The Ultimate UX Glossary.

The Ultimate UX Glossary.

For all of us:

For all of us:

Designers & Developers

Designers & Developers

Designers & Developers

Above the Fold / Below the Fold

Above the fold refers to the content that is immediately visible to a user on a webpage before scrolling. It originates from newspaper terminology (the top half of the front page) and in web design it means the important content or interface elements that users see first. Below the fold is the content that lies further down the page and requires scrolling to view. In UX design, it’s often recommended to place critical or highly engaging information above the fold (for example, a main headline or navigation menu), while supporting or detailed content can be below the fold. This ensures key messages or actions catch the user’s attention without extra effort.

Accessibility

Accessibility (or accessible design) is the practice of designing products, interfaces, and services so that they can be used by as many people as possible, including people with disabilities. This involves considering users with visual, auditory, motor, or cognitive impairments and ensuring they can perceive, understand, navigate, and interact with the product. Designing for accessibility might include providing text alternatives for images (so screen readers can describe them), using sufficient color contrast for text, enabling keyboard-only navigation (for users who cannot use a mouse), and designing forms and controls that are easy to understand and operate. An accessible design not only benefits users with permanent disabilities but also those with situational limitations (like a noisy environment or bright sunlight) and generally leads to a better user experience for all.

Adaptive design

Adaptive design refers to a design approach where multiple fixed layout designs are created for different screen sizes or device types. In an adaptive interface, the system detects the user’s device (e.g., mobile, tablet, desktop) and delivers the pre-designed layout optimized for that device. This means the website or app doesn’t have a single fluid layout; instead, it has distinct versions (e.g., a specific mobile layout and a specific desktop layout) that adapt to the user’s context. Adaptive design contrasts with Responsive Design (see entry under “R”), which uses one flexible layout that reflows dynamically. For example, a travel website might have an adaptive design that shows a simplified navigation and larger buttons on mobile (touch devices) and a more detailed layout on desktop, ensuring usability tailored to each device.

Affinity Diagram / Affinity Map

An Affinity Diagram (also known as an affinity map or affinity mapping) is a tool used to organize a large set of ideas or research findings into meaningful groups. In UX, designers often use affinity diagrams after qualitative research (like user interviews or open-ended survey responses). They write individual insights or observations on sticky notes, then cluster those notes by similarity or theme. For example, if several users mention difficulty finding information on a website, those notes might be grouped under a theme like “navigation issues.” By arranging related items together, affinity diagramming helps teams see patterns and prioritize which problem areas or ideas to focus on. It’s a key step in synthesizing research data and discovering common user needs or pain points.

Affordance

An Affordance is a design element or feature that gives a clue about how it should be used, indicating the actions that are possible. In other words, an affordance is what a user can do with an object or interface element. For example, a door handle affords pulling or pushing (its shape suggests how you might grab and move it), and a button on a screen affords clicking or tapping. Good UX design ensures that affordances align with user expectations — if something looks like a button, users should be able to click it. Clear affordances make an interface intuitive by leveraging the user’s prior knowledge and instincts. A lack of affordance or misleading affordances (for instance, text that looks like a link but isn’t clickable) can confuse users and harm usability.

Agile (Methodology)

Agile is an approach to software development (and project management) that emphasizes iterative progress, collaboration, and adaptability. Instead of a rigid, lengthy development cycle, Agile breaks work into smaller increments (often called sprints, typically 1–2 weeks long) during which a cross-functional team develops and delivers a piece of the product. Agile principles encourage responding to change quickly rather than following a fixed plan — meaning the team continuously refines the product based on feedback and evolving requirements. For UX designers, working in an Agile environment often means designing and testing in cycles, collaborating closely with developers, and making incremental improvements to the user experience. Agile contrasts with more linear approaches like Waterfall (see “W”), where all design is completed before implementation begins.

Android

Android is a mobile operating system developed by Google, commonly found on a wide range of smartphones and tablets. In the context of UX design, Android is one of the primary platforms (alongside iOS, Apple’s mobile operating system) that designers need to consider when creating mobile apps. Designing for Android involves following its design guidelines and patterns (such as Material Design, Google’s design language) to ensure a consistent user experience for Android users. UX designers should be aware of Android-specific UI components, navigation patterns, and device differences. For example, Android devices come in various screen sizes and manufacturers may add custom interface elements, so designers often need to create flexible layouts. Additionally, interactions like the Android back button (a hardware or system back control) affect app navigation design. Understanding the Android platform helps designers create apps that feel native and intuitive to Android users.

