A plain-language guide to UX and design terminology
A method of comparing two versions of a design by showing each to a different group of users and measuring which performs better.
The practice of designing products and experiences that can be used by people of all abilities.
A property of an object or interface that suggests how it should be used.
A methodology for creating design systems by breaking interfaces into five hierarchical levels: atoms, molecules, organisms, templates, and pages.
A secondary navigation pattern that shows users their current location within a site's hierarchy.
A research method where participants organise content into groups to reveal how they naturally categorise information.
The total amount of mental effort required to use an interface or process information.
The study of how colours interact, combine, and influence perception and emotion in design.
The planning, creation, delivery, and governance of useful, usable content that serves both user needs and business goals.
A deceptive design choice that tricks users into actions they didn't intend, benefiting the business at the user's expense.
A collection of reusable components, guidelines, and standards that ensure consistency across products.
A human-centred problem-solving methodology that emphasises empathy, ideation, and iterative prototyping.
A named, platform-agnostic variable that stores a single design decision — like a colour, spacing value, or font size.
A collaborative visualisation tool that captures what users say, think, feel, and do to build shared understanding of their experience.
A predictive model stating that the time to reach a target is a function of the target's size and distance from the starting point.
A set of perceptual laws describing how humans naturally group and interpret visual elements.
A usability inspection method where evaluators judge an interface against established design principles.
The arrangement of elements to signal their relative importance and guide the viewer's attention.
The structural design of information spaces — how content is organised, labelled, and connected.
The practice of repeatedly refining a design through cycles of building, testing, and learning.
A user's internal understanding of how a system or process works.
The small pieces of text in an interface — button labels, error messages, tooltips, placeholders — that guide users through actions.
A small, contained moment of interaction — like a toggle, a swipe, or a loading animation — that serves a single task.
A curated visual collage of imagery, colours, textures, and typography that captures the intended look and feel of a design direction.
Fictional but research-based character profiles that represent key segments of your target audience.
A design pattern that reveals information and options gradually, showing only what's needed at each step.
A preliminary model of a product or feature used to test concepts and interactions before full development.
An approach to design that ensures interfaces adapt fluidly to different screen sizes and devices.
A perceivable cue that communicates what action is possible and how to perform it.
The art and technique of arranging type to make written language legible, readable, and visually appealing.
A research method where real users attempt tasks on a product to reveal usability issues.
The overall experience a person has when interacting with a product, system, or service — encompassing every touchpoint and emotion.
The path a user takes through an interface to complete a specific task or goal.
The empty or unmarked areas between and around design elements that give content room to breathe.
A low-fidelity visual representation of a page layout that shows structure and content placement without detailed design.
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