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Glossary

Short, sourced definitions. Each term links to the lesson where it is taught in context.

UI
8pt spacing system

Building all spacing and sizing from multiples of 8 (with 4 for fine adjustment). Yields rhythm, cross-platform consistency and fewer arbitrary decisions.

Metrics
A/B test

Randomized controlled experiment comparing design variants on a metric. Requires a hypothesis, a pre-chosen sample size and the discipline not to peek early.

Research
Affinity mapping

Synthesis technique: individual observations on notes, clustered bottom-up into themes. Turns interview transcripts into structured, shareable insights.

Foundations
Affordance

A property of an object that defines what actions are possible with it — a flat plate affords pushing. Often confused with the signifier that communicates the possibility.

Accessibility
Alt text

Text alternative for images. Describes function in context, not pixels; decorative images get empty alt so screen readers skip them.

Psychology
Anchoring

The first number or option seen biases all later judgments. Why pricing pages lead with the expensive plan and why default values in forms are design decisions.

Accessibility
ARIA

Attributes that add roles, names and states to custom widgets for assistive tech. First rule of ARIA: use native HTML instead when it exists.

UI
Atomic design

Frost's mental model for composing UI: atoms → molecules → organisms → templates → pages. Useful vocabulary for structuring component libraries.

Research
Card sorting

Participants group content items into categories that make sense to them — revealing users' mental categories before you design the IA. Open (users name groups) or closed (groups given).

Psychology
Chunking

Grouping information into meaningful units so working memory can hold more. The reason card numbers come in groups of four and long forms come in sections.

Psychology
Cognitive load

Total working-memory effort a task demands. Design reduces extraneous load (navigation, decoding, remembering) so capacity is spent on the task itself.

Metrics
Cohort

A group of users sharing a starting event (signup week, first purchase) tracked together over time. Separates product change effects from audience change effects.

Foundations
Constraint

A limitation that prevents wrong actions: disabled states, input masks, physical key shapes. Norman's most underrated principle — the best error message is the impossible error.

Research
Contextual inquiry

Field method: observe someone doing real work in their real environment while asking questions as an apprentice, not an interviewer. Surfaces workarounds people never think to mention.

Accessibility
Contrast ratio

Luminance ratio between text and background. WCAG AA requires 4.5:1 for normal text, 3:1 for large text and UI components; AAA raises text to 7:1.

Metrics
Conversion rate

The share of users who complete a target action out of those who could have. Sensitive to traffic mix — always segment before celebrating or panicking.

Research
Customer journey map

A visualization of one persona's experience toward a goal over time: stages, actions, thoughts, emotions and pain points. Alignment tool as much as research artifact.

Psychology
Deceptive (dark) patterns

Interfaces engineered to trick or pressure users into unintended actions: confirmshaming, roach motels, sneaked basket items. Increasingly illegal (EU DSA, FTC actions).

UI
Design system

The shared language of a product's UI: components, tokens, patterns, and the usage documentation and governance around them. A living product, not a Figma file.

UI
Design token

A named design decision — color.accent, space.200, radius.md — stored platform-agnostically and compiled to CSS/iOS/Android. The atom of a design system.

Research
Diary study

Participants log experiences over days or weeks in their own context. Captures longitudinal behavior that interviews miss and lab studies cannot reproduce.

Research
Discovery

The continuous practice of understanding problems and opportunities before and while building — ideally weekly, small touchpoints with users rather than rare heroic research phases.

Foundations
Double Diamond

The Design Council's process model: diverge/converge on the problem (discover, define), then diverge/converge on the solution (develop, deliver). A map, not a conveyor belt.

Patterns
Empty state

What a screen shows when there is no data: first use, cleared content, no search results, or an error. Each case needs its own design — first-use empty states are onboarding surfaces.

Research
Evaluative research

Research that tests an existing design — sketch, prototype or live feature — against user needs: usability testing, first-click tests, A/B tests, benchmark surveys.

Foundations
Feedback (design principle)

Immediate, informative response to every action: the button depresses, the message sends, the save confirms. Actions without feedback get repeated, doubted or abandoned.

Research
First-click testing

Measuring where people click first for a task. Users whose first click is right complete tasks far more often — making it a strong early signal for navigation and layout.

Psychology
Fitts's law

Time to reach a target grows with distance and shrinks with target size — bigger, closer targets are faster and safer. Explains edge-of-screen menus and generous touch targets.

Accessibility
Focus trap

Keeping keyboard focus inside a modal while it is open and returning it to the trigger on close. Required behavior for accessible dialogs per the ARIA Authoring Practices.

Psychology
Fogg Behavior Model

Behavior happens when motivation, ability and a prompt converge (B=MAP). Explains why lowering effort often beats raising motivation — and where nudges become manipulation.

Psychology
Framing effect

The same fact lands differently depending on presentation: '90% success' vs '10% failure'. Applies to copy in errors, permissions and risk disclosures.

