Userlytics Glossary
Navigate the fascinating world of UX with our comprehensive glossary. Unlock definitions, discover key concepts, and become fluent in the language of user experience!
A
A/B Testing
A/B testing, also known as split testing, involves comparing two versions of a webpage, app, or any other digital content to determine which one performs better in terms of user engagement, conversion rates, or other key metrics. For example, an e-commerce site might test two different layouts for a product page to see which one leads to more purchases.
Accessibility
Accessibility refers to the practice of designing products, services, and environments so that people with disabilities can use them without barriers. This includes making websites navigable by screen readers for visually impaired users, adding subtitles to videos for hearing-impaired individuals, and ensuring physical locations are wheelchair accessible. For instance, an accessible website would include alternative text for images to describe them to users who rely on screen readers.
Active Listening
Active listening is the process of fully concentrating, understanding, responding, and then remembering what is being said. It involves giving the speaker your undivided attention, avoiding distractions, and providing feedback that shows you have understood their message. For example, in a customer service call, an active listener would repeat back the customer’s concerns to confirm understanding before providing a solution.
Active Voice
In active voice sentences, the subject of the sentence performs the action expressed by the verb, making the sentence direct and clear. This is in contrast to passive voice, where the subject is acted upon by the verb. For example, in the active voice sentence “The manager approved the project,” the subject (the manager) is performing the action (approved).
Actor
An actor in a system context is an entity that interacts with the system. This could be a user, a piece of hardware, or another system. For instance, in a banking system, a customer using an ATM is an actor.
Advanced UX Research
Advanced UX research involves using in-depth methods to understand user behaviors, needs, and motivations. Techniques such as ethnographic studies, detailed usability testing, and longitudinal studies help gather comprehensive insights. For example, a company might conduct a longitudinal study to observe how user interactions with their product evolve over time.
Affinity Mapping
Affinity mapping is a technique used to organize ideas and data into groups based on their natural relationships. This helps teams identify patterns and insights from a large amount of information. For instance, after a brainstorming session, a team might use affinity mapping to categorize ideas into themes like ‘marketing strategies’ and ‘product features.’
Agile
Agile methodology is a project management and software development approach that focuses on iterative development, collaboration, and flexibility. Teams work in short cycles called sprints to continuously improve and adapt their product based on user feedback and changing requirements. For example, a software development team using Agile might release a new version of their app every two weeks, incorporating user feedback into each iteration.
AI Model Training
AI model training involves teaching an artificial intelligence model to recognize patterns in data by feeding it large datasets and adjusting its parameters. This process enables the model to make accurate predictions or decisions based on new data. For instance, training an AI model with thousands of images can help it accurately identify objects in photos.
Artificial Intelligence
Artificial intelligence (AI) refers to the simulation of human intelligence in machines that are programmed to think and learn. AI can perform tasks such as speech recognition, decision-making, and visual perception. For example, AI is used in virtual assistants like Siri and Alexa to understand and respond to user commands.
C
Call-to-Action (CTA)
A call-to-action (CTA) is a prompt on a website that encourages users to take a specific action, such as signing up for a newsletter, downloading a report, or making a purchase. Effective CTAs are clear, compelling, and visually distinct. For instance, a CTA button might say “Subscribe Now” to encourage visitors to join a mailing list.
Card Sorting
Card sorting is a user research method where participants organize topics into categories that make sense to them. This helps inform the information architecture of a website or app by revealing how users expect content to be structured. For example, during the redesign of a company intranet, employees might participate in card sorting to group different types of resources and information logically.
Case Study
A case study is a detailed analysis of a person, group, event, or situation to understand its context, causes, and effects. Case studies are often used in business to illustrate success stories, problem-solving processes, or research findings. For example, a tech company might publish a case study showing how their software helped a client improve operational efficiency.
Center of Excellence (CoE)
A Center of Excellence (CoE) is a team or entity within an organization that provides leadership, best practices, and research for a specific focus area. CoEs often drive innovation, standardization, and skill development. For instance, a CoE for data analytics might develop new analytical methods and train other employees in their use.
Centralized UX Team
A centralized UX team is a user experience team structured under one unit, providing UX support across the organization. This structure ensures consistent design standards and facilitates collaboration. For example, a centralized UX team might work with various departments to ensure a cohesive user experience across all company products.
