Resource library
UX Glossary
Common UX, research and product terms in plain language.
A
- A/B testing
- Showing two versions of a design to different groups of users and comparing which one performs better against a chosen measure. Learn more about A/B testing (opens UXtweak in a new tab) ↗
- Accessibility Compliance
- Meeting recognised accessibility standards, such as WCAG, so people with disabilities can use a product. Learn more about Accessibility Compliance (opens UXtweak in a new tab) ↗
- Active listening
- Giving a participant your full attention, reflecting back what you heard and asking follow-ups, so their meaning is understood rather than assumed. Learn more about Active listening (opens UXtweak in a new tab) ↗
- Affordance
- A property of an object that signals how it can be used, such as a button that looks pressable. Learn more about Affordance (opens UXtweak in a new tab) ↗
- Agile UX
- Practising user research and design in short iterative cycles that fit alongside agile software development. Learn more about Agile UX (opens UXtweak in a new tab) ↗
B
- Backlog
- An ordered list of work items a team plans to do, from which upcoming tasks are picked. Learn more about Backlog (opens UXtweak in a new tab) ↗
- Benchmark
- A reference measurement, such as a previous score or a competitor's result, used to judge how a design performs. Learn more about Benchmark (opens UXtweak in a new tab) ↗
- Benchmarking Research
- Measuring a product's usability or experience at set intervals, or against competitors, to track change over time. Learn more about Benchmarking Research (opens UXtweak in a new tab) ↗
- Between-Subjects Design
- A study in which each participant experiences only one condition, and groups are compared with each other. Learn more about Between-Subjects Design (opens UXtweak in a new tab) ↗
- Binary Metric
- A measure with only two outcomes, such as success or failure, yes or no. Learn more about Binary Metric (opens UXtweak in a new tab) ↗
C
- Categorical Metric
- A measure that sorts results into named groups, such as device type or error category, rather than numbers. Learn more about Categorical Metric (opens UXtweak in a new tab) ↗
- Center of a Dataset
- A typical value that summarises where the data sits, most often the mean, median or mode. Learn more about Center of a Dataset (opens UXtweak in a new tab) ↗
- Confidence Interval
- A range of values that likely contains the true figure for the whole population, based on a sample. Learn more about Confidence Interval (opens UXtweak in a new tab) ↗
- Confidence Level
- How sure you want to be that a confidence interval captures the true value, commonly 95 percent. Learn more about Confidence Level (opens UXtweak in a new tab) ↗
- Confounding Variable
- An outside factor that influences the result and can be mistaken for the effect you are testing. Learn more about Confounding Variable (opens UXtweak in a new tab) ↗
- Context of use
- The users, tasks, equipment and environment in which a product is actually used. Learn more about Context of use (opens UXtweak in a new tab) ↗
- Continuous Metric
- A measure that can take any value on a scale, such as time on task. Learn more about Continuous Metric (opens UXtweak in a new tab) ↗
- Counterbalancing
- Varying the order in which participants meet conditions so order effects do not skew the results. Learn more about Counterbalancing (opens UXtweak in a new tab) ↗
- Cross-platform compatibility
- A product working consistently across different devices, browsers and operating systems. Learn more about Cross-platform compatibility (opens UXtweak in a new tab) ↗
- Customer activation
- The moment a new user first gets real value from a product and is likely to keep using it. Learn more about Customer activation (opens UXtweak in a new tab) ↗
D
- Data saturation
- The point in qualitative research where new participants stop revealing new themes. Learn more about Data saturation (opens UXtweak in a new tab) ↗
- Dependent Variable
- The outcome you measure in a study, which may change in response to what you vary. Learn more about Dependent Variable (opens UXtweak in a new tab) ↗
- Design Thinking
- A human-centred approach that moves through understanding people, defining the problem, generating ideas, prototyping and testing. Learn more about Design Thinking (opens UXtweak in a new tab) ↗
- Digital personalization
- Tailoring content, layout or features to an individual user based on their behaviour or preferences. Learn more about Digital personalization (opens UXtweak in a new tab) ↗
- Dirty testing
- A quick, informal test run with minimal preparation to catch obvious problems early. Learn more about Dirty testing (opens UXtweak in a new tab) ↗