Metrics
Funnel

A sequence of steps toward a goal with drop-off measured at each. Tells you where users leave; research tells you why.

Research
Generative research

Research done to discover problems, needs and opportunities before solutions exist — interviews, field studies, diary studies. Its output is a clearer problem, not a validated screen.

Psychology
Gestalt principles

Perception laws — proximity, similarity, closure, figure/ground, common region — describing how visual elements group. The physics under every layout decision.

Metrics
HEART framework

Google's UX metric families — Happiness, Engagement, Adoption, Retention, Task success — each operationalized through goals → signals → metrics.

Foundations
Heuristic evaluation

An inspection method where 3–5 evaluators independently check an interface against usability heuristics, then merge findings and rate severity. Cheap, fast, and a complement to (not replacement for) user testing.

Psychology
Hick's law

Decision time grows with the number and complexity of choices. Argument for progressive disclosure and short menus at decision points — not for dumbing everything down.

IA
Information architecture (IA)

The structural design of information: organization schemes, labeling, navigation and search. Good IA is invisible; bad IA is why 'it must be somewhere in settings'.

IA
Information scent

The cues — labels, snippets, icons — users sniff to judge whether a path leads to what they need. Weak scent produces pogo-sticking and back-button loops.

Psychology
Jakob's law

Users spend most of their time on other sites and apps, so they expect yours to work like the ones they already know. The strongest argument for platform conventions.

Research
Jobs to Be Done (JTBD)

Framing needs as the 'job' a person hires a product to do — including functional, emotional and social dimensions. Focuses on causality of switching rather than demographics.

Foundations
Learnability

How easily users accomplish basic tasks on first contact with a design. One of Nielsen's five usability components; measured with first-time task success.

UI
Line length (measure)

Comfortable reading needs roughly 45–75 characters per line. Longer lines lose the reader on the return sweep; a max-width on text columns is a usability feature.

Psychology
Loss aversion

Losses hurt roughly twice as much as equivalent gains please. Powers trial-expiry dread and 'don't lose your progress' — and is the mechanism most dark patterns exploit.

Foundations
Mapping

The relationship between controls and their effects — stove knobs matching burner layout. Natural mapping removes the need for labels and memory.

Foundations
Mental model

What a user believes about how a system works — built from experience with similar systems. Designs fail when the interface model contradicts the prevailing mental model.

Writing
Microcopy

The small words that do heavy lifting: buttons, labels, placeholders, errors, empty states. Written from the user's task, not the system's internals.

Psychology
Miller's law

Working memory holds about 7±2 chunks. Correct application is chunking (phone numbers, grouped forms) — not 'menus must have seven items', a common misreading.

Patterns
Modality

A UI state that blocks interaction with the rest of the app until resolved (modals, alerts). Interruption is a cost — platforms reserve it for required decisions.

Metrics
North Star Metric

The single metric that best captures the value users receive (e.g., weekly active teams, orders delivered). Aligns teams; dangerous when it drifts from real value.

Metrics
NPS

Net Promoter Score: % promoters minus % detractors on the 0–10 'would you recommend' question. Widely used, widely criticized; treat as a trend line, never a diagnosis.

Patterns
Optimistic UI

Showing an action as succeeded before the server confirms (likes, sends, renames), with rollback on failure. Trades perceived speed for reconciliation complexity.

Psychology
Peak-end rule

People judge an experience by its most intense moment and its ending, not its average. Invest in the hardest step and the finish — confirmations, success states, offboarding.

Research
Persona

A composite archetype of a user group built from research data — goals, behaviors, context. Criticized when built from assumptions instead of data; JTBD is the common alternative framing.

Writing
Plain language

Writing the reader understands on first pass: common words, short sentences, front-loaded key information. An accessibility requirement, not a stylistic preference.

IA
Pogo-sticking

Bouncing repeatedly between a list and its items because list-level information is too thin to choose from. A symptom of weak information scent, fixed at the list, not the item.

Accessibility
POUR

WCAG's four principles: content must be Perceivable, Operable, Understandable and Robust. A useful audit lens even before reading a single success criterion.

Foundations
Product design

UX design with accountability for business outcomes: a product designer connects user needs with product strategy and metrics, not only with usability.

Patterns
Progressive disclosure

Show the core by default; reveal advanced options on demand. Keeps first contact simple without amputating power — the interaction-design answer to Hick's law.

Psychology
Recognition over recall

People recognize options far more easily than they retrieve them from memory — the basis for menus, autocomplete, suggestions and history, and Nielsen's heuristic #6.

Research
Research question

What the team needs to learn, phrased for the team and linked to a decision. Never asked to a participant directly — interview questions are derived from it.

Metrics
Retention

The share of users who return over time, read from cohort curves. The flattening point of the curve is the closest thing analytics has to product-market-fit evidence.

