79 relations: A/B testing, Accessibility, Action research, Activity-centered design, Affordance, Animation, Anthropology, Architecture, Brainstorming, Card sorting, Chief experience officer, Cognitive science, Communication design, Component-based usability testing, Computer programming, Computer science, Conceptual design, Content strategy, Contextual inquiry, Customer experience, Design thinking, Digital marketing, Don Norman, Drag and drop, Emotional intelligence, Empathic design, Ethnography, Feedback, Findability, Game design, Gestalt psychology, Graphic design, Human factors and ergonomics, Human–computer interaction, Industrial design, Information architecture, Instructional design, Interaction design, List of buzzwords, Look and feel, Metadata, Motion graphic design, Mouseover, Navigation, Needs analysis, Nomenclature, Paper prototyping, Participatory design, Persona, Persona (user experience), ..., Process-centered design, Prototype, Psychology, Scenario (computing), Sociology, Software development, Storyboard, Subject-matter expert, Surveying, Target audience, Thanatosensitivity, The Design of Everyday Things, Transgenerational design, Ubiquitous computing, Usability, Usability engineering, Usability testing, Use case, User experience, User experience evaluation, User interface, User interface design, User Research, User story, User-centered design, Visual communication, Visual perception, Website wireframe, World Usability Day. Expand index (29 more) » « Shrink index
In web analytics, A/B testing (bucket tests or split-run testing) is a randomized experiment with two variants, A and B. It includes application of statistical hypothesis testing or "two-sample hypothesis testing" as used in the field of statistics.
Accessibility refers to the design of products, devices, services, or environments for people who experience disabilities.
Action research is either research initiated to solve an immediate problem or a reflective process of progressive problem solving led by individuals working with others in teams or as part of a "community of practice" to improve the way they address issues and solve problems.
Activity-centered design (ACD) is an extension of the Human-centered design paradigm in interaction design.
The term affordance was created by psychologist James J. Gibson.
Animation is a dynamic medium in which images or objects are manipulated to appear as moving images.
Anthropology is the study of humans and human behaviour and societies in the past and present.
Architecture is both the process and the product of planning, designing, and constructing buildings or any other structures.
Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members.
Card sorting is a technique in user experience design in which a person tests a group of subject experts or users to generate a dendrogram (category tree) or folksonomy.
A chief experience officer (CXO) is an executive responsible for the overall experience of an organization's products and services.
Cognitive science is the interdisciplinary, scientific study of the mind and its processes.
A communication design is a mixed discipline between design and information-development which is concerned with how media intervention such as printed, crafted, electronic media or presentations communicate with people.
Component-based usability testing (CBUT) is a testing approach which aims at empirically testing the usability of an interaction component.
Computer programming is the process of building and designing an executable computer program for accomplishing a specific computing task.
Computer science deals with the theoretical foundations of information and computation, together with practical techniques for the implementation and application of these foundations.
Conceptual Design is an early phase of the design process, where the broad outlines of function and form of something are articulated.
Content strategy refers to the planning, development, and management of content—written or in other media.
Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology.
In commerce, customer experience (CX) is the product of an interaction between an organization and a customer over the duration of their relationship.
Design thinking refers to creative strategies designers use during the process of designing.
Digital marketing is the marketing of products or services using digital technologies, mainly on the Internet, but also including mobile phones, display advertising, and any other digital medium.
Donald Arthur Norman (born December 25, 1935) is the director of The Design Lab at University of California, San Diego.
In computer graphical user interfaces, drag and drop is a pointing device gesture in which the user selects a virtual object by "grabbing" it and dragging it to a different location or onto another virtual object.
Emotional intelligence (EI), also known as Emotional quotient (EQ) and Emotional Intelligence Quotient (EIQ), is the capability of individuals to recognize their own emotions and those of others, discern between different feelings and label them appropriately, use emotional information to guide thinking and behavior, and manage and/or adjust emotions to adapt to environments or achieve one's goal(s).
Empathic design is a user-centered design approach that pays attention to the user's feelings toward a product.
Ethnography (from Greek ἔθνος ethnos "folk, people, nation" and γράφω grapho "I write") is the systematic study of people and cultures.
Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause-and-effect that forms a circuit or loop.
Findability is the ease with which information contained on a website can be found, both from outside the website (using search engines and the like) and by users already on the website.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes.
Gestalt psychology or gestaltism (from Gestalt "shape, form") is a philosophy of mind of the Berlin School of experimental psychology.
Graphic design is the process of visual communication and problem-solving through the use of typography, photography and illustration.
Human factors and ergonomics (commonly referred to as Human Factors), is the application of psychological and physiological principles to the (engineering and) design of products, processes, and systems.
