UX Design Flashcards

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1
Q

Above the fold

A

The content on a web page that doesn’t require scrolling to experience.

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2
Q

Accessibility

A

The design of products, devices, services, or environments for people with disabilities.

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3
Q

Advertising agencies

A

Teams of creatives hired by clients to build marketing campaigns.

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4
Q

Affinity diagram

A

A method of synthesizing that organizes data into groups with common themes or relationships.

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5
Q

Affinity

A

A feeling of like-mindedness or compatibility toward something or someone.

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6
Q

Aggregated empathy maps

A

Represent a visualization of everything designers know about an entire segment or group of similar users.

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7
Q

Alternative text (alt text)

A

Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers.

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8
Q

Apprenticeships

A

Long-term positions providing paid, on-the-job training to help you develop real skills.

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9
Q

Assets

A

Everything from the text and images to the design specifications, like font style, color, size, and spacing.

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10
Q

Assistive technology

A

Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities.

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11
Q

Asymmetrical layout

A

Having purposeful imbalance between different sides of a page.

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12
Q

Back-end developer

A

Someone who writes code for the website’s architecture and data storage or retrieval, based on the sitemap and functionality.

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13
Q

Basic grid

A

Intersecting lines that divide pages into small squares, which allows you to easily lay out elements in a design.

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14
Q

Bias

A

Favoring or having prejudice against something based on limited information.

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15
Q

Big picture storyboard

A

A series of visually rendered panels that focus on the user’s experience.

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16
Q

Borders

A

A method of containment that uses continuous lines that often form shapes, like squares or rectangles, to break up sections of a page.

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17
Q

Box layout

A

A web page layout that consists of boxes or squares of various sizes and proportions.

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18
Q

Brand Identity

A

The visual appearance and voice of a company.

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19
Q

Call-to-action (CTA)

A

A visual prompt that tells the user to take action.

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20
Q

Cards

A

Rectangle parts of a design that contain content and actions about a single subject, which are often used in mobile app design.

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21
Q

Carousels

A

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.

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22
Q

Case study

A

Summarized presentation of a design project that typically includes the project’s goal and objectives, your role in the project, the process your team followed, and the outcome of the project.

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23
Q

Close-up storyboard

A

A series of visually rendered panels that focus on the product.

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24
Q

Color modification

A

Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode.

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25
Q

Common region

A

The principle that elements located within the same area are perceived to be grouped together.

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26
Q

Competitive audit

A

An overview of your competitors’ strengths and weaknesses.

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27
Q

Confirmation Bias

A

Occurs when you start looking for evidence to prove a hypothesis you have.

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28
Q

Containment

A

The use of visual barriers to keep elements of a design neat and organized.

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29
Q

Conversion rate

A

Measures the percentage of users who complete a desired action.

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30
Q

Corporation

A

A company with thousands of employees working on lots of different projects.

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31
Q

Curb cut effect

A

A phenomenon that describes how products and policies designed for people with disabilities often end up helping everyone.

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32
Q

Curb cut

A

The slope of the sidewalk that creates a ramp with adjoining street.

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33
Q

Customizable text

A

A feature that allows users to change how text is displayed in order to read the text more easily.

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34
Q

Data recording

A

Document your study and results in a way that’s consistent with UX research standards.

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35
Q

Data retention

A

How long you hold on to research data.

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36
Q

Data storage

A

Ensure data is held in a way that’s safe from hacking and physical damage.

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37
Q

Database model

A

A website structure that mixes a database, or an organized collection of information, with search functionality.

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38
Q

De-identification

A

Removing any identifying information from a users’ data that is collected during a research study.

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39
Q

Deceptive patterns

A

UX methods that trick users into doing or buying something they wouldn’t otherwise have done or bought.

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40
Q

Dedicated mobile app

A

Built to live on the mobile device and is accessed through an icon on the phone’s home screen.

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41
Q

Define

A

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.

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42
Q

Design Agency

A

A one-stop shop for the look of brands, products, and services.

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43
Q

Design critique session

A

A planned period of time where UX designers present their work to team members and listen to feedback.

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44
Q

Design Research

A

Answers the question: How should we build it?