Animation Design / Motion Design

In UX, Animation Design (or motion design) is the use of moving elements or transitions to enhance the user interface and experience. Animation can provide feedback, show causality, and guide user attention. For example, a slight bounce on a button press indicates it’s been clicked, or a loading spinner animates to show that a process is underway. Animations can also help make transitions smoother, such as sliding a menu in from the side or fading elements in and out. A well-designed animation can improve usability by making an interface feel responsive and alive (e.g., highlighting a field with a shake when a form input is invalid, mimicking the gesture of saying “no”). However, designers must use animation thoughtfully — it should serve a purpose (feedback, instruction, delight) without distracting or slowing down the user. In summary, animation design enhances user experience by visually communicating status and change in an interface.

API

An API (Application Programming Interface) is not a user-facing design element, but it’s a term designers might encounter in a product development environment. An API is a set of rules and protocols that allows different software applications to communicate with each other. For instance, a weather app on your phone might use an API to retrieve the latest forecast data from a remote server. In the context of UX, APIs enable functionalities like integrating a Google Maps widget into an app or allowing users to log in with a Facebook account. While UX designers don’t work on APIs directly, understanding their role is useful — APIs can impose certain possibilities or constraints on what can be designed. For example, if you’re designing a dashboard that pulls data from an analytics service, the API of that service will determine what data is available and how quickly it can be updated. Essentially, APIs are the behind-the-scenes connections that power many interactive features users experience.

Avatar

In digital products, an Avatar is a graphical representation of a user. It’s often a small image or icon that represents the user in interfaces such as social networks, forums, or profile settings. Avatars can be user-uploaded photos (like a profile picture) or default illustrations (such as a generic silhouette or an initial). From a UX perspective, avatars help personalize the experience — for example, seeing your own picture on a dashboard can make an app feel more like it’s yours. They also identify users in content (for instance, next to comments or chat messages to show who posted them). In cases where a user hasn’t set a personal image, a default avatar (perhaps with the user’s initials or a placeholder graphic) is shown. Consistent use of avatars across a product can enhance recognition (you quickly spot your icon or others’ icons) and improve navigation, especially in social or collaborative contexts.

Agile UX

Agile UX refers to the practice of integrating UX design processes into Agile development cycles. It’s about making sure user experience design and user research happen continuously and iteratively alongside development sprints, rather than all upfront. In Agile UX, designers, developers, and product managers work collaboratively — for example, a designer might create and user-test a quick prototype during one sprint, so that feedback can be incorporated by the next sprint. The goal is to ensure that the product evolves with user feedback and maintains good usability even as new features are rapidly developed. Agile UX often involves techniques like just-in-time design (designing as you go) and close teamwork, so that design can keep pace with frequent releases. This approach helps avoid a disconnect between what’s developed and what users actually need or understand.

B

Backlog

In product development (especially Agile environments), a Backlog is a prioritized list of tasks, features, or user stories that need to be completed. Think of it as the team’s to-do list for building and improving a product. Items in the backlog can include new features to design or develop, bugs to fix, research to conduct, or improvements to make for better UX. The backlog is continuously updated and re-prioritized by the product team as needs change or feedback comes in. For UX designers, backlog items might involve creating a new prototype for a feature, conducting a usability test, or refining a design based on user feedback. By working from the backlog, teams ensure they are always focused on the most important tasks first. A well-groomed backlog helps maintain an efficient workflow and ensures that user-centric improvements are given proper priority among development tasks.

Beacon

In a tech context, a Beacon is a small wireless device that broadcasts a Bluetooth signal to nearby devices. While it’s more of a hardware term, it has UX implications in location-based interactions. Beacons can communicate with a user’s smartphone (if they have an app that listens for beacon signals) to trigger certain experiences. For instance, in a museum, beacons placed near exhibits could send information to a visitor’s phone about the artwork they’re standing in front of. In retail, approaching a beacon in a store might pop up a special offer in the store’s app. For UX designers, beacons introduce opportunities to design context-aware, location-specific experiences. Designers might need to consider how and when to prompt the user with beacon-triggered messages so that it feels helpful, not intrusive. Good UX design for beacon interactions would ensure that any notification or content delivered is relevant to the user’s immediate context and provides clear value.