Human–computer interaction (HCI) researches the design and use of computer technology, focused on the interfaces between people (users) and computers.
Industrial design is a process of design applied to products that are to be manufactured through techniques of mass production.
Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design and architecture to the digital landscape.
Instructional design (ID), or instructional systems design (ISD), is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing".
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it.
This is a list of common buzzwords which form part of the jargon of corporate, academic, government, and everyday work and social environments, as well as by writers and public speakers.
In software design, look and feel is a term used in respect of a graphical user interface and comprises aspects of its design, including elements such as colors, shapes, layout, and typefaces (the "look"), as well as the behavior of dynamic elements such as buttons, boxes, and menus (the "feel").
Metadata is "data that provides information about other data".
Motion graphic design is a subset of graphic design in that it uses graphic design principles in a filmmaking or video production context (or other temporally evolving visual medium) through the use of animation or filmic techniques.
In computing, a mouseover, mouse hover or hover box is a graphical control element that is activated when the user moves or "hovers" the pointer over its trigger area, usually with a mouse, but also possible using a digital pen.
Navigation is a field of study that focuses on the process of monitoring and controlling the movement of a craft or vehicle from one place to another.
Needs analysis is the formal process that sits alongside Requirements analysis and focuses on the human elements of the requirements.
Nomenclature is a system of names or terms, or the rules for forming these terms in a particular field of arts or sciences.
In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for designing and testing user interfaces.
Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
A persona (plural personae or personas), in the word's everyday usage, is a social role or a character played by an actor.
A persona, (also user persona, customer persona, buyer persona) in user-centered design and marketing is a fictional character created to represent a user type that might use a site, brand, or product in a similar way.
Process-centered design (PCD) is a design methodology, which proposes a business centric approach for designing user interfaces.
A prototype is 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.
Psychology is the science of behavior and mind, including conscious and unconscious phenomena, as well as feeling and thought.
In computing, a scenario (from Italian: that which is pinned to the scenery; pronounced) is a narrative of foreseeable interactions of user roles (known in the Unified Modeling Language as 'actors') and the technical system, which usually includes computer hardware and software.
Sociology is the scientific study of society, patterns of social relationships, social interaction, and culture.
Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components.
A storyboard is a graphic organizer in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence.
A subject-matter expert (SME) or domain expert is a person who is an authority in a particular area or topic.
Surveying or land surveying is the technique, profession, and science of determining the terrestrial or three-dimensional positions of points and the distances and angles between them.
A target audience is the intended audience or readership of a publication, advertisement, or other message.
Thanatosensitivity describes an epistemological-methodological approach into technological research and design that actively seeks to integrate the facts of mortality, dying, and death into traditional user-centered design.
The Design of Everyday Things is a best-selling book by cognitive scientist and usability engineer Donald Norman about how design serves as the communication between object and user, and how to optimize that conduit of communication in order to make the experience of using the object pleasurable.
Transgenerational design is the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living.
Ubiquitous computing (or "ubicomp") is a concept in software engineering and computer science where computing is made to appear anytime and everywhere.
Usability is the ease of use and learnability of a human-made object such as a tool or device.
Usability engineering is a field that is concerned generally with human-computer interaction and specifically with devising human-computer interfaces that have high usability or user friendliness.
Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users.
In software and systems engineering, a use case is a list of actions or event steps typically defining the interactions between a role (known in the Unified Modeling Language as an actor) and a system to achieve a goal.
User Experience (UX) refers to a person's emotions and attitudes about using a particular product, system or service.
User experience (UX) evaluation or user experience assessment (UXA) refers to a collection of methods, skills and tools utilized to uncover how a person perceives a system (product, service, non-commercial item, or a combination of them) before, during and after interacting with it.
The user interface (UI), in the industrial design field of human–computer interaction, is the space where interactions between humans and machines occur.
User interface design (UI) or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience.
User research focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies.
In software development and product management, a user story is an informal, natural language description of one or more features of a software system.
User-centered design (UCD) or user-driven development (UDD) is a framework of processes (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process.
Visual communication is the conveyance of ideas and information in forms that can be seen.
Visual perception is the ability to interpret the surrounding environment using light in the visible spectrum reflected by the objects in the environment.
A website wireframe, also known as a page schematic or screen blueprint, is a visual guide that represents the skeletal framework of a website.
Established in 2005 by the Usability Professionals Association, (now the User Experience Professionals Association), World Usability Day (WUD) or Make Things Easier Day occurs annually to promote the values of usability, usability engineering, user-centered design, universal usability, and every user's responsibility to ask for things that work better.