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45
Q

Design Sprint

A

A time-bound process, with five phases typically spread over five full 8-hour days.

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46
Q

Design system

A

A series of reusable visual elements and guidelines that allow teams to design and develop a product following predetermined standards.

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47
Q

Design thinking

A

A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test.

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48
Q

Digital Literacy

A

A user’s level of ability related to using digital information and technologies.

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49
Q

Direct competitors

A

Companies that have offerings similar to your product and focus on the same audience.

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50
Q

Dividers

A

A method of containment that uses single lines to separate sections of a page.

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51
Q

Domain

A

Address of your website.

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52
Q

Dopamine

A

A natural chemical in the brain that’s released when something pleasurable happens, which makes us feel good or intrigued.

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53
Q

Drop-off rates

A

The number of users who abandon the experience.

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54
Q

Edge case

A

What happens when things go wrong that are beyond the user’s control.

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55
Q

Elements

A

Building blocks for creating a design.

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56
Q

Empathize

A

The phase of design thinking that involves getting to know your user through research.

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57
Q

Empathy map

A

An easily understood chart that explains everything designers have learned about a type of user.

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58
Q

Empathy

A

The ability to understand someone else’s feelings or thoughts in a situation.

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59
Q

Emphasis

A

A way of attracting attention to text, a button, or another object in a design.

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60
Q

Entry-level job

A

Roles that do not require prior experience in the field.

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61
Q

Equality

A

Providing the same amount of opportunity and support.

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62
Q

Equity-focused design

A

Designing for groups that have been historically underrepresented or ignored when building products.

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63
Q

F-shape layout

A

A website layout that assumes that users will likely browse content on the page following an F-shaped pattern.

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64
Q

Facilitator

A

The person who runs the design critique and guides the process.

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65
Q

False consensus bias

A

The assumption that others will think the same way as you do.

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66
Q

Featured image layout

A

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.

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67
Q

Feedback loops

A

The outcome a user gets at the end of a process.

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68
Q

Feedback

A

Asking for or receiving ideas about what is or isn’t working in a product design.

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69
Q

Fidelity

A

How closely a design matches the look and feel of the final product.

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70
Q

Fill

A

A method of containment that assigns colors to borders and shapes.

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71
Q

Focal point

A

A specific and distinct area that sticks out on a web page or mobile screen design, to guide the users’ attention.

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72
Q

Font

A

The size, thickness, and emphasis of characters of text.

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73
Q

Foundational research

A

Helps designers understand why or if they should build the product and to better understand the user problem they are trying to solve.

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74
Q

Framework

A

Creates the basic structure that focuses and supports the problem you’re trying to solve.

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75
Q

Freelancers

A

UX designers who work for themselves and market their services to businesses to find customers.

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76
Q

Friendliness bias

A

The tendency of people to agree with those they like in order to maintain a non-confrontational conversation.

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77
Q

Front-end developer

A

Someone who writes code for all the user-facing interface, based on the UX designer’s specifications.

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78
Q

Generalist

A

A UX designer with a broad number of responsibilities.

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79
Q

Gestalt Principle

A

How humans group similar elements, recognize patterns, and simplify complex images when we perceive objects.

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80
Q

Gesture

A

Any method of interaction a user has with information on their device using touch.

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81
Q

Goal statement

A

One or two sentences that describe a product and its benefits for the user.

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82
Q

Graphic designers

A

Create visuals that tell a story or message.

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83
Q

Grid of cards layout

A

A website layout that features a series of cards, which are often square or rectangles, that provide previews of more detailed content.

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84
Q

Hamburger menus

A

A nickname for the type of navigation menu that is represented by an icon with three lines.

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85
Q

Happy path

A

A user story with a pleasant ending.

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86
Q

Heading

A

Titles or subtitles that stand out at the beginning of a paragraph, article, section, or another area of a website.

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87
Q

Hierarchical model

A

A top-down approach to structure that starts with broader categories of information (parent) and narrows into more detailed information (child).

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88
Q

Hierarchy

A

A visual design principle that orders elements on a page and highlights them by their importance.

