Glossary of terms
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A#
A/B TestingAlso known as split testing, A/B testing is the practice of comparing two versions of the same thing with a single variable to determine which one performs better.
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AccessibilityAccessibility or accessible design is a design process that enables people with specific needs or neuro-diversities to interact with a product.
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AffordanceAffordances are clues that indicate how we may use something. For example doors can have plates that indicate we can push the door to open it.
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B#
BreadcrumbBreadcrumbs are a navigation system that helps signpost where users are in a product or service. They typically show the page/screen heirarchy from the start to the section a user is on.
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C#
Card sortingCard sorting is an activity where user group individual labels and arrange them in an order that makes sense to them. It is used to show how a users domain knowledge is structures and allows us see if our product or service matches the user's expectation.
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Conversion RateThe Conversion Rate is the percentage of users who complete a desired action, for example, buying an item promoted on a home screen.
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D#
Design ThinkingA 5 stage method for creative problem solving. While useful it does not explicitly acknowledge a design, test, learn loop so there is a danger of not iterating enough.
- Empathise and understand the challenge
- Define the problem
- Ideate potential solutions
- Prototype some potential solutions
- Test solutions
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Design SystemsA design system is a collection of rules, principles, constraints and guidance on how to best use a collection of user interface components. It is a living document that is used to help a team deliver a consistent product of service
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Diary studyA long term qualitative research method where users are asked to journal about a specific thing over a set period of time.
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E#
Empathy mapCollaborative tools that help visualise user behavior and feelings. Usually split into 4 quadrants (saying, thinking, feeling, doing) with a persona at the centre.
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F#
Feedback loopsFeedback loops are systems or processes when part of the output it used as an input for future development. For example a designer creates a prototype, which a user researcher tests. The feedback from testing is then used to help identify how the prototype can be improved.
Feedback loops should be as short as possible.
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G#
GamificationThe act of introducing game like elements and principles into products to encourage user participation or change behavior.
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H#
Heat mapA graphical representation of the areas of a product or service that receive the most attention.
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I#
Information architectureArranging content in a manner so that meaning can be inferred from its position, size and arrangement.
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Interaction designThe practice or designing interactive products while considering the way in which users will interact with them.
For more information see our definition of an interaction designer.
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IterationBreaking down work into smaller parts that each deliver value and can be built on.
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M#
Mental modelThe way a user believes a product functions based on their experience and knowledge.
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P#
PatternA reusable solution to a problem. This could be a log in screen or a way to collect payment details.
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PersonaA representation of a user, usually based on insights pulled from user research. Typically used to help people move away from thinking how they would do something and focus on how our users may do something.
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PrototypeA disposable representation of a product or service made for testing. The fidelity of prototypes can vary depending on need, confidence, time, etc.
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S#
SketchA quick drawing, sometimes accompanied with text that makes our abstract ideas concrete so that we can evaluate and discuss them.
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StoryboardA linear way of representing a journey or experience. It could be post its with words or drawings that tell the story.
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Subject matter expert (SME)provides knowledge and expertise in a specific subject, business area, or technical area.
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T#
Task analysisThe process of documenting the steps or actions a user takes, from their perspective to complete a task.
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U#
UIUI is an acronym for User Interface. It is the form of a product that a user interacts with. It could be the steering wheel in a car, or search bar on a website.
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User centred designAn iterative design process, where we focus on the users needs. Users are involved throughout the process via research and design techniques. The goal is to create highly usable and accessible products or services.
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User flowA series of intended steps a user takes to complete a task, journey or transaction.
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User journey mapsA documented narrative that visualises the process a user goes through to complete a task, journey or transaction. It shows the different stages, their tasks, the users emotions and opportunities for improvement.
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User storiesA general explanation of a feature written from the users perspective. Writing from the users perspective helps us articulate how we will provide value.
They follow the format: As a (type of user) I want (some feature) so that (some reason)
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W#
White spaceWhite or negative space is the are between design elements.
Further reading can be found here
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WireframeA low fidelity representation of a screen, typically using boxes and other shapes to represent the layout. It is not making high fidelity designs grayscale.