Skip to content

← Resource library

Resource library

UX Glossary

Common UX, research and product terms in plain language.

A

A/B testing
Showing two versions of a design to different groups of users and comparing which one performs better against a chosen measure. Learn more about A/B testing (opens UXtweak in a new tab) ↗
Accessibility Compliance
Meeting recognised accessibility standards, such as WCAG, so people with disabilities can use a product. Learn more about Accessibility Compliance (opens UXtweak in a new tab) ↗
Active listening
Giving a participant your full attention, reflecting back what you heard and asking follow-ups, so their meaning is understood rather than assumed. Learn more about Active listening (opens UXtweak in a new tab) ↗
Affordance
A property of an object that signals how it can be used, such as a button that looks pressable. Learn more about Affordance (opens UXtweak in a new tab) ↗
Agile UX
Practising user research and design in short iterative cycles that fit alongside agile software development. Learn more about Agile UX (opens UXtweak in a new tab) ↗

B

Backlog
An ordered list of work items a team plans to do, from which upcoming tasks are picked. Learn more about Backlog (opens UXtweak in a new tab) ↗
Benchmark
A reference measurement, such as a previous score or a competitor's result, used to judge how a design performs. Learn more about Benchmark (opens UXtweak in a new tab) ↗
Benchmarking Research
Measuring a product's usability or experience at set intervals, or against competitors, to track change over time. Learn more about Benchmarking Research (opens UXtweak in a new tab) ↗
Between-Subjects Design
A study in which each participant experiences only one condition, and groups are compared with each other. Learn more about Between-Subjects Design (opens UXtweak in a new tab) ↗
Binary Metric
A measure with only two outcomes, such as success or failure, yes or no. Learn more about Binary Metric (opens UXtweak in a new tab) ↗

C

Categorical Metric
A measure that sorts results into named groups, such as device type or error category, rather than numbers. Learn more about Categorical Metric (opens UXtweak in a new tab) ↗
Center of a Dataset
A typical value that summarises where the data sits, most often the mean, median or mode. Learn more about Center of a Dataset (opens UXtweak in a new tab) ↗
Confidence Interval
A range of values that likely contains the true figure for the whole population, based on a sample. Learn more about Confidence Interval (opens UXtweak in a new tab) ↗
Confidence Level
How sure you want to be that a confidence interval captures the true value, commonly 95 percent. Learn more about Confidence Level (opens UXtweak in a new tab) ↗
Confounding Variable
An outside factor that influences the result and can be mistaken for the effect you are testing. Learn more about Confounding Variable (opens UXtweak in a new tab) ↗
Context of use
The users, tasks, equipment and environment in which a product is actually used. Learn more about Context of use (opens UXtweak in a new tab) ↗
Continuous Metric
A measure that can take any value on a scale, such as time on task. Learn more about Continuous Metric (opens UXtweak in a new tab) ↗
Counterbalancing
Varying the order in which participants meet conditions so order effects do not skew the results. Learn more about Counterbalancing (opens UXtweak in a new tab) ↗
Cross-platform compatibility
A product working consistently across different devices, browsers and operating systems. Learn more about Cross-platform compatibility (opens UXtweak in a new tab) ↗
Customer activation
The moment a new user first gets real value from a product and is likely to keep using it. Learn more about Customer activation (opens UXtweak in a new tab) ↗

D

Data saturation
The point in qualitative research where new participants stop revealing new themes. Learn more about Data saturation (opens UXtweak in a new tab) ↗
Dependent Variable
The outcome you measure in a study, which may change in response to what you vary. Learn more about Dependent Variable (opens UXtweak in a new tab) ↗
Design Thinking
A human-centred approach that moves through understanding people, defining the problem, generating ideas, prototyping and testing. Learn more about Design Thinking (opens UXtweak in a new tab) ↗
Digital personalization
Tailoring content, layout or features to an individual user based on their behaviour or preferences. Learn more about Digital personalization (opens UXtweak in a new tab) ↗
Dirty testing
A quick, informal test run with minimal preparation to catch obvious problems early. Learn more about Dirty testing (opens UXtweak in a new tab) ↗
Discrete Metric
A measure made of whole counts, such as the number of errors or clicks. Learn more about Discrete Metric (opens UXtweak in a new tab) ↗
Domain Expert
A person with deep knowledge of a specific field, consulted to make sure a design fits real practice. Learn more about Domain Expert (opens UXtweak in a new tab) ↗
Drag handle
A small control, often a grip icon, that shows an item can be picked up and moved. Learn more about Drag handle (opens UXtweak in a new tab) ↗