Beta Testing

Beta Testing is a phase in product development where a nearly finished product (or feature) is released to a limited audience outside the core team to gather real-world feedback. These users, often called beta users or beta testers, use the product in their normal environment and report issues or provide input. From a UX perspective, beta testing is valuable for discovering usability problems, bugs, or missing features that weren’t caught during in-house testing. It’s essentially a trial run to see how the product performs and how users react before a full public launch. For example, a team designing a new mobile app might release a beta version to a few thousand users. Through their feedback, the team might learn that certain navigation flows are confusing or that the sign-up process is too slow. Beta testing allows designers and developers to address these issues (improving the user experience) prior to the official release. It’s an important step to ensure the product meets user needs and works smoothly in various real-life scenarios.

Brainstorming

Brainstorming is an idea generation technique used by UX designers (and many other professionals) to come up with creative solutions or features. In a brainstorming session, individuals or teams rapidly share thoughts and proposals in a judgment-free setting, aiming to generate a wide variety of ideas. For UX, brainstorming might be used to find ways to solve a user’s pain point, to improve a process flow, or to innovate on a product concept. For example, after identifying that users struggle to find content on a website, a team might brainstorm different navigation designs, search improvements, or content reorganization ideas. Key characteristics of effective brainstorming include quantity over quality (at first, more ideas is better), openness (even seemingly wild ideas are welcome), and building on each other’s suggestions. Often, sketches, sticky notes, or whiteboard drawings accompany a brainstorming session. The result is a pool of potential solutions, which the team can then evaluate and refine, selecting the most promising ideas to prototype or develop further.

Breadcrumb

A Breadcrumb (or breadcrumb trail) is a navigation aid that shows users their location in a website or app’s hierarchy. It typically appears as a horizontal list of pages or sections, usually near the top of a page, separated by a symbol (like Home > Section > Subsection). Each part of the breadcrumb (except the last one, which is the current page) is a link the user can click to jump to a higher-level page. Breadcrumbs help users understand the structure of the site and easily backtrack to broader categories. For example, on an e-commerce site, if a user is viewing a specific product, a breadcrumb might display “Home > Electronics > Mobile Phones > Smartphone Model X.” This not only confirms to the user that they are browsing Mobile Phones, but also allows them to click “Electronics” or “Mobile Phones” to explore those pages. Breadcrumbs improve navigation and reduce the steps needed to move around, contributing to a better user experience by preventing users from feeling “lost” deep in a site.

Bug

In software, a Bug is an error or flaw in the code that causes a product to behave in unintended or incorrect ways. Bugs can range from minor visual glitches (like an icon not displaying correctly) to major functional issues (like a app crashing when trying to upload a photo). From a UX perspective, bugs are problematic because they disrupt the user experience — they can cause confusion, frustration, or even prevent the user from completing tasks. For instance, if clicking a “Sign Up” button does nothing due to a bug, users will be unable to register for the service, leading to a poor impression and likely abandonment. Part of the UX process involves identifying bugs through testing (quality assurance and usability testing) and working with developers to get them fixed. A smooth, polished experience with minimal bugs is crucial; users generally don’t differentiate between “design” and “development” issues — they simply experience a product as a whole, so any bug can reflect poorly on the overall quality of the product’s design and execution.

Brand Identity

Brand Identity refers to the visible elements and attributes of a company or product that communicate its values, personality, and purpose. This includes things like the company’s name, logo, color scheme, typography, and overall style, as well as the tone of voice in text. In the context of UX, brand identity plays a role in the look and feel of a product’s design. For example, a banking app’s brand identity might emphasize trust and security, using a formal tone and a stable blue color palette; a children’s learning app might use playful icons and bright, cheerful colors to appear friendly and fun. UX designers must ensure that the user interface and microcopy align with the brand identity so the experience is consistent with what the brand promises. A strong brand identity, consistently applied, helps users connect emotionally with the product and remember it. It also differentiates the product in the market. In summary, brand identity is about who your product or company is in the mind of the user, and it’s reflected in all design choices that the user sees or feels.