ChatGPT
ChatGPT is an advanced AI language model developed by OpenAI that can understand and generate human-like text. It is used for applications such as chatbots, content creation, and customer service. For instance, a company might use ChatGPT to automate customer support, providing quick and accurate responses to common inquiries.
Click Test
A click test is a usability testing method where participants are asked to click on where they would go to complete a task on a website or app. This helps identify whether the navigation and design are intuitive. For example, a click test might reveal that users are confused by the placement of a ‘Contact Us’ button.
Cognitive Walkthrough
A cognitive walkthrough is a method used to evaluate the user interface by walking through tasks from the user’s perspective. Evaluators identify potential usability issues and assess whether the user can accomplish their goals. For instance, a cognitive walkthrough of a new mobile app might identify that users struggle to find the ‘settings’ menu, indicating a need for a more intuitive design.
Concept Testing
Concept testing involves evaluating consumer response to a product idea before it is introduced to the market. This helps determine the potential success of a new product and gather feedback for improvements. For instance, a company might use concept testing to assess customer interest in a new type of wearable technology.
Confirmation Bias
Confirmation bias is the tendency to search for, interpret, and remember information that confirms one’s preconceptions while ignoring contradictory evidence. This bias can affect decision-making and research outcomes. For instance, a marketer might only focus on positive feedback about a product, overlooking negative reviews that suggest areas for improvement.
Context of Use Analysis
Context of use analysis involves examining the environment in which a product or system is used, including physical, social, and technical contexts. This analysis helps designers create solutions that fit the user’s actual conditions. For example, understanding that a mobile app will be used in bright outdoor settings might influence the design of its interface to ensure readability in sunlight.
Contributor Network
A contributor network is a group of individuals who provide content, expertise, or services to a larger network or platform. These contributors can offer diverse perspectives and specialized knowledge. For example, an online magazine might have a contributor network of freelance writers, photographers, and subject matter experts.0
Conversion Rate Optimization (CRO)
Conversion rate optimization (CRO) involves increasing the percentage of visitors to a website who complete a desired action, such as making a purchase or signing up for a newsletter. CRO strategies might include A/B testing, improving website design, and refining calls to action. For example, an online retailer might use CRO techniques to boost the number of visitors who add items to their cart and complete the checkout process.
Custom Network
A custom network refers to a network configuration tailored to the specific needs of an organization or application. This could involve specialized hardware, software, and protocols to optimize performance, security, and scalability. For example, a financial institution might develop a custom network to ensure secure and fast transactions between branches and ATMs.
Customer Activation
Customer activation involves engaging and motivating customers to take a specific action, such as making a purchase, signing up for a service, or participating in a loyalty program. Effective activation strategies include personalized marketing and onboarding experiences.
Customer Empathy
Customer empathy is the practice of understanding and sharing the feelings of customers to improve their experience. This involves actively listening to customer feedback and considering their emotions and needs when making decisions. For instance, a customer service representative showing empathy might apologize for a delay and offer a solution that addresses the customer’s frustration.
Customer Experience (CX)
Customer experience (CX) refers to the overall perception customers have of their interactions with a company, from initial contact to post-purchase support. A positive CX leads to customer loyalty and advocacy, while a negative CX can result in lost business. For example, a seamless online shopping experience with easy navigation and responsive customer support contributes to a positive CX.
Customer Experience Narratives (CxNs)
Customer Experience Narratives (CxNs) are stories that capture and describe customers’ experiences with a product or service. These narratives help organizations understand the customer journey and identify areas for improvement. For example, a CxN might detail a customer’s frustration with a complex checkout process, highlighting the need for a more intuitive design.
Customer Insights
Customer insights are in-depth understandings of customer behaviors, preferences
Customer Experience Narratives (CxNs)
Stories that capture and describe customers’ experiences with a product or service.
Customer insights
In-depth understandings of customer behaviors, preferences, and needs derived from data analysis.
Customer journey
The complete sum of experiences that customers go through when interacting with your company and brand.
Customer journey map
A visual representation of the process a customer goes through to achieve a goal with your product.
Customer onboarding
The process of guiding new customers through the initial setup and use of a product or service.
