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UI/UX Design UX Foundations & Design Thinking Flashcards

51 question-and-answer cards covering UX Foundations & Design Thinking as it is examined in UI/UX Design. 24 of them are printed below, taken from across the deck — no signup, no paywall on the preview.

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24 sample cards from the UX Foundations & Design Thinking deck

Sampled from the end of the deck, so these are different cards from the ones shown on the syllabus page.

  1. What is equity-focused design and how does it go beyond inclusive design?

    Equity-focused design centers the needs of historically underrepresented, marginalized, or excluded groups and aims for fair outcomes, not just fair access. It goes beyond inclusion by actively addressing systemic barriers and uplifting groups the product ecosystem has excluded.

  2. What is an edge case in UX design, and why should designers plan for edge cases early?

    An edge case is a rare or extreme situation outside the ideal "happy path" — empty states, errors, very long names, no connectivity, maximum data. Designing for them early prevents broken experiences for real users, since at scale rare cases occur constantly.

  3. What are "stress cases" (per Eric Meyer and Sara Wachter-Boettcher), and how do they differ from edge cases?

    Stress cases are moments when users are in crisis, distress, or high emotion — grief, emergencies, harassment. The term replaces "edge cases" to stress that these users are not marginal: design must not treat vulnerable moments as ignorable rarities (e.g., Facebook's "Year in Review" cheerfully surfacing a photo of a user's deceased daughter).

  4. What is a dark pattern (deceptive pattern) in UX?

    An interface deliberately designed to trick, pressure, or manipulate users into actions they did not intend — benefiting the business at the user's expense. The term was coined by Harry Brignull in 2010.

  5. Name and define four common dark patterns.

    Roach motel — easy to get into a situation (subscribe), hard to get out (cancel). Confirmshaming — guilt-tripping decline text ("No thanks, I hate saving money"). Sneak into basket — adding items/fees without consent. Hidden costs — revealing extra charges only at the last checkout step. (Others: bait-and-switch, forced continuity, privacy Zuckering, misdirection.)

  6. What key ethical questions should designers ask to avoid harmful design?

    Does this respect user autonomy and informed consent? Who benefits and who could be harmed or excluded? Is the design honest and transparent (no manipulation)? Does it protect privacy and use data responsibly? Would we be comfortable if the design's intent were made public? Are vulnerable users protected?

  7. What is a mental model in UX, and what is its design implication?

    A mental model is a user's internal belief about how a system works, built from past experience. Implication: interfaces should match users' existing mental models (or clearly teach a new one), because when the design's conceptual model conflicts with the user's mental model, errors and confusion result.

  8. What is Jakob's Law, and how does it relate to mental models?

    Jakob Nielsen's principle: "Users spend most of their time on other sites, so they prefer your site to work the same way as the sites they already know." It follows from mental models — following established conventions lets users transfer existing expectations instead of learning new ones.

  9. Define the three types of cognitive load in cognitive load theory.

    Intrinsic load — effort inherent to the task's difficulty itself; Extraneous load — effort wasted on poor presentation or confusing interface (what designers must minimize); Germane load — effort devoted to learning and building mental schemas (worth supporting).

  10. What are the classic capacity estimates for human working memory?

    George Miller (1956): about $7 \pm 2$ chunks ("the magical number seven"). Later research (Cowan, 2001) revised this to roughly $4 \pm 1$ chunks. Working memory is also brief — unrehearsed items fade within seconds.

  11. Give four practical UI techniques for reducing users' cognitive load.

    1) Chunk information into small groups (e.g., phone numbers, form sections); 2) Rely on recognition instead of recall (visible options, menus, autofill); 3) Use progressive disclosure to show only what's needed now; 4) Follow familiar conventions and remove visual clutter so attention goes to the task.

  12. State Hick's Law, including its formula.

    Hick's Law: decision time increases logarithmically with the number of equally likely choices: $$T = b \cdot \log_{2}(n + 1)$$ where $T$ is decision time, $n$ is the number of choices, and $b$ is an empirical constant. Design implication: reduce or organize choices to speed decisions.

  13. State Fitts's Law, including the Shannon formulation of its formula.

    Fitts's Law: the time to acquire a target depends on its distance and size: $$MT = a + b \cdot \log_{2}\left(\frac{D}{W} + 1\right)$$ where $MT$ is movement time, $D$ is distance to the target, $W$ is target width, and $a, b$ are empirical constants. Closer, larger targets are faster to hit.

  14. In Fitts's Law, what is the Index of Difficulty and its formula?

    The Index of Difficulty quantifies how hard a pointing task is: $$ID = \log_{2}\left(\frac{D}{W} + 1\right)$$ (Shannon form; original Fitts form $ID = \log_{2}\frac{2D}{W}$), measured in bits. Movement time grows linearly with $ID$: $MT = a + b \cdot ID$.

