UX Design Glossary
Interviews
A research method used to collect in-depth information on people's opinions, thoughts, experience, and feelings
User group
A set of people who have similar interests, goals, or concerns
Usability study
A technique to evaluate a product by testing it on users
Design Sprint
A time-bound process, with five phases typically spread over five full 8-hour days. The goal of design sprints is to answer critical business questions though designing, prototyping, and testing ideas with users.
UX researchers
A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product
Happy path
A user story with a pleasant ending
call-to-action
A visual prompt that tells the user to take action, like to click a button
Design Thinking
A way to create solutions that address a real user problem and are functional and affordable
UX writers
Create the language that appears throughout a digital product, like website or mobile apps
framework
Creates the basic structure that focuses and supports the problem you're trying to solve, like an outline for a project.
Key performance Indicators (KPIs)
Critical measures of progress toward an end goal
The human factor
Describe the range of variables human bring to their product interactions
Iteration
Doing something again, by building on previous versions and making tweaks
UX program managers
Ensure clear and timely communication so that the process of building a useful product moves monthly from start to finish
Assets
Everything from the text and images to the design specifications, like font style, color, size, and spacing.
Personas
Fictional users whose goals and characteristics represent the needs of a larger group of users
Interaction designers
Focus on designing the experience of a product and how it functions
Visual designers
Focus on how the product or technology looks
Qualitative Research
Focused observation on why and how things happen
Quantitative research
Focuses on data that can be gathered by counting or measuring
UX research
Focuses on understanding user behaviors, needs; and motivations through observation and feedback
Direct competition
Have offerings that are similar to your product and focus on the same audience
User experience
How a person, the user, feels about interacting with, or experiencing a product
Networking
Interacting with our people to develop professional contacts and learn more about job industry
Mental Models
Internal maps that allow humans to predict how something will work
case study
Leads you through a design process from beginning to end
Production Designers
Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to engineering team
Hypothesis Statement
Our best education guess on what we think the solution to a design problem might be
apprenticeship
Provides on-the-job training to help people develop real skills.
user-centered design
Puts the user front-and-center
Secondary Research
Research that uses information someone else has put together
Primary research
Research you conduct yourself
Five elements of UX design
Steps a designer takes to turn an idea into a working product. The five elements are strategy, scope, structure, skeleton, and surface, where each element refers to a specific layer involved in creating the user experience
advertising agencies
Teams of creatives hired by clients to build marketing campaigns.
empathy
The ability to understand someone else's feelings or thoughts in a situation
Impostor syndrome
The belief that you're unskilled, inferior to others, or bad at your job, despite your success
above the fold
The content on a webpage that doesn't require scrolling to experience
Information Architecture
The framework of a website or how it's organized, categorized, and structured
platform
The medium that users experience your product on
Hick's Law
The more options a user has, the longer it takes for them to make a decision
Feedback loops
The outcome a user gets at the end of a process
Problem development lifecycle
The process used to take a product from an idea to reality
end user
The specific audience a UX designer creates something for
brand identity
The visual appearance and voice of a company
personal brand
The way in which your personality, unique skills, and values as a designer intersect with your public persona
Motion designers
Think about what it feels like for a user to move through a product
UX engineers
Translate the design's intent into a functioning experience
Pain points
UX issues that frustrated the user and block the user from getting what they need
UX research
Understand users and learn about their backgrounds, demographic, motivation, pain points, emotions, and life goals
Edge case
What happens when things go wrong that are beyond the user's control
serial position effect
When given a list of items, people are more likely to remember the first few and last few, while the items is the middle tend to blur
Von Restorff effect (isolation effect)
When multiple similar objects are present, the one that differs from the rest is most likely to be remembered
Generalist
A UX designer with a broad number of responsibilities
Problem Statement
A clear description of the user's need that should be addressed
retrospective
A collaboration critique of the team's design sprint
Reatrospective
A collaborative critique of the team's design sprint
non-disclosure agreement
A contract an employee might sign when working with business, in which they agree not to share sensitive information
specialist
A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design
T-shaped designer
A designer who specializes in one kind of user experience(e.g., interaction, visual, motion) and has a breadth of knowledge in other areas
Sprint brief
A document that you share with all your attendees to help them prepare for the sprint
User story
A fictional one-sentence story told from the persona's point of view that inspires and informs design decisions
startup
A new business that wants to develop a unique product or service and bring it to market
personal statement
A one or two-sentence phrase that describes what you do and what you stand for
Responsive web design
Allows a website to change automatically depending on the size of the device
Surveys
An activity where many people are asked the same questions in order to understand what most people think about a product
prototype
An early model of a product that demonstrates functionality
empathy map
An easily understood chart that explains everything designers have learned about a type of user
Wireframe
An outline or a sketch of a product or a screen
Design research
Answer the question: How should we build it?
Foundational research
Answer the questions: What should we build? What are the user problems? How can we solve them?
Post-launch research
Answers the questions: Did we succeed?