Cybersecurity
The practice of protecting systems, networks, and programs from digital attacks
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Data Collection
The process of gathering and measuring information on variables of interest.
Decentralized UX team
A user experience team structure where UX professionals are embedded within different teams across an organization.
Deceptive patterns
Designs in user interfaces that trick users into doing things they might not want to do.
Diary Study
A diary study is a qualitative research method where participants record their activities, experiences, and thoughts over a period of time. This method provides in-depth insights into user behavior and long-term interactions with a product or service. For example, a mobile app developer might use a diary study to understand how users interact with the app over a month, identifying pain points and areas for improvement.
Digital Personalization
Digital personalization involves tailoring digital experiences and content to individual users based on their preferences, behaviors, and past interactions. This can enhance user engagement and satisfaction. For example, an e-commerce website might recommend products based on a user’s browsing history and previous purchases.
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Eighty/Twenty (80/20) Rule
The eighty/twenty rule, also known as the Pareto Principle, states that 80% of outcomes come from 20% of causes. This principle can be applied in various contexts, such as business, productivity, and economics. For example, a company might find that 80% of its revenue comes from 20% of its customers, leading to a focus on nurturing those key relationships.
Empathy Gap
The empathy gap is the tendency to underestimate the influence or strength of feelings, in either oneself or others. This can affect decision-making and interpersonal relationships. For instance, a manager might fail to recognize the stress their team is under because they underestimate the emotional impact of a high workload.
Employee Experience (EX)
Employee experience (EX) refers to the overall experience an employee has with an organization, from recruitment to exit. A positive EX can lead to higher engagement, productivity, and retention. For example, an organization that offers comprehensive onboarding, ongoing professional development, and a supportive work environment can enhance the employee experience.
Ethnography
Ethnography is a qualitative research method focused on studying cultures and communities through direct observation and interaction. Researchers immerse themselves in the environment and daily lives of the subjects to gain a deep understanding of their behaviors and social dynamics. For instance, an ethnographer might live in a rural village to study the local agricultural practices and community interactions.
Evaluative Research
Evaluative research is conducted to assess the effectiveness of a product, service, or system. This research helps identify strengths, weaknesses, and areas for improvement. For example, after launching a new mobile app, a company might conduct evaluative research to gather user feedback and assess how well the app meets user needs and expectations.
Expert Review
An expert review is an evaluation method where usability experts review a product or system to identify potential issues and improvements. Experts use their knowledge and experience to assess the design against best practices and usability heuristics. For example, an expert review of a website might uncover navigation problems, accessibility issues, and inconsistent design elements.
Eye Tracking
Eye tracking is a technology that measures where and for how long a person looks at various parts of a screen. It helps researchers understand user attention and visual behavior, providing insights into how users interact with interfaces. For instance, eye tracking can be used to evaluate the effectiveness of a website’s layout by showing where users’ attention is focused and whether important elements are being noticed.
F
False Consensus Effect
The false consensus effect is a cognitive bias where people overestimate the extent to which others share their beliefs or behaviors. This bias can lead to misunderstandings and poor decision-making. For example, a marketing team might assume that their target audience prefers a certain advertising style because the team members themselves prefer it, ignoring actual market research data.
Fishbone Diagram
A fishbone diagram, also known as an Ishikawa or cause-and-effect diagram, is a visual tool used to systematically identify and present possible causes of a particular problem. It helps teams pinpoint the root causes of issues and develop effective solutions. For example, a manufacturing team might use a fishbone diagram to analyze the causes of a recurring defect in their production line.
Five Second Test
The five-second test is a usability test where participants are shown a design for five seconds and then asked to recall what they saw. This test helps assess the clarity and impact of a design’s initial impression. For instance, a website’s homepage might undergo a five-second test to determine if key messages and branding elements are immediately noticeable to users.
Focus Groups
Focus groups are a qualitative research method where a small, diverse group of people discuss a product, service, or concept under the guidance of a moderator. This method provides insights into user attitudes, perceptions, and group dynamics. For example, a company might conduct a focus group to gather feedback on a new product concept, exploring participants’ reactions and suggestions for improvement.