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89
Q

High-fidelity (hi-fi)

A

A design that closely matches the look and feel of the final product.

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90
Q

High-fidelity prototypes

A

Polished designs that exhibit functionality and closely match the look and feel of the final product.

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91
Q

Hypothesis statement

A

Our best educated guess on what we think the solution to a design problem might be.

92
Q

Icon

A

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.

93
Q

Iconography

A

A system of graphic images or symbols associated with a subject or an idea.

94
Q

Ideate

A

The phase of design thinking that involves brainstorming all potential solutions to the user’s problem.

95
Q

Ideation

A

The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them.

96
Q

Implicit bias

A

The collection of attitudes and stereotypes you associate with people without your conscious knowledge.

97
Q

Inclusive design

A

Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender.

98
Q

Indirect competitors

A

Have a similar set of offerings but focus on a different audience, or have a different set of offerings and focus on the same audience.

99
Q

Information architecture (IA)

A

Organizes content to help users understand where they are in a product and where the information they want is.

100
Q

Initial focus

A

How you attract a user’s attention to help them accomplish a task.

101
Q

Insight

A

An observation that helps you understand the user or their needs from a new perspective.

102
Q

Interaction designers

A

Focus on designing the experience of a product and how it functions.

103
Q

Interactivity

A

Makes the prototype function.

104
Q

Internship

A

A short-term role with limited responsibility.

105
Q

Interviews

A

A research method used to collect in-depth information on people’s opinions, thoughts, experiences, and feelings.

106
Q

Iterate

A

Revise the original design to create a new and improved version.

107
Q

Iteration

A

Doing something again, by building on previous versions and making tweaks.

108
Q

Key Performance Indicators (KPIs)

A

Critical measures of progress toward an end goal.

109
Q

Key terms

A

Important words in a job posting that tell you the specifics about the role.

110
Q

Landmarks

A

Features used to break up a lot of text on a web page and help improve the use of assistive technology.

111
Q

Layout grid

A

A series of columns and alleys that allow you to organize elements in a design.

112
Q

Layout

A

The structure that supports how visual components on a page are arranged.

113
Q

Layouts

A

Ways to arrange elements on a page.

114
Q

Lorem ipsum

A

Meaningless placeholder text written in Latin that you can use to show where content will go and how a page will be laid out.

115
Q

Low fidelity

A

A design that has a lower amount of complexity and is less refined or polished.

116
Q

Low-fidelity (lo-fi)

A

A simple, interactive model that provides a basic idea of what the product would look like and how it would function.

117
Q

Low-fidelity prototypes

A

Simple interactive structures that provide a basic idea of how products will look and behave.

118
Q

Matrix model

A

A website structure that allows users to determine their own path, since content is linked in several ways.

119
Q

Mental models

A

Internal maps that allow humans to predict how something will work.

120
Q

Methodology

A

The steps to take to conduct research, collect data, and analyze data.

121
Q

Mockup

A

A static, high-fidelity design that’s used as a representation of a final product.

122
Q

Motion designers

A

Think about what it feels like for a user to move through a product.

123
Q

Motion

A

A way to animate static design elements to focus the user’s attention and tell stories.

124
Q

Multi-column layout

A

A web page layout that uses two or more columns for content.

125
Q

Navigation

A

The way users get from page to page on a website.

126
Q

Negative (white) space

A

The gaps between elements in a design.

127
Q

Non-Disclosure Agreement (NDA)

A

A contract that gives one party legal protection against another party stealing their ideas or revealing proprietary information before a product is launched.

128
Q

Notetaker

A

The person who captures all of the ideas and feedback from the reviewers during a design critique.

129
Q

Pain points

A

UX issues that frustrate the user and block the user from getting what they need.

130
Q

Peer reviews

A

Assignments that enable learners to provide feedback on each other’s assignment submissions.

131
Q

Persona

A

A fictional user whose goals and characteristics represent the needs of a larger group of users.

132
Q

Personal brand

A

The way in which your personality, unique skills, and values as a designer intersect with your public persona.

133
Q

Personally Identifiable information (PII)

A

Specific details that could be used to identify a user.