- Discrete Metric
- A measure made of whole counts, such as the number of errors or clicks. Learn more about Discrete Metric (opens UXtweak in a new tab) ↗
- Domain Expert
- A person with deep knowledge of a specific field, consulted to make sure a design fits real practice. Learn more about Domain Expert (opens UXtweak in a new tab) ↗
- Drag handle
- A small control, often a grip icon, that shows an item can be picked up and moved. Learn more about Drag handle (opens UXtweak in a new tab) ↗
E
- Edge case
- An unusual or extreme situation that sits at the limits of normal use, such as very long names or no data. Learn more about Edge case (opens UXtweak in a new tab) ↗
- Enterprise Organization
- A large company, typically with complex structures, many users and demanding security and compliance needs. Learn more about Enterprise Organization (opens UXtweak in a new tab) ↗
- Experience Sampling
- Prompting people at random moments to report what they are doing and feeling, capturing experience as it happens. Learn more about Experience Sampling (opens UXtweak in a new tab) ↗
- Expert review
- An evaluation of a design by specialists who judge it against experience and best practice, without user testing. Learn more about Expert review (opens UXtweak in a new tab) ↗
- External Validity
- How well the findings of a study hold true for people and situations outside the study itself. Learn more about External Validity (opens UXtweak in a new tab) ↗
F
- False consensus effect
- The tendency to assume other people think and behave the way you do. Learn more about False consensus effect (opens UXtweak in a new tab) ↗
- Five Second Test
- A quick test where users see a design briefly and then say what they remember, revealing first impressions. Learn more about Five Second Test (opens UXtweak in a new tab) ↗
- Focus+context
- A display technique that shows a detailed area of interest while keeping the surrounding overview in view. Learn more about Focus+context (opens UXtweak in a new tab) ↗
- Formative research
- Research done during design to shape and improve a product before it is finished. Learn more about Formative research (opens UXtweak in a new tab) ↗
G
- Guerilla Testing
- Informal testing with passers-by in public places, trading depth for speed and low cost. Learn more about Guerilla Testing (opens UXtweak in a new tab) ↗
H
- Haptic Feedback
- Physical sensations, such as vibration, that confirm an action on a device. Learn more about Haptic Feedback (opens UXtweak in a new tab) ↗
- Heuristic Review
- An evaluation that checks a design against recognised usability principles to find likely problems. Learn more about Heuristic Review (opens UXtweak in a new tab) ↗
I
- I-beam pointer
- The text-shaped cursor that appears over selectable or editable text. Learn more about I-beam pointer (opens UXtweak in a new tab) ↗
- Incentive
- A reward offered to participants in exchange for taking part in research. Learn more about Incentive (opens UXtweak in a new tab) ↗
- Independent Variable
- The factor a researcher deliberately changes in a study to see its effect. Learn more about Independent Variable (opens UXtweak in a new tab) ↗
- Information Design
- Presenting information so it is clear, organised and easy to understand and act on. Learn more about Information Design (opens UXtweak in a new tab) ↗
- Interaction Design
- Designing how people and products respond to each other, including controls, feedback and flows. Learn more about Interaction Design (opens UXtweak in a new tab) ↗
- Internal Validity
- How confident you can be that the effect seen in a study was caused by what you changed and not something else. Learn more about Internal Validity (opens UXtweak in a new tab) ↗
- ISO 9126
- An older international standard describing software quality, including usability, reliability and efficiency. Learn more about ISO 9126 (opens UXtweak in a new tab) ↗
- Iterative Design
- Improving a design through repeated cycles of making, testing and refining. Learn more about Iterative Design (opens UXtweak in a new tab) ↗
J
- Jobs-To-Be-Done (JTBD) Framework
- A way of understanding why people use a product by focusing on the progress they are trying to make. Learn more about Jobs-To-Be-Done (JTBD) Framework (opens UXtweak in a new tab) ↗
K
- Key Performance Indicator (KPI)
- A chosen measure that shows how well a team or product is progressing toward a goal. Learn more about Key Performance Indicator (KPI) (opens UXtweak in a new tab) ↗
L
- Likert scale
- A rating question where people state how strongly they agree or disagree with a statement. Learn more about Likert scale (opens UXtweak in a new tab) ↗