C

Call to Action (CTA)

A Call to Action (CTA) is a prompt on a webpage or interface that tells the user to take some specific action. It’s usually presented as a prominent button or link with imperative language. Common examples of CTAs are buttons like “Sign Up Now,” “Buy Now,” “Learn More,” or “Download the App.” In UX and marketing, CTAs are critical because they guide users toward the desired interactions and business goals (like making a purchase or registering for a service). A good CTA is clearly visible (often using a distinct color or size), concise in wording, and conveys a benefit or action. For example, instead of a generic “Submit,” a CTA on a newsletter form might say “Subscribe for Updates” which reminds the user of the value they get. CTAs should also appear at the right moment in the user journey — for instance, after providing information about a product, a “Get Started” CTA encourages the next step. In summary, CTAs are the elements that drive user action, and effective CTA design is key to both user experience and achieving product objectives.

Card Sorting

Card Sorting is a UX research technique used to understand how people naturally organize information, which in turn helps designers create an intuitive Information Architecture for websites or apps. In a card sorting session, participants are given a set of topics or content items (each item is written on a card, whether physical or digital) and asked to group those cards in a way that makes sense to them. There are two main types: open card sorting, where participants name the groups they create (revealing the labels they’d use), and closed card sorting, where participants sort items into predefined categories. For example, if designing a clothing retail site, a card sort might involve product types and let users group them — one user might group by “Men/Women/Accessories,” another by “Clothing/Shoes/New Arrivals,” etc. By analyzing results from many users, designers can identify patterns in how users think about the content. This informs the site’s navigation menus, category names, or structure so that it aligns with user expectations, ultimately making information easier to find.

Chatbot

A Chatbot is an interactive software agent that can converse with users through text or voice in a chat interface. Chatbots are often used for customer service, support, or informational purposes within websites and apps. From a UX perspective, a chatbot provides an alternative, conversational way for users to get what they need. For example, instead of manually browsing a help center, a user might type “How do I reset my password?” into a chatbot, and the bot will reply with instructions or a link. Good chatbot design focuses on making the conversation as natural and helpful as possible — this involves anticipating common questions, providing quick buttons or options for the user to select, and handling misunderstandings gracefully (“I’m sorry, I didn’t catch that. Did you mean…?”). Chatbots can be simple, following pre-written scripts, or more advanced, using AI to understand and respond to a wide variety of inputs. When well-implemented, chatbots can enhance UX by giving users immediate answers or automating simple tasks (like booking an appointment via chat) in a friendly, accessible manner available 24/7.

Clickstream

A Clickstream is the sequence or path of clicks that a user takes as they navigate through a website or app. It’s essentially a trail of their interaction, showing which pages or screens they visited and in what order. Analyzing clickstreams helps UX designers and analysts understand user behavior: for example, you might learn that many users click from the homepage to a product page, then to pricing, then leave the site — indicating something might be causing drop-off at the pricing page. By visualizing common clickstreams, you can identify whether users are taking the expected or optimal paths to complete tasks, or if they’re detouring in confusing ways. For instance, a clean clickstream toward a purchase might be Homepage > Category > Product > Cart > Checkout. If instead you see Homepage > Search > Product > Product > Category > etc., it might indicate the navigation isn’t straightforward. Optimizing UX often involves streamlining clickstreams, reducing unnecessary steps (clicks), and ensuring the user flow matches user intentions. In summary, clickstream data is a valuable feedback tool to refine site structure and content for better user journey efficiency.

Cognitive Load

Cognitive Load refers to the amount of mental effort being used in the working memory of a user when interacting with a system. In UX design, the concept is important because an interface that requires too much thinking or remembering can overwhelm users, leading to errors or abandonment. There are a few types of cognitive load, but in simple terms: when users have to recall information (like remembering a password or a previous step), learn a new concept (like an unfamiliar icon or term), or make complex decisions, their cognitive load increases. A good user-centered design strives to minimize cognitive load. For example, instead of asking users to remember a promo code, the system might automatically apply it (reducing memory load). Using clear labels and familiar icons reduces the learning load because users recognize patterns. Another example: chunking information into smaller sections (such as breaking a long form into multi-step form pages) can reduce the perceived complexity. Overall, by keeping interfaces simple, consistent, and providing helpful cues (like tooltips or defaults), designers can lighten the cognitive load, making it easier for users to process information and accomplish their goals without feeling mentally taxed.

