Terms & Definitions Flashcards
Above the fold
The content on a web page that doesn’t require scrolling to experience
Accessibility
The design of products, devices, services, or environments for people with disabilities
Advertising agencies
Teams of creatives hired by clients to build marketing campaigns
Affinity
A feeling of like-mindedness or compatibility toward something or someone
Affinity diagram
A method of synthesizing that organizes data into groups with common themes or relationships
Aggregated empathy maps
Represent a visualization of everything designers know about an entire segment or group of similar users
Alternative text (alt text)
Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers
Apprenticeships
Long-term positions providing paid, on-the-job training to help you develop real skills
Assets
Everything from the text and images to the design specifications, like font style, color, size, and spacing
Assistive technology
Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities
Asymmetrical layout
Having purposeful imbalance between different sides of a page
Back-end developer
Someone who writes code for the website’s architecture and data storage or retrieval, based on the sitemap and functionality
Basic grid
Intersecting lines that divide pages into small squares, which allows you to easily lay out elements in a design
Bias
Favoring or having prejudice against something based on limited information
Big picture storyboard
Big picture storyboard
Brand Identity
The visual appearance and voice of a company
Borders
A method of containment that uses continuous lines that often form shapes, like squares or rectangles, to break up sections of a page
Box layout
A web page layout that consists of boxes or squares of various sizes and proportions
Budget estimate
Details the expenses and profit margins that add up to an appropriate cost for services
Call-to-action (CTA)
A visual prompt that tells the user to take action
Cards
Rectangle parts of a design that contain content and actions about a single subject, which are often used in mobile app design
Carousels
Scrolling feeds of images or cards on a UI that can be sifted through with a click or that automatically loop while you’re on the page
Case study
Leads the user through your design process from the beginning to the end
Case studies
Summarized presentation of a design project that typically includes
● Project goal and objectives
● Your role on the project
● Process your team followed
● Outcome of the project
Close-up storyboard
A series of visually rendered panels that focus on the product
Color modification
Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode
Common region
The Gestalt Principle that describes how elements located within the same area are perceived to be grouped together
Competitive audit
An overview of your competitors’ strengths and weaknesses
Complementary
Taking into account how the product design on each device can make the overall user experience better
Confirmation Bias
Occurs when you start looking for evidence to prove a hypothesis you have
Consistency
Having a uniform design, so users can expect the design to feel familiar across devices and products
Containment
The use of visual barriers to keep elements of a design neat and organized; the four methods of containment are dividers, borders, fill, and shadow
Context
Designing for the needs of a specific device and the way in which the user will use that device in any given situation
Continuity
Providing users with a smooth and uninterrupted experience as they move between devices
Conversion rate
Measures the percentage of users who complete a desired action
Corporation
A company with thousands of employees working on lots of different projects
Curb cut
The slope of the sidewalk that creates a ramp with adjoining street
Curb cut effect
A phenomenon that describes how products and policies designed for people with disabilities often end up helping everyone
Customizable text
A feature that allows users to change how text is displayed in order to read the text more easily
Database model
A website structure that mixes a database, or an organized collection of information, with search functionality
Deceptive patterns
UX methods that trick users into doing or buying something they wouldn’t otherwise have done or bought
Dedicated mobile app
Built to live on the mobile device and is accessed through an icon on the phone’s home screen
Define
The phase of design thinking that involves leveraging the insights gained during the empathize phase to identify the problem you’ll solve with your design
Design agency
Provides a one-stop shop for the look of brands, products, and services
Design critique session
A planned period of time where UX designers present their work to team members and listen to feedback
Design research
Answers the question: How should we build it?
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 through designing, prototyping, and testing ideas with users
Design system
A series of reusable visual elements and guidelines that allow teams to design and develop a product following predetermined standards
Design thinking
A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test
Digital literacy
A user’s level of ability related to using digital information and technologies
Direct competitors
Companies that have offerings similar to your product and focus on the same audience
Dividers
A method of containment that uses single lines to separate sections of a page
Domain
Address of your website
Dopamine
A natural chemical in the brain that’s released when something pleasurable happens, which makes us feel good or intrigued
Edge case
What happens when things go wrong that are beyond the user’s control
Elements
Building blocks for creating a design
Elevator pitch: A short, memorable description that explains a concept in an easy-to-understand way
Empathize: The phase of design thinking that involves getting to know your user through research
Empathy: The ability to understand someone else’s feelings or thoughts in a situation
Empathy map: An easily understood chart that explains everything designers have learned about a type of user
Emphasis: A way of attracting attention to text, a button, or another object in a design
Entry-level job: Roles that do not require prior experience in the field
Equality: Providing the same amount of opportunity and support
F-shape layout: A website layout that assumes that users will likely browse content on the page following an F-shaped pattern
Equity-focused design: Designing for groups that have been historically underrepresented or ignored when building products
Facilitator: Runs the critique session and guide the process
False consensus bias: The assumption that others will think the same way as you do
Featured image layout: A website layout that places the user’s focus on a single image or video that often takes up the entire page above-the-fold
Feedback: Asking for or receiving ideas about what is or isn’t working
Feedback loops: The outcome a user gets at the end of a process
Fidelity: How closely a design matches the look and feel of the final product
Fill: A method of containment that assigns colors to borders and shapes
First interview: Introductory call with a recruiter or hiring manager to determine whether a candidate meets the minimum set of requirements for the role
Focal point: A specific and distinct area that sticks out on a web page or mobile screen design, to guide the users’ attention
Font: The size, thickness, and emphasis of characters of text
Foundational research: Helps designers understand why or if they should build the product and to better understand the user problem they are trying to solve
Framework: Creates the basic structure that focuses and supports the problem you’re trying to solve
Freelancers: UX designers who work for themselves and market their services to businesses to find customers
Friendliness bias: The tendency of people to agree with those they like in order to maintain a non-confrontational conversation
Front-end developer: Someone who writes code for all the user-facing interface, based on the UX designer’s specifications
Generalist: A UX designer with a broad number of responsibilities
Gestalt Principles: Describe how humans group similar elements, recognize patterns, and simplify complex images when we perceive objects
Gesture: Any method of interaction a user has with information on their device using touch
Goal statement: One or two sentences that describe a product and its benefits for the user
Graceful degradation (top-down designing): A method of designing from the largest screen, with a lot of features and interactions, to smaller screens, where features and interactions are scaled back
Graphic designers: Create visuals that tell a story or message
Grid of cards layout: A website layout that features a series of cards, which are often square or rectangles, that provide previews of more detailed content
Hamburger menus: A nickname for the type of navigation menu that is represented by an icon with three lines. When you click on the icon, it unfolds by sliding in from the side or taking over the whole page, revealing a menu of options to navigate through pages
Happy path: A user story with a pleasant ending
Heading: Titles or subtitles that stand out at the beginning of a paragraph, article, section, or another area of a website
Hierarchy: A visual design principle that orders elements on a page and highlights them by their importance
Hierarchical model: A top-down approach to structure that starts with broader categories of information (parent) and narrows into more detailed information (child)
High-fidelity (hi-fi): A design that closely matches the look and feel of the final product and is more refined or polished; called “hi-fi” for short
High-fidelity prototypes: Polished designs that exhibit functionality and closely match the look and feel of the final product
Hypothesis statement: Our best educated guess on what we think the solution to a design problem might be