- Low fidelity
- A rough, simple representation of a design that focuses on ideas and structure rather than polish. Learn more about Low fidelity (opens UXtweak in a new tab) ↗
- Low fidelity prototype (lo-fi prototype)
- A quick, basic mock-up, often on paper or in simple boxes, used to explore and test ideas cheaply. Learn more about Low fidelity prototype (lo-fi prototype) (opens UXtweak in a new tab) ↗
M
- Margin of Error
- The amount by which a survey or test result might differ from the true value for the whole population. Learn more about Margin of Error (opens UXtweak in a new tab) ↗
- Menu-driven interface
- An interface where users make choices by selecting from lists of options. Learn more about Menu-driven interface (opens UXtweak in a new tab) ↗
- Metric
- A number used to track and compare some aspect of a product or user behaviour. Learn more about Metric (opens UXtweak in a new tab) ↗
- Middle market
- Mid-sized companies, larger than small businesses but smaller than large enterprises. Learn more about Middle market (opens UXtweak in a new tab) ↗
- Minimum viable product (MVP)
- The simplest version of a product that can be released to learn from real users. Learn more about Minimum viable product (MVP) (opens UXtweak in a new tab) ↗
- Multi-channel testing
- Evaluating an experience across several touchpoints, such as web, mobile and in person. Learn more about Multi-channel testing (opens UXtweak in a new tab) ↗
N
- NASA-TLX (NASA Task Load Index)
- A questionnaire that rates how much mental, physical and time effort a task demands. Learn more about NASA-TLX (NASA Task Load Index) (opens UXtweak in a new tab) ↗
- Natural language interface
- An interface people control by typing or speaking in everyday language. Learn more about Natural language interface (opens UXtweak in a new tab) ↗
- Navigation Design
- Planning the labels, structure and paths that help people find their way around a product. Learn more about Navigation Design (opens UXtweak in a new tab) ↗
- Net Promoter Score (NPS)
- A score from asking how likely people are to recommend a product, calculated from promoters minus detractors. Learn more about Net Promoter Score (NPS) (opens UXtweak in a new tab) ↗
- NOIR statistics
- The four levels of measurement: nominal, ordinal, interval and ratio. Learn more about NOIR statistics (opens UXtweak in a new tab) ↗
- Normal Distribution
- A symmetrical bell-shaped spread of data where most values cluster around the average. Learn more about Normal Distribution (opens UXtweak in a new tab) ↗
O
- Observed Score
- The value you actually measure, which combines the true value with some measurement error. Learn more about Observed Score (opens UXtweak in a new tab) ↗
- Onboarding
- The steps that help new users get started and understand the value of a product. Learn more about Onboarding (opens UXtweak in a new tab) ↗
P
- P-Value
- The probability of seeing a result at least as extreme as yours if there were really no effect. Learn more about P-Value (opens UXtweak in a new tab) ↗
- Parametric searching
- Searching by choosing values for specific attributes, such as price range or size. Learn more about Parametric searching (opens UXtweak in a new tab) ↗
- Performance Metric
- A measure of what users actually do, such as success rate, time or errors. Learn more about Performance Metric (opens UXtweak in a new tab) ↗
- Persona
- A fictional but research-based profile of a typical user, used to keep real needs in mind. Learn more about Persona (opens UXtweak in a new tab) ↗
- Population (or User Population)
- The entire group of people a study or product is meant to represent. Learn more about Population (or User Population) (opens UXtweak in a new tab) ↗
- Portrait vs. Landscape
- The two screen orientations: taller than wide, or wider than tall. Learn more about Portrait vs. Landscape (opens UXtweak in a new tab) ↗
- Post-Task Survey
- Questions asked right after a participant completes a task, while it is fresh. Learn more about Post-Task Survey (opens UXtweak in a new tab) ↗
- Post-Test Survey
- Questions asked at the end of a session about the overall experience. Learn more about Post-Test Survey (opens UXtweak in a new tab) ↗
- Practical Significance
- Whether a measured difference is large enough to matter in the real world. Learn more about Practical Significance (opens UXtweak in a new tab) ↗
- Prioritization
- Deciding which problems or features to address first, based on value, effort and risk. Learn more about Prioritization (opens UXtweak in a new tab) ↗
- Product