Formative Research
Formative research is conducted to understand the needs, behaviors, and attitudes of users before designing a solution. This research informs the development process and helps ensure the final product meets user expectations. For instance, formative research for a new educational tool might involve interviewing teachers and students to identify their challenges and requirements.
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Generative AI
Generative AI refers to artificial intelligence systems that can generate new content, such as text, images, or music, based on training data. These systems use advanced machine learning techniques to create outputs that resemble human-created content. For instance, a generative AI model might produce realistic artwork or write coherent articles on given topics.
Guerrilla Testing
Guerrilla testing is a low-cost usability testing method where researchers ask people in public places to try out a product. This method provides quick, informal feedback and can uncover usability issues early in the development process. For example, a designer might conduct guerrilla testing by asking coffee shop patrons to navigate a new app prototype and share their thoughts.
H
Heuristic Review
A heuristic review is an evaluation method where usability experts use a set of heuristics or guidelines to identify usability problems in a user interface. This method helps improve the overall user experience by addressing common usability issues. For example, a heuristic review of an e-commerce website might reveal problems with navigation, consistency, and error prevention that need to be addressed.
Highlight Reel
A highlight reel is a compilation of key moments or important findings from user research sessions, often used to communicate insights to stakeholders. It provides a concise and impactful way to share user feedback and demonstrate the value of research. For example, a highlight reel might include clips of users struggling with a particular feature, emphasizing the need for redesign.
Human Insight
Human insight refers to the understanding gained from observing and interpreting human behavior and experiences. This insight helps inform the design and development of products and services that meet users’ needs. For example, observing how people use a new kitchen appliance in their homes can provide valuable insights into design improvements and user preferences.
Hybrid Navigation Model (Hybrid Structure)
A hybrid navigation model combines elements of different navigation models, such as hierarchical and sequential, to create a flexible and user-friendly structure for websites or applications. This approach helps accommodate diverse user needs and browsing behaviors. For example, a news website might use a hybrid model with a hierarchical menu for topics and a sequential layout for the latest articles.
I
In-Depth Interview (IDI)
An in-depth interview (IDI) is a qualitative research method involving detailed, one-on-one interviews to explore a participant’s perspectives on a particular topic. This method allows for deep insights into individual experiences and opinions. For example, an IDI might be conducted with customers to understand their motivations and challenges in using a new financial service.
Incentive
An incentive is something that motivates or encourages someone to take a specific action. In research, incentives are often used to encourage participation in studies or surveys. For example, participants in a user research study might be offered a gift card as an incentive to share their feedback.
Information Architecture (IA) is the structural design of shared information environments, organizing and labeling websites, intranets, online communities, and software. IA ensures that users can find and understand information efficiently. For instance, a well-designed IA for an e-commerce site would categorize products logically, making it easy for users to navigate and find items.
Intent Path
The intent path is the journey a user takes to fulfill their intention when interacting with a product or service. This path includes all the steps and decisions a user makes to achieve their goal. For example, the intent path for a user booking a flight might include searching for flights, comparing prices, selecting a flight, and completing the purchase.
Interaction Design (IxD)
The practice of designing interactive digital products, environments, systems, and services. For example, an interaction designer might work on the transitions and animations for a mobile app to ensure they are intuitive and enhance the user experience.
Interview
A qualitative research method where participants are asked questions to gain insights into their thoughts, behaviors, and experiences. For example, a semi-structured interview with customers might explore their experiences with a product while allowing for spontaneous follow-up questions.
Iterative Design
A design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product. For example, a software development team might release multiple versions of a product, incorporating user feedback and making enhancements with each iteration.
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Lean UX
A design process that aims to get user feedback as early as possible to make quick decisions and changes. For example, a design team using Lean UX might create a low-fidelity prototype and test it with users within a week to gather early feedback.
Likert Scale
A psychometric scale commonly used in questionnaires to measure attitudes or opinions. For example, a survey measuring customer satisfaction might use a Likert scale to assess responses to statements about service quality.
The Likert Scale is a psychometric scale commonly used in questionnaires to measure attitudes or opinions. It involves presenting respondents with a series of statements related to the subject of interest. Respondents then indicate their level of agreement or disagreement with each statement on a multi-point scale. Typically, the scale ranges from five to seven points, with common labels being: Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree. These points can be numerically coded for statistical analysis, allowing researchers to quantify subjective data effectively.
