Google UX Design flashcards
Google UX Design · Build recall with a focused review session.
32 cards. Read the term and the definition here. The deck at the top of this page is optional.
- UX design definition
- The process of supporting user behavior through usability, usefulness, and desirability in the interaction with a product, spanning the entire user journey rather than only the visual layer.
- Design thinking phases
- Empathize, define, ideate, prototype, and test. The phases are iterative, so teams return to earlier stages whenever new evidence changes the understanding of the problem.
- POUR accessibility principles
- Perceivable, operable, understandable, and robust: the four WCAG principles. Normal text needs a 4.5:1 contrast ratio, large text needs 3:1.
- Universal vs equity-focused design
- Universal design creates one solution usable by the widest range of people without adaptation. Equity-focused design deliberately targets groups historically underrepresented in product decisions.
- Product development lifecycle
- Brainstorming, definition, design, development, and launch. UX work concentrates in definition and design but continues through launch and post-launch iteration.
- Primary vs secondary research
- Primary research is data you collect yourself, such as interviews. Secondary research uses existing sources like reports and studies. Both can be qualitative or quantitative.
- Qualitative vs quantitative data
- Qualitative data explains motivations and behaviors, usually from interviews and observation. Quantitative data counts and measures, usually from surveys and analytics.
- Empathy map quadrants
- Says, thinks, does, and feels, organized around a central persona. The map synthesizes what research participants actually revealed rather than inventing user traits.
- Problem statement formula
- A structure: persona name is a user characteristic who needs a user need because of an insight. It focuses the problem without prescribing a solution.
- Hypothesis statement formula
- If persona performs an action, then an outcome occurs, because of a rationale. It turns an assumption into something a prototype or study can test.
- User journey map
- A visualization of a user's actions, thoughts, and emotions across phases over time, highlighting pain points and opportunities at each stage of the experience.
- UX research plan contents
- Project background, research goals, research questions, target participant characteristics, method and protocol, and timeline. It aligns stakeholders before data collection begins.
- Information architecture structures
- Hierarchical organizes content in a tree, sequential guides linear steps, and matrix offers several paths to the same content. Structure choice follows user tasks.
- Wireframe vs storyboard
- A wireframe shows the layout and hierarchy of a single screen. A storyboard sketches a sequence showing how a user experiences the product over time.
- Happy path and edge cases
- The happy path is the ideal flow with no errors. Edge cases include empty states, error states, loading states, and unusually long content that break naive layouts.
- Low-fidelity prototype purpose
- It tests concept, flow, and structure before visual polish exists, so participant feedback targets navigation and clarity instead of colors and typography.
- Prototype interaction types
- Navigation moves between screens, micro-interactions change state in place, and gesture-driven interactions respond to swipes or drags. Each hotspot needs a clear destination.
- Moderated vs unmoderated studies
- Moderated studies let a facilitator probe and clarify, producing richer insight. Unmoderated studies run without a facilitator, giving scale and speed at the cost of depth.
- Five-user rule
- Roughly five participants reveal about 85 percent of usability problems in one design. Several small iterative rounds find more than one large study.
- Usability metrics
- Task success rate, time on task, error rate, and satisfaction scores such as the Single Ease Question. Report qualitative observations alongside these counts.
- Affinity diagramming
- Clustering individual observations into themed groups to reveal patterns, then writing insights that explain why each pattern appears and what it means.
- Informed consent in research
- Participants must understand the study purpose and risks, agree voluntarily, know they can withdraw, and have their data kept private and reported anonymously.
- Frame vs group in Figma
- A frame is a layout container with constraints that can be prototyped. A group is only a selection of layers and cannot serve as a prototype screen.
- Auto layout
- A Figma property that sets direction, spacing, padding, and resizing rules so a frame or component adapts to its content instead of using manual positioning.
- Component instance overrides
- Instances inherit a master component but can override text, color, and nested component swaps. Detaching breaks the link and stops future master updates from propagating.
- Component variants
- A set of related states such as default, hover, pressed, and disabled grouped into one component. Variants drive interactive prototyping through change-to actions.
- Smart animate
- A Figma prototype animation that interpolates between two frames whose layers share matching names. Unmatched layer names fall back to a dissolve transition.
- Responsive vs adaptive design
- Responsive layouts fluidly adapt to any viewport width. Adaptive design serves distinct fixed layouts at predefined breakpoints, switching rather than flowing.
- Breakpoints
- Viewport widths where layout rules change. Common ranges are mobile 0 to 599, tablet 600 to 1023, and desktop 1024 and above in pixels.
- Mobile-first CSS
- Base styles target the smallest screen, and media queries with min-width add complexity as space grows. This forces prioritization of essential content.
- rem vs px units
- rem scales with the root font size and respects user zoom and font preferences. px is absolute. Use rem for type and spacing in accessible layouts.
- STAR interview method
- Situation, task, action, result. Behavioral answers describe the context, your responsibility, what you did, and the measurable outcome you achieved.