- The thing a team makes and offers to people, whether physical, digital or a service. Learn more about Product (opens UXtweak in a new tab) ↗
- Product Critique
- A structured discussion where a team gives feedback on a product or design. Learn more about Product Critique (opens UXtweak in a new tab) ↗
- Product Designer
- A designer who works across research, interaction and visual design to shape a whole product. Learn more about Product Designer (opens UXtweak in a new tab) ↗
- Product Development Cycle
- The stages a product moves through, from idea to launch and ongoing improvement. Learn more about Product Development Cycle (opens UXtweak in a new tab) ↗
- Product Differentiation
- What makes a product stand out from alternatives in ways people value. Learn more about Product Differentiation (opens UXtweak in a new tab) ↗
- Product Experience
- The overall impression people have from using a product across every touchpoint. Learn more about Product Experience (opens UXtweak in a new tab) ↗
- Product Positioning
- How a product is placed in people's minds relative to alternatives. Learn more about Product Positioning (opens UXtweak in a new tab) ↗
- Product Strategy
- The plan for how a product will achieve its goals and create value over time. Learn more about Product Strategy (opens UXtweak in a new tab) ↗
- Product Vision
- A clear description of the future a product aims to create. Learn more about Product Vision (opens UXtweak in a new tab) ↗
- Product-Market Fit
- When a product satisfies strong demand in a market, shown by people choosing and keeping it. Learn more about Product-Market Fit (opens UXtweak in a new tab) ↗
- Pull-down menu
- A list of options that opens downward when a control is selected. Learn more about Pull-down menu (opens UXtweak in a new tab) ↗
Q
- Qualitative insights
- Understanding of why people think and act as they do, drawn from observation and conversation. Learn more about Qualitative insights (opens UXtweak in a new tab) ↗
- Quantitative insights
- Understanding drawn from numbers, such as how many people did something and how often. Learn more about Quantitative insights (opens UXtweak in a new tab) ↗
R
- Rapid Prototyping
- Building quick versions of a design to test ideas and learn fast. Learn more about Rapid Prototyping (opens UXtweak in a new tab) ↗
- Rating Scale
- A question that asks people to pick a point on a range to express an opinion or experience. Learn more about Rating Scale (opens UXtweak in a new tab) ↗
- Redlining
- Marking up a design with notes and measurements to explain changes to developers. Learn more about Redlining (opens UXtweak in a new tab) ↗
- Remote focus groups
- Group discussions held online instead of in the same room. Learn more about Remote focus groups (opens UXtweak in a new tab) ↗
- Research Objective
- The specific question a study is meant to answer. Learn more about Research Objective (opens UXtweak in a new tab) ↗
S
- Sample
- The smaller group of people actually studied, chosen to represent the wider population. Learn more about Sample (opens UXtweak in a new tab) ↗
- Scannability
- How easily people can pick out key information by skimming. Learn more about Scannability (opens UXtweak in a new tab) ↗
- Scroll Depth
- How far down a page people scroll before leaving. Learn more about Scroll Depth (opens UXtweak in a new tab) ↗
- Self-Reported Metric
- A measure based on what people say about their own experience, such as satisfaction ratings. Learn more about Self-Reported Metric (opens UXtweak in a new tab) ↗
- Semantic-Differential Scale
- A rating scale between two opposite words, such as simple and complex. Learn more about Semantic-Differential Scale (opens UXtweak in a new tab) ↗
- Single-Ease Question (SEQ)
- A one-question rating of how easy a task was, asked straight after the task. Learn more about Single-Ease Question (SEQ) (opens UXtweak in a new tab) ↗
- Sitemap
- A diagram or list showing the pages of a site and how they are organised. Learn more about Sitemap (opens UXtweak in a new tab) ↗
- Skeuomorphism
- A design style that imitates real-world objects, such as textures and shadows that mimic leather or paper. Learn more about Skeuomorphism (opens UXtweak in a new tab) ↗
- Skewed Distribution
- A spread of data that leans to one side, with a long tail in one direction. Learn more about Skewed Distribution (opens UXtweak in a new tab) ↗
- Skip Navigation
- A link at the top of a page that lets keyboard and screen reader users jump past repeated menus. Learn more about Skip Navigation (opens UXtweak in a new tab) ↗
- Small business
- A company with a small team and limited resources, often with simple structures. Learn more about Small business (opens UXtweak in a new tab) ↗