E

Edge case
An unusual or extreme situation that sits at the limits of normal use, such as very long names or no data. Learn more about Edge case (opens UXtweak in a new tab) ↗
Enterprise Organization
A large company, typically with complex structures, many users and demanding security and compliance needs. Learn more about Enterprise Organization (opens UXtweak in a new tab) ↗
Experience Sampling
Prompting people at random moments to report what they are doing and feeling, capturing experience as it happens. Learn more about Experience Sampling (opens UXtweak in a new tab) ↗
Expert review
An evaluation of a design by specialists who judge it against experience and best practice, without user testing. Learn more about Expert review (opens UXtweak in a new tab) ↗
External Validity
How well the findings of a study hold true for people and situations outside the study itself. Learn more about External Validity (opens UXtweak in a new tab) ↗

F

False consensus effect
The tendency to assume other people think and behave the way you do. Learn more about False consensus effect (opens UXtweak in a new tab) ↗
Five Second Test
A quick test where users see a design briefly and then say what they remember, revealing first impressions. Learn more about Five Second Test (opens UXtweak in a new tab) ↗
Focus+context
A display technique that shows a detailed area of interest while keeping the surrounding overview in view. Learn more about Focus+context (opens UXtweak in a new tab) ↗
Formative research
Research done during design to shape and improve a product before it is finished. Learn more about Formative research (opens UXtweak in a new tab) ↗

G

Guerilla Testing
Informal testing with passers-by in public places, trading depth for speed and low cost. Learn more about Guerilla Testing (opens UXtweak in a new tab) ↗

H

Haptic Feedback
Physical sensations, such as vibration, that confirm an action on a device. Learn more about Haptic Feedback (opens UXtweak in a new tab) ↗
Heuristic Review
An evaluation that checks a design against recognised usability principles to find likely problems. Learn more about Heuristic Review (opens UXtweak in a new tab) ↗

I

I-beam pointer
The text-shaped cursor that appears over selectable or editable text. Learn more about I-beam pointer (opens UXtweak in a new tab) ↗
Incentive
A reward offered to participants in exchange for taking part in research. Learn more about Incentive (opens UXtweak in a new tab) ↗
Independent Variable
The factor a researcher deliberately changes in a study to see its effect. Learn more about Independent Variable (opens UXtweak in a new tab) ↗
Information Design
Presenting information so it is clear, organised and easy to understand and act on. Learn more about Information Design (opens UXtweak in a new tab) ↗
Interaction Design
Designing how people and products respond to each other, including controls, feedback and flows. Learn more about Interaction Design (opens UXtweak in a new tab) ↗
Internal Validity
How confident you can be that the effect seen in a study was caused by what you changed and not something else. Learn more about Internal Validity (opens UXtweak in a new tab) ↗
ISO 9126
An older international standard describing software quality, including usability, reliability and efficiency. Learn more about ISO 9126 (opens UXtweak in a new tab) ↗
Iterative Design
Improving a design through repeated cycles of making, testing and refining. Learn more about Iterative Design (opens UXtweak in a new tab) ↗

J

Jobs-To-Be-Done (JTBD) Framework
A way of understanding why people use a product by focusing on the progress they are trying to make. Learn more about Jobs-To-Be-Done (JTBD) Framework (opens UXtweak in a new tab) ↗

K

Key Performance Indicator (KPI)
A chosen measure that shows how well a team or product is progressing toward a goal. Learn more about Key Performance Indicator (KPI) (opens UXtweak in a new tab) ↗

