Team terminology - Enterprise-CMCS/cmcs-eregulations GitHub Wiki
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
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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
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Generative research explores the motivations, pain points, and behaviors of target users, and happens at the beginning of the design and development process.
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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.)
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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
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Snowball Sampling: Where one member of the population is identified and subsequent sampling is identified by requesting referrals for subsequent interviewees.
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Purposive Sampling: a nonprobability sampling method in which elements are selected for a purpose
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Convenience Sampling (aka availability): samples participants based on who is available or easy to find.
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Participant management: Managing participants who are being tested (i.e. emails, calendars, spreadsheets, etc.)
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Respondent management: participant management but also includes people who do not explicitly participate (functionally interchangeable)
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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
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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
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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
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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