Live Conversation
A real-time interaction between users and researchers or support staff. For example, a customer support representative might engage in a live chat with a user to resolve an issue promptly and effectively.
Live Intercept
A method to recruit participants for user research directly from a website or app while they are using it. For example, a pop-up might appear on an e-commerce site asking visitors if they would like to participate in a short usability study while shopping.
Longitudinal Study
A study that follows the same subjects over a period of time, observing them at different intervals to understand changes and developments in behavior, attitudes, or outcomes. For example, a longitudinal study might track the health outcomes of individuals who adopt a new fitness regimen over several years.
Low-Fidelity Prototype
A simple and often hand-drawn representation of a design used to test basic concepts and flow. For example, a designer might sketch out the layout of a new app on paper and test it with users to validate the concept before developing a high-fidelity version.
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Matrix UX Team
A team structure where UX professionals report to both a functional manager and a project manager. For example, a UX designer might work on multiple projects simultaneously, contributing to various teams and initiatives.
Mental Model
An explanation of someone’s thought process about how something works in the real world. For example, if users believe that a trash icon on a desktop represents deleting files permanently, designers need to align the interface with this mental model to avoid confusion.
Mid-Market
Companies that are larger than small businesses but smaller than large enterprises, typically with revenues between $10 million and $1 billion. For example, a mid-market company might seek specialized software solutions that can scale with their growth without the complexity of enterprise systems.
Minesweeping
A technique used to test for broken links on a website by systematically checking each link to ensure it leads to the intended destination. For example, a web developer might use automated tools to perform minesweeping regularly to identify and fix broken links.
Minimum Viable Product (MVP)
A version of a product with just enough features to be usable by early customers who can then provide feedback for future development. For example, a startup might release an MVP of their new app to gather user insights and prioritize feature development.
Mobile Testing
The process of testing the functionality, usability, and performance of mobile applications on various devices. For example, a QA team might conduct mobile testing to verify that a new app runs smoothly on both iOS and Android devices and provides a consistent user experience.
Moderated User Testing
User testing conducted with the presence of a facilitator who guides participants through tasks and asks questions to gather insights. For example, a researcher might conduct moderated user testing to understand how users navigate a new website and identify any usability issues.
Multichannel Testing
Testing to ensure a consistent user experience across multiple channels, such as web, mobile, and in-store. For example, an e-commerce company might perform multichannel testing to ensure that product information and checkout processes are seamless whether customers shop online or via a mobile app.
Multivariate Testing
A technique for testing hypotheses on complex multivariate systems, typically involving changes to several variables. For example, a website might use multivariate testing to experiment with different combinations of headlines, images, and call-to-action buttons to optimize conversion rates.
N
Net Promoter Score (NPS)
A metric used in customer experience programs that measures the loyalty of customers to a company. For example, a high NPS indicates that a large proportion of customers are likely to recommend the company, suggesting strong customer loyalty.
Neural Network
A computational model inspired by the way neural networks in the human brain process information. For example, neural networks are used in applications such as image and speech recognition, where they can identify objects in photos or understand spoken language.
O
Omnichannel Testing
Testing that ensures a consistent user experience across multiple channels. For example, a retailer might conduct omnichannel testing to verify that their online and in-store inventory systems are synchronized and provide accurate product availability information.
P
Participant Recruitment
The process of finding and enlisting individuals to participate in research studies. For example, a user research team might recruit participants through online ads, social media, or a research panel to gather insights from a diverse group of users.
Path
A sequence of actions or steps taken to achieve a particular end. In user experience, it refers to the steps a user takes to complete a task or reach a goal within a product or service. For example, the path to purchasing an item on an e-commerce site might include searching for the product, adding it to the cart, and proceeding to checkout.
Persona
A detailed, fictional character created to represent a user type that might use a site or product. For example, a design team might create a persona named “Tech-Savvy Tom” to represent young professionals who are early adopters of technology and value efficiency in their tools.
Personally Identifiable Information (PII)
Information that can be used to identify an individual, such as name, address, phone number, or social security number. For example, companies must ensure that PII collected from customers is stored securely and used in compliance with privacy laws.
