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UX/UI Design Terms

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UX Research

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UX Research: The systematic study of target users and their requirements, to add realistic contexts and insights to design processes.

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Accessibility

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Accessibility: The design of products, devices, services, or environments for people with disabilities. In UX/UI, this means creating designs that can be used by people with a wide range of abilities and disabilities.

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Material Design

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Material Design: A design language developed by Google, which expresses Google's visual, motion, and interaction design across platforms and devices.

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Human-Centered Design

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Human-Centered Design: An approach to problem solving that develops solutions to problems by involving the human perspective in all steps of the problem-solving process.

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Wireframe

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Wireframe: A low-fidelity way to present a product design, used to layout content and functionality on a page which takes into account user needs and user journeys.

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Progressive Disclosure

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Progressive Disclosure: A strategy for managing information by revealing it only when necessary, maintaining focus and reducing cognitive load.

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Flat Design

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Flat Design: A minimalistic design approach that emphasizes usability, featuring clean, open space, crisp edges, bright colors, and two-dimensional illustrations.

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Skeuomorphism

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Skeuomorphism: A design concept of making items represented resemble their real-world counterparts in order to make them easily recognizable and intuitive.

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Heuristic Evaluation

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Heuristic Evaluation: A usability inspection method for computer software that helps to identify usability problems in the user interface design.

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Minimum Viable Product (MVP)

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Minimum Viable Product: A version of a product with just enough features to satisfy early customers and provide feedback for future product development.

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Hick's Law

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Hick's Law: The time it takes to make a decision increases with the number and complexity of choices available, guiding the streamline of options presented in UX/UI design.

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Prototype

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Prototype: An early sample, model, or release of a product built to test a concept or process or to act as a thing to be replicated or learned from.

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User Persona

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User Persona: A semi-fictional character based on your ideal or typical user, which may be created to guide decisions about product features, navigation, interactions, and visual design.

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UX

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User Experience: Refers to the overall experience a user has when interacting with a product or service, particularly in terms of how easy or pleasing it is to use.

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CTA

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Call to Action: An instruction to the audience designed to provoke an immediate response, usually using an imperative verb such as 'call now', 'find out more', or 'visit a store today'.

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A/B Testing

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A/B Testing: A method of comparing two versions of a webpage or app against each other to determine which one performs better.

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Information Architecture

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Information Architecture: The art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability.

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Responsive Design

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Responsive Design: An approach to web design that makes web pages render well on a variety of devices and window or screen sizes.

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Cognitive Load

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Cognitive Load: The total amount of mental effort being used in the working memory, which UX/UI design aims to minimize through intuitive interface layouts.

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Usability

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Usability: The ease of use and learnability of a human-made object such as a tool or device. In software engineering, it implies to the elegance and clarity with which the user interaction with a system or website is designed.

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Fitts' Law

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Fitts' Law: A predictive model of human movement primarily used in human-computer interaction and ergonomics that states that the time required to move to a target area is a function of the ratio between the distance to the target and the width of the target.

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Gamification

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Gamification: The application of game-design elements and game principles in non-game contexts to improve user engagement, organizational productivity, flow, learning, and ease of use.

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Affordance

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Affordance: A design element that communicates how a user can interact with it or use it, like a button appearing depressable.

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UI

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User Interface: The point of interaction between the user and a digital device or product, like the touchscreen on your smartphone.

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Microinteraction

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Microinteraction: A small, task-based interaction with a device or app, such as setting an alarm, syncing devices, or liking a post.

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