Accessibility
Screen reader

Assistive software (VoiceOver, TalkBack, NVDA, JAWS) that renders UI as speech or braille. Navigates by semantics — headings, landmarks, labels — which is why semantics are design.

Research
Screener

A short questionnaire that filters study candidates for recent relevant behavior (not attitudes or demographics alone), without revealing the 'right' answers.

Research
Semi-structured interview

An interview with a prepared guide used as a map rather than a script: fixed goals and themes, flexible order and follow-ups depending on what the participant opens up.

Research
SEQ (Single Ease Question)

One question asked right after a task — 'Overall, how difficult or easy was the task?' (7-point scale). Cheap, surprisingly reliable per-task difficulty metric.

Research
Service blueprint

A journey map extended below the line of visibility: frontstage interactions plus backstage processes, systems and people that produce them.

Foundations
Signifier

A perceivable cue — shadow, label, underline — that communicates where and how an action is possible. Norman introduced the term because 'affordance' was being used for the cue rather than the possibility.

Patterns
Skeleton screen

A placeholder mimicking the layout of loading content. Beats spinners when structure is predictable and load is noticeable; worse than nothing when it lies about what's coming.

Psychology
Social proof

People copy others under uncertainty: reviews, ratings, 'most popular' badges. Legitimate when true; a deceptive pattern when fabricated or pressured ('3 people are viewing this').

Research
SUS (System Usability Scale)

A 10-item standardized questionnaire yielding a 0–100 usability score. Decades of benchmarks exist; 68 is the average. Blunt but comparable across products and time.

Psychology
System 1 / System 2

Kahneman's dual-process model: fast automatic thinking vs slow deliberate reasoning. Interfaces run on System 1 by default — design for glanceability, spend System 2 only where the decision deserves it.

Metrics
Task success rate

The share of users completing a defined task. The most direct UX metric there is — cheap to collect in any usability test, powerful as a before/after redesign measure.

IA
Taxonomy

The controlled classification scheme behind categories, tags and facets. Decides whether 'Jackets' lives under 'Men' or 'Clothing' — and whether users ever find it.

Patterns
Toast / snackbar

A brief, auto-dismissing, non-blocking notification. Right for low-stakes confirmations; wrong for errors and anything requiring action — it disappears, and screen readers may miss it.

Accessibility
Touch target

The tappable area of a control — larger than the visible element when needed. Minimums: 44×44pt (Apple HIG), 48×48dp (Material); WCAG 2.2 adds a 24px floor.

Research
Tree testing

Users find items in a text-only version of your navigation hierarchy. Tests findability of a proposed structure without visual design — the evaluative twin of card sorting.

Research
Triangulation

Combining methods or data sources (e.g., interviews + analytics) so the weaknesses of one are covered by another — especially bridging the gap between what people say and what they do.

Foundations
UI

User interface — the surface through which interaction happens: screens, components, typography, motion. A part of UX, not a synonym for it.

Foundations
Usability

How easy and pleasant a thing is to use, decomposed by Nielsen into five measurable components: learnability, efficiency, memorability, errors and satisfaction.

Research
Usability testing

Watching representative users attempt realistic tasks with a design, to find where and why they fail. Qualitative rounds of ~5 users per iteration surface most recurring problems.

Foundations
User-centered design (UCD)

Development driven by understanding users, evaluated with users, iterated — formalized in ISO 9241-210. The philosophical core the rest of this site assumes.

Foundations
Utility

Whether a product provides the features users actually need — as distinct from usability, which asks whether those features are easy to use. Usefulness = utility × usability.

Foundations
UX

User experience — everything a person experiences with a product or service over time: discovery, onboarding, use, failure, support, leaving. Coined by Don Norman to name something broader than the interface.

Foundations
Visibility of system status

Nielsen's heuristic #1: the design keeps users informed about what is going on through appropriate, timely feedback — progress indicators, confirmations, state changes.

UI
Visual hierarchy

Ordering perception by size, weight, contrast, color and position so the eye meets things in the order that serves the task. If everything shouts, nothing is heard.

Writing
Voice & tone

Voice is the product's stable personality; tone adapts to the moment — playful in onboarding, plain and calm in errors and billing.

Psychology
Von Restorff effect

The item that differs from its group is the one remembered — the isolation effect. Why the primary CTA looks different from everything else, and why only one thing per screen should.

IA
Wayfinding

Knowing where you are, what's here and where you can go — in buildings and interfaces alike. Served by navigation state, breadcrumbs, titles and consistent placement.

Accessibility
WCAG

Web Content Accessibility Guidelines — the W3C standard behind most a11y law. Organized by POUR principles with testable success criteria at levels A, AA (the common legal bar) and AAA.

Psychology
Zeigarnik effect

Interrupted or incomplete tasks are remembered better than completed ones. The engine behind progress bars, profile-completion meters and 'continue watching'.