A/B testing is a way of testing that compares two versions of your design. It helps you to understand which version works best for your users.
Accessibility is the part of design where you make sure your design work is accessible for all people. Examples include making sure people with visual impairment can still read your landing page.
In UX, the affordance of a design element is what the user thinks he can do with that element. It is based on what the user can perceive of the component.
Bootstrap is a CSS framework used in web design to create responsive designs for multiple screen sizes. Even though front-end developers mostly use it, understanding Bootstrap as a UX designer is a very useful skill to have.
Buttons are UI components that enable users to make an action, like navigating to a page, purchasing an item, confirming settings, and many more by clicking on them.
A call to action, or CTA, is used to describe elements, usually buttons, that encourage a user to take action.
Canva is a free-to-use design tool that you can use to create graphic design assets like presentations, social media posts, and business cards.
In UX, competitive analysis is a research method that helps you understand how the features and user flows of similar design solutions of your competitors work.
Cognitive load is the amount of mental effort required to complete a task. For users, this includes understanding the user interface, figuring out what tasks to do, and how to complete these tasks.
The customer journey is quite literally the journey someone takes to become your customer. In most cases, this journey includes a set number of steps, like getting familiar with a product or service, the actual purchase, and next steps after the purchase.
Dark patterns are deceptive design patterns used to mislead users to make them do something they would not do on their own.
Design systems are groups of guidelines, design principles, and reusable components used by a company to create consistent branding and design choices at a large scale.
Design thinking is a framework used by many UX, UI, and product designers during large-scale projects. It has five recurring steps and follows a user-centered approach during multiple iterations.
The double diamond methodology is a variation of design thinking used mainly by UI, UX, and product designers during projects. The two diamonds symbolize the diverging and converging flow of activities during the design project.
Figma is one of the most used prototyping and design tools in the UI and UX design world. It is a primarily web-based tool with a strong focus on collaborating with other designers and stakeholders.
Commonly found on a landing page, the hero section is the first section the user sees when visiting your website. This section contains essential information about your product, service, or company that helps the user understand what it is you offer.
How might we (HMW) is an exercise commonly used during design thinking workshops. Instead of going for the obvious solution, it helps workshop participants think creatively about solving challenges.
When you design a product or service, you make every decision with a human being in mind first. It is a way of thinking where the target audience and other important stakeholders are at the center of your design process.
The Jobs-to-be-done (JTBD) framework is used to understand better what a user wants to achieve while using your product. When done right, you can better prioritize how and when to design specific features.
Low-fidelity is a used word to define a design with low levels of detail. In UX, low-fidelity is commonly used in wireframes to create the first visualization of ideas and concepts quickly.
Mental models represent a person's thought process for how an application or a website works. This influences their view on new apps and how to use them.
Mockups are high-fidelity visuals of your final design. You can use mockups to highlight pixel-perfect details and certain features or as the featured image of a presentation or portfolio.
A persona, also known as a user persona, is a design deliverable that shows the traits, qualities, and pain points of your target users summarized in a fictional person.
In UX, a prototype can be either a clickable demo or a fully functioning demo of a design concept. It is used to gather user feedback to further finetune a design.
Usability testing refers to testing a product or service with real users. This is to learn how intuitive a design is and improve the design where necessary.
Wireframes are a very simple visual representation of an early-stage design for your product or service. It is quite literally a set of wires and frames used to get started and get a quick overview of initial designs.
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