L

Likert scale
A rating question where people state how strongly they agree or disagree with a statement. Learn more about Likert scale (opens UXtweak in a new tab) ↗
Low fidelity
A rough, simple representation of a design that focuses on ideas and structure rather than polish. Learn more about Low fidelity (opens UXtweak in a new tab) ↗
Low fidelity prototype (lo-fi prototype)
A quick, basic mock-up, often on paper or in simple boxes, used to explore and test ideas cheaply. Learn more about Low fidelity prototype (lo-fi prototype) (opens UXtweak in a new tab) ↗

M

Margin of Error
The amount by which a survey or test result might differ from the true value for the whole population. Learn more about Margin of Error (opens UXtweak in a new tab) ↗
Menu-driven interface
An interface where users make choices by selecting from lists of options. Learn more about Menu-driven interface (opens UXtweak in a new tab) ↗
Metric
A number used to track and compare some aspect of a product or user behaviour. Learn more about Metric (opens UXtweak in a new tab) ↗
Middle market
Mid-sized companies, larger than small businesses but smaller than large enterprises. Learn more about Middle market (opens UXtweak in a new tab) ↗
Minimum viable product (MVP)
The simplest version of a product that can be released to learn from real users. Learn more about Minimum viable product (MVP) (opens UXtweak in a new tab) ↗
Multi-channel testing
Evaluating an experience across several touchpoints, such as web, mobile and in person. Learn more about Multi-channel testing (opens UXtweak in a new tab) ↗

N

NASA-TLX (NASA Task Load Index)
A questionnaire that rates how much mental, physical and time effort a task demands. Learn more about NASA-TLX (NASA Task Load Index) (opens UXtweak in a new tab) ↗
Natural language interface
An interface people control by typing or speaking in everyday language. Learn more about Natural language interface (opens UXtweak in a new tab) ↗
Navigation Design
Planning the labels, structure and paths that help people find their way around a product. Learn more about Navigation Design (opens UXtweak in a new tab) ↗
Net Promoter Score (NPS)
A score from asking how likely people are to recommend a product, calculated from promoters minus detractors. Learn more about Net Promoter Score (NPS) (opens UXtweak in a new tab) ↗
NOIR statistics
The four levels of measurement: nominal, ordinal, interval and ratio. Learn more about NOIR statistics (opens UXtweak in a new tab) ↗
Normal Distribution
A symmetrical bell-shaped spread of data where most values cluster around the average. Learn more about Normal Distribution (opens UXtweak in a new tab) ↗

O

Observed Score
The value you actually measure, which combines the true value with some measurement error. Learn more about Observed Score (opens UXtweak in a new tab) ↗
Onboarding
The steps that help new users get started and understand the value of a product. Learn more about Onboarding (opens UXtweak in a new tab) ↗

P

P-Value
The probability of seeing a result at least as extreme as yours if there were really no effect. Learn more about P-Value (opens UXtweak in a new tab) ↗
Parametric searching
Searching by choosing values for specific attributes, such as price range or size. Learn more about Parametric searching (opens UXtweak in a new tab) ↗
Performance Metric
A measure of what users actually do, such as success rate, time or errors. Learn more about Performance Metric (opens UXtweak in a new tab) ↗
Persona
A fictional but research-based profile of a typical user, used to keep real needs in mind. Learn more about Persona (opens UXtweak in a new tab) ↗
Population (or User Population)
The entire group of people a study or product is meant to represent. Learn more about Population (or User Population) (opens UXtweak in a new tab) ↗
Portrait vs. Landscape
The two screen orientations: taller than wide, or wider than tall. Learn more about Portrait vs. Landscape (opens UXtweak in a new tab) ↗
Post-Task Survey
Questions asked right after a participant completes a task, while it is fresh. Learn more about Post-Task Survey (opens UXtweak in a new tab) ↗
Post-Test Survey
Questions asked at the end of a session about the overall experience. Learn more about Post-Test Survey (opens UXtweak in a new tab) ↗
Practical Significance
Whether a measured difference is large enough to matter in the real world. Learn more about Practical Significance (opens UXtweak in a new tab) ↗
Prioritization
Deciding which problems or features to address first, based on value, effort and risk. Learn more about Prioritization (opens UXtweak in a new tab) ↗
Product
The thing a team makes and offers to people, whether physical, digital or a service. Learn more about Product (opens UXtweak in a new tab) ↗
Product Critique
A structured discussion where a team gives feedback on a product or design. Learn more about Product Critique (opens UXtweak in a new tab) ↗
Product Designer
A designer who works across research, interaction and visual design to shape a whole product. Learn more about Product Designer (opens UXtweak in a new tab) ↗
Product Development Cycle
The stages a product moves through, from idea to launch and ongoing improvement. Learn more about Product Development Cycle (opens UXtweak in a new tab) ↗
Product Differentiation
What makes a product stand out from alternatives in ways people value. Learn more about Product Differentiation (opens UXtweak in a new tab) ↗
Product Experience
The overall impression people have from using a product across every touchpoint. Learn more about Product Experience (opens UXtweak in a new tab) ↗
Product Positioning
How a product is placed in people's minds relative to alternatives. Learn more about Product Positioning (opens UXtweak in a new tab) ↗
Product Strategy
The plan for how a product will achieve its goals and create value over time. Learn more about Product Strategy (opens UXtweak in a new tab) ↗
Product Vision
A clear description of the future a product aims to create. Learn more about Product Vision (opens UXtweak in a new tab) ↗
Product-Market Fit
When a product satisfies strong demand in a market, shown by people choosing and keeping it. Learn more about Product-Market Fit (opens UXtweak in a new tab) ↗
Pull-down menu
A list of options that opens downward when a control is selected. Learn more about Pull-down menu (opens UXtweak in a new tab) ↗