Commit

A Commit in software development is a saved change or “snapshot” in a version control system (like Git). When developers make changes to code, they “commit” those changes with a message describing what was done. It’s akin to hitting save, but with a historical record that can be reviewed or rolled back if needed. While this is a technical term more relevant to developers, it touches UX in the sense of how a product’s changes are managed and integrated. For example, if a UX designer works closely with developers using GitHub (a platform built around commits), they might participate in reviewing commit messages or understanding what code changes could affect the design. If a developer commits a change to adjust a button’s color or placement, a designer might double-check that the change aligns with the intended design. Commits also allow multiple team members to collaborate without overwriting each other’s work. For non-developers, the takeaway is that commits are part of an iterative development process — each commit progressively building or refining the product, much like a designer iterating on successive versions of a mockup.

Contextual Inquiry

Contextual Inquiry is a user research method where a designer or researcher observes and interviews a user in the user’s own environment while they perform real tasks. The goal is to understand the context in which a product is used and to gather in-depth insights about user behaviors, motivations, and any pain points they experience in their normal routine. For example, if you’re designing a new medical record software, a contextual inquiry might involve going to a hospital, watching how doctors and nurses currently use the existing system during their shift, and asking questions as they go (without interfering too much in their work). This method is very user-centered because it captures details that might not come up in a lab test or survey — like environmental distractions, workarounds the user has created, or tools they use in conjunction. Findings from contextual inquiries can inform design decisions to ensure the product fits seamlessly into the user’s life. It often uncovers not just what people do, but why they do it, leading to designs that truly cater to real-world usage.

Conversion Rate

Conversion Rate is a metric that measures the percentage of users who take a desired action out of the total users who could have taken that action. It indicates how well a website or app converts visitors into customers, subscribers, or other goal completions.

CSS (Cascading Style Sheets)

CSS (Cascading Style Sheets) is a style sheet language used for describing the presentation of a document written in HTML. It defines styles like colors, fonts, layouts, and spacing, ensuring a visually appealing and responsive user interface.

Customer Experience (CX)

Customer Experience (CX) refers to the entire interaction a customer has with a brand, from awareness to post-purchase support. It encompasses usability, service quality, and emotional connection to the brand.

D

Design Debt

Design Debt refers to inconsistencies, shortcuts, or outdated design decisions that accumulate over time. It often results from prioritizing speed over quality, leading to inefficiencies in the long run.

Design Sprint

A Design Sprint is a time-constrained, structured process to ideate, prototype, and test design solutions within 5 days. It helps teams rapidly validate ideas before investing heavily in development.

Design System

A Design System is a collection of standardized design guidelines, UI components, and code frameworks that ensure consistency across a product or brand.

Design Thinking

Design Thinking is a problem-solving approach focused on empathy, ideation, prototyping, and iterative testing. It helps teams create human-centered solutions.

Diary Study

A Diary Study is a research method where users log their experiences and interactions over time. It provides insights into real-world usage, behaviors, and pain points.

Double Diamond

The Double Diamond is a design framework with two phases: problem discovery and solution delivery. It emphasizes divergent and convergent thinking for structured innovation.

E

End User

The End User is the person who directly interacts with and benefits from a product or service. Understanding their needs is crucial for UX design.

Ethnographic Research

Ethnographic Research involves observing users in their natural environment to understand behaviors, workflows, and cultural influences on product usage.

Eye Tracking

Eye Tracking is a method that records where users look on a screen or interface, helping UX designers analyze attention patterns and improve usability.

F

Flat Design

Flat Design is a minimalist UI style that avoids textures, gradients, and 3D effects. It focuses on simplicity and clarity, often improving load times and usability.

Flowchart

A Flowchart visually represents user flows, processes, or decision-making paths in an interface, helping designers structure user journeys logically.

G

Gestalt Principles

Gestalt Principles explain how users perceive and group visual elements. They include proximity, similarity, closure, and figure-ground relationships, aiding UI layout decisions.

Grid System

A Grid System is a layout framework that organizes content into rows and columns, ensuring visual consistency and alignment across different screens.

H

HCD (Human-Centered Design)

HCD (Human-Centered Design) is an iterative design process that prioritizes users’ needs, feedback, and pain points to create intuitive and accessible solutions.

HCI (Human-Computer Interaction)

HCI (Human-Computer Interaction) is the study of how people interact with computers and digital interfaces, influencing UX design principles and best practices.

Heat Map

A Heat Map is a data visualization tool that shows areas of high and low interaction on a webpage or app, helping designers optimize layouts and usability.

Heuristic Evaluation

A Heuristic Evaluation is a usability inspection method where experts identify design issues based on established UX principles, such as Nielsen’s heuristics.