Predictive Analytics
The use of data, statistical algorithms, and machine learning techniques to identify the likelihood of future outcomes based on historical data. For example, a retailer might use predictive analytics to forecast sales and optimize inventory management.
Product Management
The process of developing, marketing, and continuously improving a product. For example, a product manager might oversee the development of a new mobile app, from initial concept to launch and beyond.
Prototyping
Creating an early model of a product to test concepts and refine functionality. For example, a design team might create a clickable prototype of a new website to gather user feedback on the layout and navigation.
Q
Qualitative Data
Non-numeric information that describes qualities or characteristics. For example, qualitative data from user interviews might include quotes about how users feel about a product and the challenges they face.
Qualitative Research
Research that seeks to understand human behavior by investigating the processes and reasons behind certain behaviors. For example, qualitative research might explore why customers prefer a particular brand by conducting in-depth interviews to uncover underlying motivations.
Quantitative Data
Numeric information that can be measured and quantified. For example, quantitative data from a survey might include the number of users who rate a product as “excellent” or the percentage of respondents who experience a specific issue.
Quantitative Research
Research that focuses on quantifying data and phenomena using statistical, mathematical, or computational techniques. For example, a quantitative study might measure the effectiveness of a new marketing campaign by analyzing changes in sales figures and customer acquisition rates.
Quick and Dirty Testing
A rapid, informal usability test conducted to quickly gather feedback on a design or concept. For example, a designer might conduct a quick and dirty test by asking colleagues to use a new feature and provide immediate feedback on its usability.
R
Remote Focus Groups
Focus groups conducted via video conferencing or other online methods, allowing participants to join from different locations. For example, a company might conduct remote focus groups to gather feedback on a global product from users in various countries.
Remote Usability Testing
A method of testing the usability of a website or application with users in their own environment. For example, a remote usability test might reveal that users struggle with a particular feature when using the app on different devices.
Remote User Testing
User testing conducted remotely, allowing participants to complete tasks in their own environment. For example, remote user testing might involve participants using a new app at home while providing feedback via an online survey or video call.
Research Method
A systematic plan for conducting research. For example, a research method for a UX study might include user interviews, surveys, and usability testing to gather comprehensive insights into user behavior.
Research Objective
The specific goal or goals of a research project. For example, a research objective for a usability study might be to identify and address pain points in the user registration process of an online platform.
S
Scannability
The ease with which users can quickly find and understand information on a webpage. Good scannability involves clear headings, bullet points, short paragraphs, and visual hierarchy. For example, a well-designed blog post might use subheadings and lists to make the content easy to scan and digest.
Scenario
A detailed description of a user’s interaction with a system to achieve a goal. Scenarios help illustrate how users might use a product in real-world contexts, highlighting potential challenges and opportunities for improvement. For example, a scenario might describe a user booking a flight online, including steps like searching for flights, selecting dates, entering passenger information, and completing the payment.
Screener
A questionnaire used to select appropriate participants for a study. Screeners help ensure that the participants meet specific criteria relevant to the research objectives. For example, a screener for a study on a new fitness app might include questions about participants’ exercise habits and smartphone usage to recruit users who are likely to use the app regularly.
Script
A written guide for researchers to follow during a user testing session or interview. It includes questions, tasks, and prompts to ensure consistency and thoroughness across sessions. For example, a script for a usability test might outline the tasks participants need to complete on a website and the questions to ask about their experience.
Sentiment Path
A visual representation of the emotional journey of a user through a product or service. It maps out the positive and negative emotions experienced at different stages of interaction. For example, a sentiment path for an online shopping experience might show high satisfaction during product browsing but frustration during the checkout process.
Skip Navigation
A link that allows users to bypass repetitive navigation links and go straight to the main content of the page. This feature is especially useful for users who rely on screen readers or keyboard navigation. For example, a “Skip to main content” link at the top of a webpage helps users quickly access the primary information without tabbing through all the menu items.
Study
A research project designed to investigate specific questions or hypotheses. It involves collecting and analyzing data to generate insights and inform decisions. For example, a study on user behavior might examine how different design elements affect user engagement on a website.
Summative Research
Research conducted after a product has been developed to assess its effectiveness and impact. This type of research helps determine whether the product meets its goals and how it can be improved. For example, a summative evaluation of an educational program might measure student learning outcomes and satisfaction to assess the program’s success.
