bunch of popular design terms
we’ve put this glossary for everyone who loves design. newbie or a total expert, it’s always updated for you to have the latest info at fingertips
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5 Whys
The "5 Whys" is a problem-solving technique used to uncover the root cause of an issue by asking "why" multiple times, typically five.
a.
A/B Testing
A method where two versions (A and B) of a design or feature are tested against each other to see which performs better.
Accessibility
Design practices and features that ensure a product is usable by as many people as possible, including those with physical, visual, auditory, or cognitive disabilities.
Active state
The visual representation of an element when it is currently in use or selected by the user. This often includes changes in color, size, or other visual cues to indicate that the element is interactable or engaged.
Adaptive Design
A design strategy where the layout and functionality of a product adjust to different devices or screen sizes by using predefined breakpoints, ensuring an optimal user experience across various platforms.
Affordance
A characteristic of a design that suggests how an object should be used, making its function intuitive to the user, such as a button that appears raised and suggests it can be clicked.
Agile
A project management approach that emphasizes flexibility, iterative development, and collaboration, allowing teams to quickly adapt to changes and deliver work in short cycles called sprints.
Agile software development
A methodology for software development where teams work in small, iterative cycles, frequently delivering functional portions of the software and continuously incorporating user feedback and improvements.
Agile UX
The practice of integrating UX design into the Agile software development process, ensuring that user experience is considered and refined throughout each iteration, rather than only at the beginning or end of the project.
Alignment
The arrangement and positioning of elements in a design to create a coherent, balanced, and visually appealing layout, often improving readability and user flow.
Analytics
Analytics involves the collection and analysis of data to understand user behavior and interaction with a product.
Animations
Motion effects applied to design elements that enhance user interaction by providing visual feedback, guiding attention, or creating a more dynamic and engaging experience.
API
A set of rules and tools that allows different software applications to communicate with each other, enabling features like data sharing, integrations, and extending functionality across platforms.
Aspect ratio
The proportional relationship between the width and height of an image, video, or screen, important in maintaining visual consistency across different devices and platforms.
Avatar
A graphical representation, often an image or icon, used to represent a user in digital interfaces like social media profiles, online communities, or virtual environments.
b.
Backend
The part of a website or application that operates behind the scenes, handling data processing, server management, and database interactions, essentially powering the frontend that users interact with.
Backlog
A prioritized list of tasks, features, or bug fixes that a team plans to work on in future development cycles, often used in Agile project management.
Bar
A UI element, typically a horizontal or vertical strip, used to display options, navigation, or status information, such as a navigation bar or progress bar.
Benchmark study
A research method used to compare a product’s performance or usability against industry standards or competitors, identifying areas for improvement.
Beta testing
A phase in product development where a nearly finished product is released to a limited audience to gather feedback, identify bugs, and make final adjustments before a full launch.
Body copy
The main text content of a page or document, typically found in articles, blog posts, or product descriptions, providing detailed information.
Brand guide
A document that outlines the visual and messaging standards for a brand, including logo usage, color palette, typography, tone of voice, and other design elements to ensure consistency across all media.
Breadcrumb Navigation
A secondary navigation aid that shows the user’s location within a website or application, often displayed as a trail of clickable links leading back to the homepage.
Brief
A document or summary that outlines the key objectives, scope, and requirements of a project, providing a clear direction for the design and development team.
Bug
An error, flaw, or issue in a software program that causes it to behave unexpectedly or produce incorrect results.
c.
Card Sort
A research method where participants organize topics or items into categories that make sense to them, helping designers understand how users categorize information.
Controls
Interactive elements in a UI, such as buttons, sliders, or checkboxes, that allow users to perform actions or make selections.
Content Strategy
A plan for creating, managing, and delivering content that aligns with business goals and user needs, ensuring that content is effective, relevant, and consistent.
Content containers
Design elements that group and structure content within a layout, such as boxes or sections, helping to organize information and improve readability.
Concept Testing
A process where ideas or design concepts are presented to users for feedback before full development, helping to validate or refine ideas early on.
Components
Reusable UI elements or building blocks in a design system, such as buttons, forms, or navigation menus, designed to maintain consistency across a product.
Color theory
The study of how colors interact, contrast, and complement each other, guiding designers in creating visually appealing and effective color combinations.
Color theme
A collection of colors selected to work harmoniously within a design, often based on the color palette, setting the overall mood or tone of a product.
Color palette
A set of colors chosen for a design or brand, used consistently across all materials to create a cohesive and recognizable visual identity.
Cognitive Bias
A mental shortcut or error in thinking that can affect a user’s decisions and perceptions, often considered in design to create more user-friendly and intuitive products.
Click Test
A usability test where participants are asked to click on the area of a design where they would expect to find specific information or actions, helping designers understand user expectations.
Click Stream
A record of a user’s clicks or navigation path through a website or app, used to analyze user behavior and improve user experience.
Case Study
A detailed analysis of a project or product, showcasing the problem-solving process, design decisions, and outcomes, often used to demonstrate expertise or success to potential clients.
Cards
UI elements that present information in a compact, visually appealing format, often used to display snippets of content like product details, articles, or user profiles in a grid or list.
CTA (call to action)
A prompt, usually in the form of a button or link, that encourages users to take a specific action, such as “Sign Up,” “Learn More,” or “Buy Now,” aimed at driving user engagement or conversions.
Conversion rate
The percentage of users who complete a desired action, such as making a purchase or signing up for a newsletter, often used to measure the effectiveness of a design or marketing campaign.
Customer Experience (CX)
The overall perception a customer has of a brand or product based on their interactions, encompassing every touchpoint from initial contact to post-purchase support.
d.
Dark patterns
Deceptive design techniques that trick users into taking actions they may not want to, such as signing up for a service or making a purchase unintentionally.
Design Debt
The accumulation of design decisions that were made for short-term convenience but may cause issues or require rework in the future, similar to technical debt in software development.
Design facilitation
The process of guiding a team through design activities, discussions, and workshops to foster collaboration, generate ideas, and make decisions effectively.
Design language
A unified system of visual and functional elements, such as colors, typography, and iconography, that ensures consistency and coherence across all aspects of a brand or product.
Design Patterns
Reusable solutions to common design problems, serving as templates that can be applied to different situations to improve usability and consistency.
Design system
A comprehensive collection of design guidelines, components, and tools that ensure consistency across a product’s interface, enabling scalable and efficient design and development.
Design Thinking
A user-centered approach to problem-solving that involves understanding users, challenging assumptions, and creating innovative solutions through iterative prototyping and testing.
Desk Research
A research method that involves gathering and analyzing existing information, such as articles, reports, and studies, to inform the design process without conducting new, primary research.
Diary Study
A research method where participants record their experiences, thoughts, and behaviors over a period of time, providing insights into their daily interactions with a product or service.
Disabled state
A UI element’s appearance when it is inactive or non-interactive, often grayed out, indicating that the user cannot interact with it under certain conditions.
Display copy
Large, attention-grabbing text used in headings or subheadings, designed to draw the reader’s eye and convey key messages or themes.
Diverging Exercise
A creative brainstorming activity where team members generate a wide range of ideas without judgment, encouraging diverse thinking before narrowing down to the best solutions.
Diverse Empowered Teams
Teams composed of individuals with different backgrounds, skills, and perspectives, working together in an inclusive environment where everyone is encouraged to contribute and innovate.