Q

Qualitative insights
Understanding of why people think and act as they do, drawn from observation and conversation. Learn more about Qualitative insights (opens UXtweak in a new tab) ↗
Quantitative insights
Understanding drawn from numbers, such as how many people did something and how often. Learn more about Quantitative insights (opens UXtweak in a new tab) ↗

R

Rapid Prototyping
Building quick versions of a design to test ideas and learn fast. Learn more about Rapid Prototyping (opens UXtweak in a new tab) ↗
Rating Scale
A question that asks people to pick a point on a range to express an opinion or experience. Learn more about Rating Scale (opens UXtweak in a new tab) ↗
Redlining
Marking up a design with notes and measurements to explain changes to developers. Learn more about Redlining (opens UXtweak in a new tab) ↗
Remote focus groups
Group discussions held online instead of in the same room. Learn more about Remote focus groups (opens UXtweak in a new tab) ↗
Research Objective
The specific question a study is meant to answer. Learn more about Research Objective (opens UXtweak in a new tab) ↗

S

Sample
The smaller group of people actually studied, chosen to represent the wider population. Learn more about Sample (opens UXtweak in a new tab) ↗
Scannability
How easily people can pick out key information by skimming. Learn more about Scannability (opens UXtweak in a new tab) ↗
Scroll Depth
How far down a page people scroll before leaving. Learn more about Scroll Depth (opens UXtweak in a new tab) ↗
Self-Reported Metric
A measure based on what people say about their own experience, such as satisfaction ratings. Learn more about Self-Reported Metric (opens UXtweak in a new tab) ↗
Semantic-Differential Scale
A rating scale between two opposite words, such as simple and complex. Learn more about Semantic-Differential Scale (opens UXtweak in a new tab) ↗
Single-Ease Question (SEQ)
A one-question rating of how easy a task was, asked straight after the task. Learn more about Single-Ease Question (SEQ) (opens UXtweak in a new tab) ↗
Sitemap
A diagram or list showing the pages of a site and how they are organised. Learn more about Sitemap (opens UXtweak in a new tab) ↗
Skeuomorphism
A design style that imitates real-world objects, such as textures and shadows that mimic leather or paper. Learn more about Skeuomorphism (opens UXtweak in a new tab) ↗
Skewed Distribution
A spread of data that leans to one side, with a long tail in one direction. Learn more about Skewed Distribution (opens UXtweak in a new tab) ↗
Skip Navigation
A link at the top of a page that lets keyboard and screen reader users jump past repeated menus. Learn more about Skip Navigation (opens UXtweak in a new tab) ↗
Small business
A company with a small team and limited resources, often with simple structures. Learn more about Small business (opens UXtweak in a new tab) ↗
SMART Goal Setting
Setting goals that are specific, measurable, achievable, relevant and time-bound. Learn more about SMART Goal Setting (opens UXtweak in a new tab) ↗
Standard Deviation
A number showing how spread out values are around the average. Learn more about Standard Deviation (opens UXtweak in a new tab) ↗
Synthetic metric
A figure calculated from several measures to give a single summary score. Learn more about Synthetic metric (opens UXtweak in a new tab) ↗