Survey
A method for collecting information or opinions from a large group of people, typically through questionnaires. Surveys can be conducted online, by phone, or in person. For example, a company might use a survey to gather customer feedback on their latest product to identify areas for improvement and gauge overall satisfaction.
T
Thick Data/Big Data
Thick data provides insights from qualitative data, offering in-depth understanding of human behaviors and motivations. For example, thick data from ethnographic studies might reveal the cultural context behind user preferences. Big data refers to large volumes of quantitative data that can be analyzed to identify trends and patterns. For example, big data analytics might be used to analyze millions of transactions to detect fraudulent activities.
Think-Out-Loud (TOL)
The think-out-loud (TOL) method involves participants verbalizing their thoughts as they perform tasks. This technique helps researchers understand users’ thought processes and identify usability issues. For example, during a usability test, participants might be asked to explain their reasoning as they navigate a website, providing insights into their decision-making and any confusion they encounter.
Three-Click Rule
The three-click rule is a usability guideline suggesting that users should be able to find information within three clicks. This rule aims to ensure that navigation is efficient and intuitive. For example, a website might be designed so that users can access key content like contact information or product details within three clicks from the homepage.
Tooltip
A brief, informative message that appears when a user interacts with an element in a graphical user interface, such as hovering over an icon or button. Tooltips provide additional information or guidance without cluttering the interface. For example, a tooltip might explain the function of a button in a software application when the user hovers over it.
Tree Testing
A usability technique to evaluate the findability and labeling of topics in a website’s hierarchy. Participants are given tasks to locate specific items within a simplified version of the site structure, helping to identify issues with navigation and information architecture. For example, tree testing might reveal that users have difficulty finding certain categories in an e-commerce site’s menu, indicating a need for reorganization.
U
UI
User Interface, the point of interaction between the user and a digital device or product. It includes elements like buttons, menus, icons, and other controls that facilitate user interaction. For example, a well-designed UI for a mobile app ensures that users can easily navigate and perform tasks with minimal effort and confusion.
Unmoderated Testing
User testing conducted without a moderator, often remotely and automated. Participants complete tasks on their own time, and their interactions are recorded for later analysis. For example, unmoderated testing might involve users testing a new website feature from home, providing feedback through an online platform.
Usability
The ease of use and learnability of a product or system. It encompasses how effectively, efficiently, and satisfactorily users can achieve their goals using the product. For example, a highly usable website allows users to find information quickly and complete tasks without frustration.
Usability Evaluation
The assessment of a product’s usability through various methods, such as user testing, heuristic evaluation, and surveys. This process helps identify usability issues and improve the overall user experience. For example, a usability evaluation of a mobile app might uncover problems with navigation and recommend design changes to enhance usability.
Usability Lab
A controlled environment where usability testing is conducted. It is equipped with tools and technology to observe and record user interactions with a product. For example, a usability lab might include eye-tracking equipment and video recording to capture detailed data on how users interact with a new software application.
Usability Task
A specific task given to users during usability testing to evaluate how easily they can accomplish it. Tasks are designed to reflect real-world use cases and help identify usability issues. For example, a usability task for an e-commerce site might involve finding and purchasing a product, allowing researchers to observe any difficulties users encounter.
Usability Testing
Evaluating a product or service by testing it with representative users. This method helps identify usability issues and gather feedback to improve the user experience. For example, usability testing for a new app might involve participants completing common tasks while researchers observe and note any challenges or confusion.
Use Case
A description of a system’s behavior as it responds to a request from one of its stakeholders or actors. It outlines the interactions between the user and the system to achieve a specific goal. For example, a use case for an online banking system might describe how a user logs in, checks their account balance, and transfers money to another account.
User Experience (UX)
The overall experience a person has when interacting with a product, system, or service. It encompasses all aspects of the end-user’s interaction, including usability, accessibility, performance, and aesthetic appeal. For example, a positive UX for a mobile app includes intuitive navigation, quick load times, and an attractive design that makes the app enjoyable to use.
User Experience (UX) Research
User Experience (UX) research involves studying users and their needs to inform the design of products and services. It includes methods such as usability testing, interviews, surveys, and observation to gather insights into user behaviors and preferences. For example, UX researchers might conduct user interviews to understand pain points and gather feedback on a new feature.
