Glossary in UX

As a UX designer, I know how overwhelming it can be to come across unfamiliar terms and concepts in the field of user experience. That's why I've created this blog to serve as a reference guide for all your UX-related terminology needs.

A

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


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: Provides on-the-job training to help people 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.


B

 

Bias: Favoring or having prejudice against something based on limited information


Brand Identity: The visual appearance and voice of a company


C


Call-to-action (CTA): A visual prompt that tells the user to take action, like to click a button


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


D

 

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


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


E

 

Empathize: The phase of Design Thinking that involves getting to know your user through
research


Equality: Providing the same amount of opportunity and support


Equity-focused design: Designing for groups that have been historically underrepresented or
ignored when building products

F

 

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


Freelancers: Designers who work for themselves and market their services to businesses to
find customers

G


Generalist: A UX designer with a broad number of responsibilities


Graphic designers: Create visuals that tell a story or message


I

 

Ideate: The phase of Design Thinking that involves brainstorming all potential solutions to the
user’s problem


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


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


Information architecture: The framework of a website or how it’s organized, categorized, and
structured


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


Interaction designers: Focus on designing the experience of a product and how it functions


Iterate: Revise the original design to create a new and improved version


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


M

 

Motion designers: Think about what it feels like for a user to move through a product

P

 

Platform: The medium that users experience your product on

Product: A good, service, or feature


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


Prototype: An early model of a product that demonstrates functionality


R

 

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

S

Screen reader: Software that reads aloud any on-screen text, interactive elements, or
alternative text


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


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


Startup: A new business that wants to develop a unique product or service and bring it to
market


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

T

 

Test: The phase of Design Thinking that involves facilitating and observing user tests with your
design prototypes


T-shaped designer: A designer who specializes in one kind of user experience (e.g.,
interaction, visual, motion) and has a breadth of knowledge in other areas

U


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


User: Any person who uses a product


User-centered design: Puts the user front-and-center


User experience: How a person, the user, feels about interacting with, or experiencing, a
product


UX engineers: Translate the design’s intent into a functioning experience


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


UX research: Understand users and learn about their backgrounds, demographics,
motivations, pain points, emotions, and life goals


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


UX writers: Create the language that appears throughout a digital product, like websites or
mobile apps


V

 

Visual designers: Focus on how the product or technology looks


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

W

Wireframe: An outline or a sketch of a product or a screen

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