134
Q

Personas

A

Fictional users whose goals and characteristics represent the needs of a larger group of users.

135
Q

Platform

A

The medium that users experience your product on.

136
Q

Portfolio

A

A collection of work you’ve created that shows your skills in a certain area.

137
Q

Post-launch research

A

Helps designers understand if the product worked as expected.

138
Q

Presentation

A

A group of slides, where each slide has new information to share and promote insights.

139
Q

Personally Identifiable Information (PII)

A

Specific details that could be used to identify a user.

140
Q

Post-launch research

A

Answers the question: Did we succeed?

Helps designers understand if the product worked as expected.

141
Q

Presenter

A

The designer who is sharing their work with others in the design critique session.

142
Q

Primacy bias

A

Remembering the first user more than others.

143
Q

Primary research

A

Research you conduct yourself.

144
Q

Problem statement

A

A clear description of the user’s need that should be addressed.

145
Q

Product designer

A

Someone who is responsible for figuring out how the whole product comes together.

146
Q

Product goal statement

A

One or two sentences that describe a product and its benefits for the user.

147
Q

Product

A

A good, service, or feature.

148
Q

Production designers

A

Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to the engineering team.

149
Q

Project background

A

Provides a description about the background of the study, including why the insights were needed and what impact they will have on decisions being made.

150
Q

Project stakeholders

A

People who are involved in the project or who will be impacted by its results.

151
Q

Proportion

A

The balance or harmony between elements that are scaled.

152
Q

Prototype

A

An early model of a product that demonstrates its functionality and can be used for testing.

153
Q

Proximity

A

A Gestalt Principle that describes how elements that are close together appear to be more related than elements that are spaced farther apart.

154
Q

Qualitative research

A

Focuses observations on why and how things happen.

155
Q

Quantitative research

A

Focuses on data that can be gathered by counting or measuring.

156
Q

Recency bias

A

Most easily remembering the last thing you heard.

157
Q

Representative sample

A

A subset of the target population that seeks to accurately reflect the characteristics of the larger group.

158
Q

Research report

A

A document with fewer visuals containing the same information as a presentation to share and promote insights.

159
Q

Research study

A

A step-by-step examination of a group of users and their needs, which adds realistic context to the design process.

160
Q

Responsive web app

A

An actual website that adapts to the device the user is on and is accessed through a mobile phone’s web browser.

161
Q

Responsive web design

A

A design approach that allows a website to change automatically depending on the size of the device.

162
Q

Retrospective

A

A collaborative critique of the team’s design sprint.

163
Q

Reviewer

A

Someone who gives feedback about the design and offers clear actions to take during a design critique session.

164
Q

Scalable

A

Describes a system that’s able to maintain performance levels when workload increases.

165
Q

Scale

A

Concept that’s used to explain the size relationship between a given element and the other elements in the design.

166
Q

Screen reader

A

Software that reads aloud any on-screen text, interactive elements, or alternative text.

167
Q

Screener survey

A

A detailed list of questions that helps researchers determine if potential participants meet the requirements of the research study.

168
Q

Secondary research

A

Research that uses information someone else has put together.

169
Q

Sensitive Personally Identifiable Information

A

Data that if lost, compromised, or stolen, could cause your users financial harm, embarrassment, or discrimination.

170
Q

Serial position effect

A

When given a list of items, people are more likely to remember the first few and the last few, while the items in the middle tend to blur.

171
Q

Shadows

A

A method of containment that creates dimension in combination with borders or fill.

172
Q

Similarity

A

A Gestalt Principle that describes how elements that look alike are perceived to have the same function.

173
Q

Single column layout

A

A web page layout that has only one column for content.

174
Q

Sitemap

A

A diagram of a website or application that shows how pages are prioritized, linked, and labeled.

175
Q

Social desirability bias

A

The tendency for people to answer questions in a way that will be viewed favorably by others.

176
Q

Specialist

A

A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design.

177
Q

Speech to text

A

Software that allows users to compose text by speaking into their device.

178
Q

Spreadsheet note-taking

A

A simple and easy method to keep your notes organized using a spreadsheet.

179
Q

Sprint Brief

A

A document that you share with all your attendees to help them prepare for the sprint.

