Chrome
Visual elements that provide users information about or commands to use the screen’s content. Chrome is not part of the content itself. Examples would be buttons, labels, and menus.
Edge Case
An uncommon situation when a user’s experience falls outside the intended path.
Drop Off Rate
The number of users who abandon an experience or process.
Fidelity
How closely a design matches the look and feel of the final product.
Figma
A program used to design a user interface. Figma converts visual designs into css code. www.figma.com
Goal Statement
One or two sentences that describe a product and its benefits for the user.
A standard format is: Our [product] will let users [perform specific actions] which will affect [who the action will affect] by [describe how the action will affect users]. We will measure effectiveness by [describe how to measure the impact].
Happy Path
A way to describe a user flow where everything goes to plan and the user takes the most logical and preferred route through the interface.
Information Architecture
The organization of content within a digital product
KPIs
Key Performance Indicators (or KPIs) are ways to measure progress toward an end goal.
Mental Model
A internal map that allows a human to predict how something will work.
Mockup
A high-fidelity design that represents your final product, without the interactivity of a prototype.
MVP
Minimum Viable Product or MVP is a release of a digital product that works but does not have any extra features that would delay its release.
Pain Point
UX issues that frustrate the user and block the user from getting what they need.
Persona
A fictional user whose goals and characteristics represent the needs of a larger group of users.
Prototype
An early model of a product that demonstrates functionality.
Research Study
A methodical, well planned plan to gather insights about a group of users and how they interact with a design or product.
Stakeholders
People who are involved in a design project or who will be affected by its results.
State
The current settings or condition of an element on a page. An example would be a focused state vs. an unfocused state.
System Usability Scale (SUS)
A questionnaire used to numerically measure the usability of a design.
Touch Target
A touch target is the available area for a user to press to select an item, like a button. Mobile touch targets should be at least 44×44 pixels in size.
Use Case
A use case is a description of how users will perform tasks on a digital product, like an app or website.
User Journey
A description of the series of experiences a user has as they interact with a product.
User Story
A user experience tool to describe who the user is and what they want to accomplish.
The standard format is: As [a user persona], I want [to perform this action] so that [I can accomplish this goal].
An example is: As a UX Designer, I want to explain UX terms clearly so that my audience will better understand user experience.
Usability Study
A research method that assesses how easy it is for participants to complete core tasks in a design by observing them using the design. This can be done with wireframes, prototypes, or working software.
Moderated usability studies are performed with a researcher present. Unmoderated are performed without a researcher present and are recorded for someone to watch later.
Wireframe
A simple digital or paper drawing of the basic outline of an app or website. Used to make decisions quickly about the functions of a product without taking time to include fine visual details.