  15. Give three interface design implications of Fitts's Law.

    1) Make frequently used and important targets (buttons, links) large; 2) Place related targets close to where the user's pointer/thumb is likely to be; 3) Exploit screen edges and corners, which act as infinitely deep targets (e.g., macOS menu bar) — and keep destructive actions small/far to prevent accidents.

  16. What are the Gestalt principles of perception, and what overarching idea do they share?

    Principles from early-1900s German Gestalt psychology (Wertheimer, Koffka, Köhler) describing how humans perceive organized wholes rather than separate parts — "the whole is other than the sum of its parts." Key principles: proximity, similarity, closure, continuity, figure/ground, common region, common fate, symmetry.

  17. Define the Gestalt principles of proximity and similarity, with a UI example of each.

    Proximity: elements close together are perceived as a group — e.g., a form label placed near its input field reads as belonging to it. Similarity: elements sharing color, shape, or size are perceived as related — e.g., all hyperlinks in the same blue are understood as clickable.

  18. Define the Gestalt principles of closure and continuity (good continuation).

    Closure: the mind completes incomplete shapes — we see a full circle in a dashed outline (used in minimalist logos like WWF's panda, and loading spinners). Continuity: elements arranged on a line or curve are perceived as related and the eye follows the path — e.g., items in a horizontal carousel are read as one continuing set.

  19. Define the Gestalt principles of figure/ground and common region, with UI examples.

    Figure/ground: perception separates a focal element (figure) from its background (ground) — e.g., a modal dialog over a dimmed page. Common region: elements inside a shared boundary are perceived as grouped — e.g., content inside a card or bordered panel is read as one unit.

  20. List Jakob Nielsen's 10 usability heuristics.

    1) Visibility of system status; 2) Match between system and the real world; 3) User control and freedom; 4) Consistency and standards; 5) Error prevention; 6) Recognition rather than recall; 7) Flexibility and efficiency of use; 8) Aesthetic and minimalist design; 9) Help users recognize, diagnose, and recover from errors; 10) Help and documentation.

  21. Explain Nielsen's heuristics "visibility of system status" and "user control and freedom," with an example of each.

    Visibility of system status: keep users informed with timely feedback about what is happening — e.g., progress bars, loading indicators, "message sent" confirmations. User control and freedom: provide clearly marked exits from unwanted states — e.g., undo/redo, cancel buttons, easy back navigation — so mistakes aren't traps.

  22. Explain Nielsen's heuristics "recognition rather than recall" and "error prevention," with an example of each.

    Recognition rather than recall: minimize memory load by making options, actions, and information visible — e.g., menus and recently-used lists instead of requiring memorized commands. Error prevention: eliminate error-prone conditions before they occur — e.g., disabling invalid options, date pickers instead of free-text dates, confirmation before destructive actions.

  23. List Ben Shneiderman's Eight Golden Rules of interface design.

    1) Strive for consistency; 2) Seek universal usability (shortcuts for experts, help for novices); 3) Offer informative feedback; 4) Design dialogs to yield closure; 5) Prevent errors; 6) Permit easy reversal of actions; 7) Keep users in control (support internal locus of control); 8) Reduce short-term memory load.

  24. In Shneiderman's Eight Golden Rules, what do "design dialogs to yield closure" and "support internal locus of control" mean?

    Yield closure: organize action sequences with a clear beginning, middle, and end, with confirmation at completion — e.g., a checkout flow ending in an explicit "Order confirmed" screen. Internal locus of control: users should feel they initiate and control the system's actions, not that the system acts on them — avoid surprising, unrequested behavior.

What this deck covers

The UX Foundations & Design Thinking deck follows the UI/UX Design UX Foundations & Design Thinking syllabus — 5 chapters and 20 topics — so questions land on material that is genuinely examinable rather than trivia around it. That works out to roughly 10.2 cards per chapter.

Answers are written to be recallable, not just readable — averaging about 300 characters, which is long enough to carry the reasoning and short enough to say out loud.

A deck like this earns its keep on the second and third pass. Read the syllabus first so you know the shape of the subject, then use the cards to find the specific facts that have not stuck.

UX Foundations & Design Thinking flashcards FAQ

How many UX Foundations & Design Thinking flashcards are in this UI/UX Design deck?

51 cards. This page previews 24 of them, sampled evenly across the deck so you can judge the difficulty before installing anything.

Are these UI/UX Design flashcards free?

Yes. The preview here is free to read with no signup, and the full 51-card deck is free inside the Examius app.

What do the UX Foundations & Design Thinking cards cover?

They follow the UI/UX Design UX Foundations & Design Thinking syllabus — 5 chapters and 20 topics — so the questions track what is actually examinable.

How should I use these flashcards?

Read the syllabus first so you know the shape of the subject, then drill the deck. Examius schedules each card with spaced repetition, so cards you keep missing come back sooner and ones you know drift further apart.