180
Q

Startup

A

A new business that wants to develop a unique product or service and disrupt the market.

181
Q

Storyboard

A

A series of panels or frames that visually describes and explores a user’s experience with a product.

182
Q

Sunk cost fallacy

A

The idea that the deeper we get into a project we’ve invested in, the harder it is to change course.

183
Q

Surveys

A

An activity where many people are asked the same questions in order to understand what most people think about a product.

184
Q

Switch device

A

An assistive technology device that replaces the need to use a computer keyboard or a mouse.

185
Q

System Usability Scale (SUS)

A

A questionnaire to measure the usability of designs.

186
Q

T-shaped designer

A

A designer who specializes in one kind of user experience and has a breadth of knowledge in other areas.

187
Q

Test

A

The phase of design thinking that involves facilitating and observing user tests with your design prototypes.

188
Q

The human factor

A

Describes the range of variables humans bring to their product interactions.

189
Q

Tiered layer cake layout

A

A web page layout where individual rows, or layers, are stacked on top of one another, and within each row, there can be different numbers of columns.

190
Q

Time on task

A

The amount of time it takes for a user to complete a task.

191
Q

Traversal order

A

The navigation flow for a user on an app or a website.

192
Q

Type classification

A

A general system to describe styles of type, like serif and sans serif.

193
Q

Typeface

A

The overall style of the characters.

194
Q

Typographic hierarchy

A

The ordering of typefaces and fonts in a layout to create divisions that show users where to focus and how to find information.

195
Q

Typography

A

The technique of arranging letters and text to make the language readable, clear, and visually appealing.

196
Q

Unity

A

Measures how well elements of your design work together to communicate an idea.

197
Q

Universal design

A

The process of creating one product for users with the widest range of abilities and in the widest range of situations.

198
Q

Usability study

A

A technique used to evaluate a product by testing it on users.

199
Q

User error rates

A

Indicate the parts of a design that cause users to make errors.

200
Q

User experience

A

How a person, the user, feels about interacting with, or experiencing, a product.

201
Q

User flow

A

The path taken by a typical user on an app or a website, so they can complete a task from start to finish.

202
Q

User group

A

A set of people who have similar interests, goals, or concerns.

203
Q

User interface (UI) designer

A

Someone who is concerned with how a digital product’s interface looks and functions.

204
Q

User journey

A

The series of experiences a user has as they achieve a specific goal.

205
Q

User story

A

A fictional one-sentence story told from the persona’s point of view that inspires and informs design decisions.

206
Q

User-centered design

A

Puts the user front-and-center.

207
Q

User

A

Any person who uses a product.

208
Q

UX designers

A

Focus on how users interact with a product.

209
Q

UX engineers

A

Translate the design’s intent into a functioning experience.

210
Q

UX program managers

A

Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish.

211
Q

UX research

A

Understand users and learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals.

212
Q

UX researchers

A

A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product.

213
Q

UX writers

A

Create the language that appears throughout a digital product, like websites or mobile apps.

214
Q

Value proposition

A

The reason why a consumer should use a product or service.

215
Q

Variety

A

Differentiating the elements in your design to add visual interest.

216
Q

Visual balance

A

The sense that a design is equally weighted on both sides of its emphasized center.

217
Q

Visual design

A

How a product or technology appears to users.

218
Q

Visual designer

A

Someone who focuses on how the product or technology looks.

219
Q

Visual weight

A

A measure of the force that an element exerts to attract the eye.

220
Q

Voice control

A

Allows users to navigate and interact with the buttons and screens on their devices using only their voice.

221
Q

Vulnerable populations

A

Groups of people who have limited ability to provide their consent or have special privacy concerns.

222
Q

Web Content Accessibility Guidelines (WCAG)

A

A set of rules that explain how to make web content more accessible to people with disabilities.

223
Q

WebAIM

A

Web Accessibility in Mind.

224
Q

Wireframe

A

An outline or a sketch of a product or a screen.

225
Q

Z-shape layout

A

A website layout that assumes that users will skim information starting left to right, then move diagonally to the left, before scanning to the right again, in the shape of a Z.