Standards in this Framework
Standard | Description |
---|---|
1.A | Identify job opportunities in UX and accompanying job duties and tasks |
1.B | Employ effective verbal and nonverbal communication skills |
1.C | Examine the role of certifications, resumes, and portfolios in UX professions |
1.D | Solve problems and think critically |
1.E | Demonstrate leadership skills and function effectively as a team member with a focus on appreciation for diversity, conflict management, and adaptability |
1.F | Demonstrate planning and time-management skills such as storyboarding and project management, including initiating, planning, executing, monitoring and controlling, and closing a project |
2.A | Adapt language such as structure and style for audience, purpose, situation, and intent |
2.B | Organize oral and written information |
2.C | Interpret and communicate information, data, and observations |
2.D | Deliver formal and informal presentations |
2.E | Apply active listening skills to obtain and clarify information |
2.F | Analyze multiple viewpoints of potential diverse users |
2.G | Exhibit public relations skills |
3.A | Summarize the evolution of the UX field |
3.B | Analyze current trends and challenges of the UX field |
3.C | Examine the diversity of roles and career opportunities across the UX field |
3.D | Identify terminology associated with UX including Agile, sprint cycles, back and front-end development, design thinking, empathy mapping, journey mapping, game-storming, human computer interaction, taskanalysis observation, quantitative and qualitative data, end user, iteration, persona, wire-framing, prototype, scrum, user interface design, journey, and empathy mapping |
3.E | Identify and explain the differences between effective and ineffective design |
3.F | Identify and explain the connection between psychology and behavior with regard to usability |
3.G | Explain how design affects our everyday lives |
3.H | Predict future applications of UX skills |
4.A | Explain and demonstrate ethical use of technology |
4.B | Explain intellectual property laws, including copyright, trademarks, and patents and consequences of violating each type of law |
4.C | Adhere to intellectual property laws |
4.D | Explain the consequences of plagiarism |
4.E | Demonstrate ethical use of online resources, including citation of sources |
5.A | Explain the difference between qualitative and quantitative data; |
5.B | Conduct user interviews to gather insights into what users think about a site, an application, a product, or a process |
5.C | Draw conclusions from qualitative data collection and methods |
5.D | Analyze and document how users perform tasks through a task analysis observation |
5.E | Identify patterns in collected data |
5.F | Define affinity and customer journey maps as a visual document that shows a user’s interactions with a company or product to understand business solution opportunities |
5.G | Develop a user persona as a representation of real target audience data |
5.H | Prepare communication, observations, analyses, and findings for business product and marketing teams |
6.A | Organize ideas and data using affinity mapping |
6.B | Produce simple customer journey maps |
6.C | Communicate observations, analyses, and findings with business product and marketing teams |
7.A | Identify Gestalt principles and how users tend to unify visual elements into groups |
7.B | Describe visceral reactions in creating a positive user experience |
7.C | Demonstrate knowledge of the psychology of color which is the influence of colors on the human behavior, mind, and reactions |
7.D | Explain recognition and scanning patterns |
7.E | Define Hick's Law and Weber's Law of just noticeable difference |
7.F | Explain sensory adaptation phenomenon and perceptual set |
7.G | Explain the stages of human information processing, including sensing, perceiving, decision-making, and acting |
8.A | Identify end-user problems and needs in real-world environments |
8.B | Identify principles of accessibility, such as perceivable, operable, understandable, and robust (POUR) |
8.C | Identify and explain the connection between human and computer interaction in regard to usability |
8.D | Identify where an existing product or process can be improved for the end user by using empathy and journey mapping |
8.E | Sketch and revise designs to understand the concept of wire-framing, prototypes, and rapid iteration |
8.F | Apply design thinking methodology to understand users, challenge assumptions, redefine problems, and create solutions to prototype and test |
8.G | Perform user tests to determine what is effective and efficient for changes to the product or process |
8.H | Define and use iteration process based on user test data to analyze and validate or challenge assumptions for a design solution |
8.I | Perform various ideation techniques such as prototyping, storyboarding, and game-storming to visually predict and explore a user experience’s with a product |
9.A | Identify the relationship between UX research and design-thinking methods and the different stages and roles of UX project management including Scrum and a sprint cycle |
9.B | Describe best practices of UX research and design thinking in Agile project cycles |
9.C | Identify and use techniques of building and achieving consensus in solution design |
9.D | Understand the purpose and roles of UX professionals throughout a project lifecycle |
10.A | Apply writing skills to document research findings and solution plans |
10.B | Identify the terminology associated with web page and mobile app development, and interactive media |
10.C | Use design elements such as typeface, color, shape, texture, space, and form |
10.D | Use design principles such as unity, harmony, balance, scale, and contrast |
10.E | Identify and explain common elements of Hyper Text Markup Language (HTML) such as tags, style sheets, and hyperlinks |
10.F.i | Create effective user interfaces for browser-based, native, and hybrid mobile applications |
10.F.ii | Demonstrate proper use of vector and raster-based design software |
10.F.iii | Demonstrate an understanding of the difference between desktop and mobile applications |
10.F.iv | Understand the difference between back-end and front-end development in UX |
10.F.v | Create a web page containing links, graphics, and text using appropriate design principles |
10.G | Demonstrate basic sketching skills for agile iteration |
10.H | Create wireframes using design software to create mobile and application layout designs and functions |
10.I | Create interactive elements in wireframes as foundational for agile prototyping |
10.J | Explain how design fidelity from sketch to wireframe to prototype to visuals, aligns with and supports agile development lifecycles |
10.K | Produce digital assets toward a digital product portfolio |