Subjects
5 subjects — clear filters
User Research Methods
Covers the NN/g qualitative/quantitative × attitudinal/behavioral 2x2 for placing research methods, generative vs evaluative research mapped onto the Double Diamond, the core method toolkit (interviews, contextual inquiry, diary studies, surveys, card sorting/tree testing, analytics, A/B testing) with what each answers and its failure mode, a decision framework for choosing the right method under real constraints, sample-size reasoning for qualitative usability testing vs statistical significance, the classic research biases interviewers probe for, and synthesizing raw notes into actionable insight via affinity mapping.
Usability Testing and Evaluation
Covers moderated vs. unmoderated usability testing and the factors that decide between them, heuristic evaluation against Nielsen's 10 heuristics as a complement to (not replacement for) real user testing, the completion-rate/time-on-task/error-rate triad and why you need all three together, the System Usability Scale's exact 10-item structure and 0-100 scoring formula with Bangor/Kortum/Miller benchmarks, the think-aloud protocol and its common facilitation pitfalls, when A/B testing is the right tool versus when usability testing is, and the recruiting/sample-size/confirmation biases that undermine a study's findings.
UX vs UI and the Design Process
Covers what the UX/UI split really means beyond 'research vs visuals', the Double Diamond and Design Thinking process models and how they differ, ISO 9241-210 human-centered design, Lean/Agile UX vs waterfall handoff, how design job titles blur in practice, and the classic interview trap of reciting a process instead of adapting it to real constraints.
Interaction Design Principles
Covers Nielsen's 10 usability heuristics with concrete UI examples, the Gestalt principles of perceptual grouping (proximity, similarity, common region, closure, continuity), Fitts's Law and target sizing, Hick's Law and choice overload, Don Norman's affordance/signifier distinction and the flat-design failure mode, feedback loops and the 'dead click' problem, and the error-prevention-over-error-recovery hierarchy.
Accessibility and Inclusive Design
Covers the WCAG POUR principles (Perceivable, Operable, Understandable, Robust) with a concrete example of each, the A/AA/AAA conformance levels and why AA is the real-world target, exact WCAG 2.1 AA contrast ratios (4.5:1 normal text, 3:1 large text and UI components), keyboard navigation and visible focus indicators, how screen readers build the accessibility tree from semantic HTML and ARIA, ARIA landmarks and labels, the Microsoft Inclusive Design framework's permanent/temporary/situational model, and a worked 'make this dropdown accessible' interview walkthrough.