- SMART Goal Setting
- Setting goals that are specific, measurable, achievable, relevant and time-bound. Learn more about SMART Goal Setting (opens UXtweak in a new tab) ↗
- Standard Deviation
- A number showing how spread out values are around the average. Learn more about Standard Deviation (opens UXtweak in a new tab) ↗
- Synthetic metric
- A figure calculated from several measures to give a single summary score. Learn more about Synthetic metric (opens UXtweak in a new tab) ↗
T
- Task completion time
- How long a participant takes to finish a task. Learn more about Task completion time (opens UXtweak in a new tab) ↗
- Taxonomy
- A system for classifying and naming things into a structured hierarchy. Learn more about Taxonomy (opens UXtweak in a new tab) ↗
- Tear-off menu
- A menu that can be detached from its bar and kept open as a floating panel. Learn more about Tear-off menu (opens UXtweak in a new tab) ↗
- Three click rule
- The unproven idea that people should reach any content within three clicks; clarity of path matters more than count. Learn more about Three click rule (opens UXtweak in a new tab) ↗
- Tooltip
- A small label that appears on hover or focus to explain a control. Learn more about Tooltip (opens UXtweak in a new tab) ↗
- True Score
- The real value of what you are measuring, free of error. Learn more about True Score (opens UXtweak in a new tab) ↗
U
- Usability Evaluation
- Assessing how easy and effective a product is to use, through testing or expert review. Learn more about Usability Evaluation (opens UXtweak in a new tab) ↗
- Usability lab
- A dedicated room set up with equipment to observe and record usability sessions. Learn more about Usability lab (opens UXtweak in a new tab) ↗
- User Engagement
- How actively and meaningfully people interact with a product over time. Learn more about User Engagement (opens UXtweak in a new tab) ↗
- User Experience
- How a person feels and what they do when they interact with a product, service or system. Learn more about User Experience (opens UXtweak in a new tab) ↗
- User Interface (UI)
- The visible and interactive parts of a product through which people use it. Learn more about User Interface (UI) (opens UXtweak in a new tab) ↗
- User Journey
- The path a person follows over time while trying to reach a goal, with their actions and feelings along the way. Learn more about User Journey (opens UXtweak in a new tab) ↗
- User Session
- A single visit or period of continuous use of a product by one person. Learn more about User Session (opens UXtweak in a new tab) ↗
- User Story
- A short statement of a need from the user's point of view, such as what they want to do and why. Learn more about User Story (opens UXtweak in a new tab) ↗
- User Testing Script
- The planned wording and steps a moderator follows so every session is consistent. Learn more about User Testing Script (opens UXtweak in a new tab) ↗
- User Testing Survey
- A questionnaire used to collect participants' opinions before, during or after testing. Learn more about User Testing Survey (opens UXtweak in a new tab) ↗
- UX Personas
- Research-based user profiles that help teams design for real needs. Learn more about UX Personas (opens UXtweak in a new tab) ↗
- UX wireframe
- A simple layout drawing showing structure and content placement without visual styling. Learn more about UX wireframe (opens UXtweak in a new tab) ↗
V
- Value proposition
- A clear statement of the benefit a product offers and why someone should choose it. Learn more about Value proposition (opens UXtweak in a new tab) ↗
- Vanity Metrics
- Numbers that look impressive, such as page views, but do not show real progress. Learn more about Vanity Metrics (opens UXtweak in a new tab) ↗
- Variability
- How much results differ from one another within a set of data. Learn more about Variability (opens UXtweak in a new tab) ↗
W
- Wireflow
- A diagram that combines wireframes with arrows to show screens and the flow between them. Learn more about Wireflow (opens UXtweak in a new tab) ↗
- Within-Subjects Design
- A study in which every participant experiences all conditions, so each person is compared with themselves. Learn more about Within-Subjects Design (opens UXtweak in a new tab) ↗
- Wizard of oz prototype
- A prototype that appears to work automatically while a person secretly performs the behaviour behind the scenes. Learn more about Wizard of oz prototype (opens UXtweak in a new tab) ↗
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Definitions are written for UknowUX. Each "Learn more" link goes to the matching entry in the UXtweak UX glossary, which we recommend for deeper reading.