Hick’s Law

Hick’s Law states that decision-making time increases with the number of choices. UX designers simplify interfaces to reduce cognitive overload.

HMI (Human-Machine-Interface)

A Human-Machine Interface (HMI) is the point of interaction between a human user and a machine, system, or device. It allows users to control, monitor, and receive feedback from machines through graphical user interfaces (GUIs), physical controls (like buttons or dials), or touchscreens. HMIs are essential in industries such as manufacturing, automotive, and healthcare, where intuitive and efficient interaction with complex systems is critical.

I

Inclusive Design

Inclusive Design ensures that products are accessible to people with diverse abilities, backgrounds, and needs, reducing barriers to usability.

Interaction Design

Interaction Design focuses on defining how users engage with digital systems, including gestures, animations, and interactive feedback mechanisms.

iOS

iOS is Apple’s mobile operating system for iPhones and iPads. UX designers follow Apple’s Human Interface Guidelines to ensure consistency and usability.

Iterative Design

Iterative Design is a cyclical process of prototyping, testing, analyzing, and refining a product to improve its user experience.

M

Mental Model

A Mental Model represents a user’s perception of how a system works. UX designers align interfaces with users’ existing mental models to enhance usability.

Microcopy

Microcopy refers to small bits of text in a UI that provide guidance, reassurance, or motivation, such as error messages, button labels, and tooltips.

Mobile-First Design

Mobile-First Design is an approach where designers create interfaces for mobile screens first, then scale up for larger devices.

Mockup

A Mockup is a high-fidelity visual representation of a design, showcasing colors, typography, and layout without interactivity.

MVP

An MVP is a version of a product with just enough features to validate an idea and gather user feedback before full development.

P

Persona

A Persona is a fictional but research-based character representing a key user segment, helping designers understand user goals and behaviors.

Pixel

A Pixel is the smallest unit of a digital display. In UX, pixel density and screen resolution affect design decisions for clarity and responsiveness.

Prototype

A Prototype is an early, interactive model of a product that allows teams to test usability and functionality before development.

Q

Quantitative Research

Quantitative Research in UX involves numerical data, such as analytics and A/B testing, to measure user behavior at scale.

S

Service Design

Service Design optimizes end-to-end customer experiences by integrating digital and offline interactions across multiple touchpoints.

Site Map

A Site Map is a hierarchical representation of a website’s structure, helping users and search engines navigate its content efficiently.

Sketching

Sketching is a rapid ideation method where designers draw rough UI concepts by hand to explore and refine ideas.

Sprint

A Sprint is a fixed time period in agile development where teams complete a set amount of work, such as UX research, design, or implementation.

Storyboard

A Storyboard is a sequential visual representation of a user’s journey, illustrating key touchpoints and interactions.

Style Guide

A Style Guide is a set of design guidelines defining colors, typography, and UI components to ensure consistency across a product.

T

Technical Debt

Technical Debt refers to the long-term cost of taking design or development shortcuts, leading to inefficiencies that require future fixes.

Typography

Typography is the art of arranging text, including font choice, size, spacing, and hierarchy, to improve readability and aesthetics.

U

Usability Testing

Usability Testing is the process of evaluating a product’s user-friendliness by observing real users as they complete tasks.

User Experience (UX)

User Experience (UX) encompasses all aspects of a user's interaction with a product, including usability, accessibility, and emotional impact.

User Flow

User Flow maps the steps users take to complete tasks in a product, helping designers optimize navigation and interaction paths.

User Interface (UI)

User Interface (UI) is the visual layout of an application, including buttons, menus, icons, and typography, that facilitates user interaction.

User Journey Map

A User Journey Map visually represents the steps and emotions users experience when interacting with a product over time.

User Scenario

A User Scenario describes a specific situation in which a user interacts with a product, helping designers understand real-world use cases.

User Stories

User Stories are short, goal-oriented statements describing what a user wants to achieve, commonly used in agile development.

User-Centered Design (UCD)

User-Centered Design (UCD) is an iterative approach that prioritizes user needs and feedback throughout the design process.

W

White Space

White Space (or negative space) is the empty area around UI elements, improving readability, aesthetics, and user focus.

Whiteboard Challenge

A Whiteboard Challenge is a UX job interview task where candidates sketch and explain a design solution in real time.

Wireframe

A Wireframe is a low-fidelity representation of a digital interface, outlining structure and layout without detailed visuals.