User Research Education Program
A program designed to teach individuals the methods and practices of user research. It covers topics such as research methodologies, data analysis, and how to apply insights to improve user experiences. For example, a company might offer a user research education program to train employees on best practices for conducting
User Experience (UX)
The overall experience a person has when interacting with a product, system, or service. It encompasses all aspects of the end-user’s interaction, including usability, accessibility, performance, and aesthetic appeal. For example, a positive UX for a mobile app includes intuitive navigation, quick load times, and an attractive design that makes the app enjoyable to use.
User Experience (UX) Research
User Experience (UX) research involves studying users and their needs to inform the design of products and services. It includes methods such as usability testing, interviews, surveys, and observation to gather insights into user behaviors and preferences. For example, UX researchers might conduct user interviews to understand pain points and gather feedback on a new feature.
User Research Education Program
A program designed to teach individuals the methods and practices of user research. It covers topics such as research methodologies, data analysis, and how to apply insights to improve user experiences. For example, a company might offer a user research education program to train employees on best practices for conducting usability tests and analyzing user feedback.
Diary Study
A diary study is a qualitative research method where participants record their activities, experiences, and thoughts over a period of time. This method provides in-depth insights into user behavior and long-term interactions with a product or service. For example, a mobile app developer might use a diary study to understand how users interact with the app over a month, identifying pain points and areas for improvement.
Digital Personalization
Digital personalization involves tailoring digital experiences and content to individual users based on their preferences, behaviors, and past interactions. This can enhance user engagement and satisfaction. For example, an e-commerce website might recommend products based on a user’s browsing history and previous purchases.
User-Centered Design
User-centered design (UCD) is an iterative design process that focuses on the users and their needs in each phase of the design process. It involves users throughout the design and development process through methods like usability testing and user feedback. For example, a team practicing UCD might conduct user interviews during the early stages of product development and continually refine the design based on user input.
UX Benchmarking
The process of comparing a product’s user experience against best practices or competitors. It involves measuring key performance indicators (KPIs) such as task success rates, time on task, and user satisfaction to evaluate and improve UX. For example, a company might benchmark their website against top competitors to identify areas for improvement and gain a competitive edge.
UX Design
The process of designing products that are easy and enjoyable for people to use. It involves understanding user needs, creating user flows, wireframes, and prototypes, and testing the design with users to ensure it meets their expectations. For example, a UX designer might create a user-friendly interface for a mobile app that simplifies complex tasks and enhances user satisfaction.
UX Metrics
Measurements used to evaluate the effectiveness of a product’s user experience. These metrics can include usability testing results, user satisfaction scores, task completion rates, and more. For example, tracking the time it takes for users to complete key tasks on a website can help identify areas that need improvement.
UX Writing
The practice of crafting the words that appear on screens to help guide users through an interface. Good UX writing ensures that the language is clear, concise, and aligned with the overall design to enhance usability. For example, effective UX writing in an app might include clear button labels and helpful error messages that guide users through the process seamlessly.
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Voice of Customer
The process of capturing customers’ expectations, preferences, and aversions. VoC programs collect and analyze customer feedback through surveys, interviews, and other methods to inform business decisions and improve products and services. For example, a company might use VoC insights to enhance customer service by addressing common complaints and implementing suggested improvements.
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Wireflow
A hybrid design document that combines wireframes with flowcharts to show the structure and navigation of a website or application. It illustrates how different screens are connected and how users move through the system. For example, a wireflow for an e-commerce site might depict the user journey from the homepage to product pages, the shopping cart, and the checkout process.
Wireframe
A visual guide that represents the skeletal framework of a website or application. It outlines the layout, structure, and placement of elements such as navigation menus, content areas, and interactive features. For example, a wireframe for a homepage might show the basic arrangement of the header, navigation bar, main content area, and footer without detailed design elements.
Workflow
The sequence of processes through which a piece of work passes from initiation to completion. It defines the steps, roles, and tools involved in completing tasks and achieving goals. For example, a content creation workflow for a marketing team might include steps for drafting, editing, approval, and publication, with specific team members responsible for each step.
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