T

Task completion time
How long a participant takes to finish a task. Learn more about Task completion time (opens UXtweak in a new tab) ↗
Taxonomy
A system for classifying and naming things into a structured hierarchy. Learn more about Taxonomy (opens UXtweak in a new tab) ↗
Tear-off menu
A menu that can be detached from its bar and kept open as a floating panel. Learn more about Tear-off menu (opens UXtweak in a new tab) ↗
Three click rule
The unproven idea that people should reach any content within three clicks; clarity of path matters more than count. Learn more about Three click rule (opens UXtweak in a new tab) ↗
Tooltip
A small label that appears on hover or focus to explain a control. Learn more about Tooltip (opens UXtweak in a new tab) ↗
True Score
The real value of what you are measuring, free of error. Learn more about True Score (opens UXtweak in a new tab) ↗

U

Usability Evaluation
Assessing how easy and effective a product is to use, through testing or expert review. Learn more about Usability Evaluation (opens UXtweak in a new tab) ↗
Usability lab
A dedicated room set up with equipment to observe and record usability sessions. Learn more about Usability lab (opens UXtweak in a new tab) ↗
User Engagement
How actively and meaningfully people interact with a product over time. Learn more about User Engagement (opens UXtweak in a new tab) ↗
User Experience
How a person feels and what they do when they interact with a product, service or system. Learn more about User Experience (opens UXtweak in a new tab) ↗
User Interface (UI)
The visible and interactive parts of a product through which people use it. Learn more about User Interface (UI) (opens UXtweak in a new tab) ↗
User Journey
The path a person follows over time while trying to reach a goal, with their actions and feelings along the way. Learn more about User Journey (opens UXtweak in a new tab) ↗
User Session
A single visit or period of continuous use of a product by one person. Learn more about User Session (opens UXtweak in a new tab) ↗
User Story
A short statement of a need from the user's point of view, such as what they want to do and why. Learn more about User Story (opens UXtweak in a new tab) ↗
User Testing Script
The planned wording and steps a moderator follows so every session is consistent. Learn more about User Testing Script (opens UXtweak in a new tab) ↗
User Testing Survey
A questionnaire used to collect participants' opinions before, during or after testing. Learn more about User Testing Survey (opens UXtweak in a new tab) ↗
UX Personas
Research-based user profiles that help teams design for real needs. Learn more about UX Personas (opens UXtweak in a new tab) ↗
UX wireframe
A simple layout drawing showing structure and content placement without visual styling. Learn more about UX wireframe (opens UXtweak in a new tab) ↗

V

Value proposition
A clear statement of the benefit a product offers and why someone should choose it. Learn more about Value proposition (opens UXtweak in a new tab) ↗
Vanity Metrics
Numbers that look impressive, such as page views, but do not show real progress. Learn more about Vanity Metrics (opens UXtweak in a new tab) ↗
Variability
How much results differ from one another within a set of data. Learn more about Variability (opens UXtweak in a new tab) ↗

W

Wireflow
A diagram that combines wireframes with arrows to show screens and the flow between them. Learn more about Wireflow (opens UXtweak in a new tab) ↗
Within-Subjects Design
A study in which every participant experiences all conditions, so each person is compared with themselves. Learn more about Within-Subjects Design (opens UXtweak in a new tab) ↗
Wizard of oz prototype
A prototype that appears to work automatically while a person secretly performs the behaviour behind the scenes. Learn more about Wizard of oz prototype (opens UXtweak in a new tab) ↗

Definitions are written for UknowUX. Each "Learn more" link goes to the matching entry in the UXtweak UX glossary, which we recommend for deeper reading.