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UX Glossary

The below list of definitions is curated from websites, books and personal knowledge.

A

A/B Testing – compares the effectiveness of two versions of a web page or marketing email—in order to discover which has better response or conversion rate (Source: Wikipedia) Affinity Diagram – activity used to organize notes and insights from field interviews or contextual inquiries. Accessibility – refers to the practice of making websites usable by people of all abilities and disabilities

B

C

Contextual Inquiry –  is a customer-centered design process which uses extensive field data as the foundation for understanding users’ needs, tasks, intents, and processes in order to design products and systems that meet both users’ and business’ needs. Source:  http://incontextdesign.com/contextual-design/

E

Empathy – the action of understanding, being aware of, being sensitive to, and vicariously experiencing the feelings, thoughts, and experience of another of either the past or present without having the feelings, thoughts, and experience fully communicated in an objectively manner; also : the capacity for this.

Ethnography – qualitative research design aimed at exploring cultural phenomena.

Epistemology – The study of the source and scope of  knowledge and justified belief (how we know what we know).

Experience Map – An experience map visualizes a customer’s experience with a product or service across locations, time, and channels. This holistic view helps promote better understanding of the customer, helps coordinate cross-channel design and reveals opportunities for new or improved interactions. The experience map is typically a product of deep research into how a product or service fits into a customer’s life. – http://nform.com/cards/experience-map/

F

G

Gamification – the application of game design principles to non-game environments.

H

Heuristic – a simple procedure that helps find adequate, though often imperfect, answers to difficult questions.

I

Ideate – to form an idea,  thought, or image of.

J

K

KPI –  or Key Performance Indicator are commonly used by an organization to evaluate its success or the success of a particular activity in which it is engaged. (Wikipedia)

L

Lean – Lean Startup initially advocates the creation of rapid prototypes designed to test market assumptions, and uses customer feedback to evolve them much faster than via more traditional software engineering practices. (Jeff  Gothelf) Lean UX – Inspired by Lean Startup and Agile development theories, it’s the practice of bringing the true nature of our work to light faster, with less emphasis on deliverables and greater focus on the actual experience being designed. (Jeff  Gothelf)

M

N

O

P

Progressive enhancement is a strategy for web design that emphasizes accessibility, semantic HTML markup, and external stylesheet and scripting technologies. Progressive enhancement uses web technologies in a layered fashion that allows everyone to access the basic content and functionality of a web page, using any browser or Internet connection, while also providing an enhanced version of the page to those with more advanced browser software or greater bandwidth. (Wikipedia) Prototype – In the world of designing interactive products and services, prototype is generally defined as some representation of a design idea.

Q

R

S

T

Taxonomy – the practice of finding, describing, classifying, and labeling information.

U

User Experience – the sum experience of a user interacting with product. User-centered Design (UCD) – the practice of creating engaging, efficient user experiences.

V

W

X

Y

Z

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