UI/UX terms to know

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    designboyo
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      1. User Persona: A representation of the typical user of a product or service, often based on research and user data.
      2. Wireframe: A visual representation of the basic layout and structure of a webpage or application.
      3. User Flow: A diagram or chart that illustrates the steps a user takes to complete a task or achieve a goal within a product or service.
      4. Information Architecture: The organization and structure of content within a product or service, often represented through sitemaps, navigation menus, and taxonomies.
      5. Usability Testing: The process of testing a product or service with users to identify and address usability issues and gather feedback for improvement.
      6. User Interface (UI): The graphical and interactive elements of a product or service that enable users to interact with it.
      7. User Experience (UX): The overall experience a user has with a product or service, encompassing factors such as usability, functionality, accessibility, and emotional response.
      8. Interaction Design: The design of interactive elements within a product or service, such as buttons, menus, and forms.
      9. Accessibility: The degree to which a product or service can be used by people with disabilities, including visual, auditory, physical, and cognitive impairments.
      10. A/B Testing: The process of comparing two versions of a product or service to determine which one performs better in terms of user engagement or other metrics.
      11. Gamification: The use of game design elements, such as rewards and points, to engage and motivate users within a product or service.
      12. Design Thinking: A problem-solving approach that focuses on empathy for the user, ideation, prototyping, and testing to arrive at innovative solutions.
      13. Persona Empathy Map: A visual representation that helps UX designers understand a user’s needs, motivations, and pain points, as well as how they feel about using a product or service.
      14. Moodboard: A collage of visual elements, such as colors, images, and typography, used to establish the tone and style of a product or service.
      15. Heuristics Evaluation: A method of assessing the usability of a product or service based on a set of established usability principles or heuristics.
      16. Customer Journey: The series of touchpoints and interactions a customer has with a product or service over time, from initial awareness to post-purchase support.
      17. Conversion Rate: The percentage of users who take a desired action (e.g. making a purchase, signing up for a newsletter) out of the total number of users who visit a website or use a product.
      18. Call-to-Action (CTA): A prompt or button that encourages users to take a specific action, such as clicking a link or filling out a form.
      19. Onboarding: The process of introducing new users to a product or service and helping them understand how to use it effectively.
      20. Persona Scenario: A hypothetical situation or use case that illustrates how a user might interact with a product or service in a specific context.
      21. User Research: The process of gathering and analyzing data about users’ behaviors, attitudes, and needs to inform product design and development.
      22. Microinteractions: Small interactions within a product or service, such as animations, sound effects, or progress indicators, that enhance the user experience.
      23. Feedback Loop: The process of receiving feedback from users and using it to make improvements to a product or service.
      24. Information Scent: The degree to which information and navigation elements within a product or service guide users to their intended destination.
      25. Usability Heuristics: A set of design principles or guidelines that help UX designers create products or services that are easy to use and navigate.
      26. Above the Fold: The portion of a webpage that is visible to the user without scrolling down.
      27. Affordance: The visual or sensory cues that suggest how an object should be used or interacted with. You should know what to do without having to use any pictures, labels or instructions.
      28. Card Sorting: A method of organizing information by having users categorize items into groups based on their perceived relationships.
      29. Fitts’ Law: A principle stating that the time required to move a cursor to a target area is proportional to the distance to the target and inversely proportional to the target’s size.
      30. Gradient: A visual effect that creates a gradual transition from one color to another.
      31. Hamburger Menu: A three-line icon that represents a menu in mobile or responsive web design.
      32. Information Hierarchy: The organization and prioritization of information on a webpage or screen, typically represented through size, color, and placement.
      33. KPI: Key Performance Indicator – A metric used to measure the success or effectiveness of a product or service.
      34. Responsive Design: A design approach that ensures a website or application can adapt and display properly across a range of screen sizes and devices.
      35. Typography: The selection and arrangement of typefaces, fonts, and text within a design to improve readability and visual appeal.
      36. Visual Design: The aesthetic and graphic elements of a design, including color, typography, imagery, and layout.
      37. White Space: The empty or blank areas within a design that create visual breathing room and help to emphasize and organize content.
      38. Wireflow: A combination of wireframes and user flows that illustrate the user’s journey through a product or service.
      39. Z-Layout: A design layout that follows the path of the letter “Z”, which is commonly used in web design to guide the user’s eye from top-left to bottom-right.
      40. Touchpoint: Refers to any point of interaction between a user and a product or service. This can include physical interactions, such as picking up a product in a store, as well as digital interactions, such as visiting a website or using an app.
      41. Clickstream: A record of the user’s path through a website or application, including clicks, taps, and interactions.
      42. Dark Patterns: a design feature that gently encourages users to perform a specific action that benefits the company not the user.
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