: A specific category in the right sidebar

Overview

Data

Features

Decisions

User research

Usability studies

Design

Development

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