UX and product terms.
Made simple.

Plain-English definitions for UX, product, user research, accessibility, service design, CRO, AI, and digital strategy terms used in day-to-day digital work.

Showing 162 of 388 terms

User Experience · Product

MVP

An MVP (Minimum Viable Product) is the simplest version of a product that delivers real value to users while allowing teams to test assumptions and learn quickly. It focuses on solving a core problem with minimal effort, helping teams validate what works before scaling development.

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User Experience · Product

Value Proposition

A value proposition clearly explains why a product is valuable and why users should choose it over alternatives. It defines the core benefit and differentiator in a way users can quickly understand and act on.

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User Experience · Product

Product Adoption

Product adoption refers to how users start using and integrating a product into their behaviour or workflows. It measures how successfully a product moves from awareness to regular use.

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User Experience · Product

Feature Creep

Feature creep is the uncontrolled addition of new features to a product, often beyond its original scope or purpose. It can lead to increased complexity, delays, and reduced usability.

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User Experience

User Story

A user story describes a piece of work from the user’s perspective, focusing on value rather than features.

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User Experience · Product

Product Discovery

The process of understanding problems before building solutions.

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User Experience · Product

Product Validation

Testing whether a product or feature meets real needs.

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User Experience · Product

Product Iteration

Product iteration is the process of continuously improving a product through small, incremental changes based on feedback, data, and learning. It allows teams to evolve products over time rather than relying on large, infrequent updates.

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User Experience

User Experience (UX)

User Experience (UX) refers to the overall experience a person has when interacting with a product, including usability, accessibility, and how it feels to use. It focuses on making products useful, usable, and enjoyable.

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User Experience

User Interface (UI)

User Interface (UI) refers to the visual and interactive elements of a product, such as buttons, layouts, and typography. It focuses on how a product looks and how users interact with it.

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User Experience

Interface

An interface is the point of interaction between a user and a system, where inputs are made and outputs are received. It can be visual, physical, or conversational.

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User Experience

Usability

Usability is how easy and efficient it is for users to complete tasks within a product. It focuses on clarity, simplicity, and reducing effort so users can achieve their goals without confusion or friction.

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User Experience

Accessibility

Accessibility is the practice of designing products so they can be used by people with a wide range of abilities, including those with disabilities. It ensures that content and functionality are available to as many users as possible.

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User Experience

Inclusive Design

Inclusive design is an approach that considers the full range of human diversity when creating products, ensuring they work for as many people as possible. It goes beyond accessibility by designing for different contexts, abilities, and experiences from the start.

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User Experience

Friction

Friction refers to anything that slows users down or makes it harder for them to complete a task. It can be caused by poor design, unnecessary steps, unclear messaging, or technical issues.

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User Experience

Cognitive Load

Cognitive load is the amount of mental effort required for a user to understand and interact with a product. High cognitive load makes tasks harder, slower, and more error-prone.

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User Experience

Mental Model

A mental model is the way users understand how a system works based on their past experiences and expectations. It shapes how they predict interactions and outcomes.

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User Experience

Affordance

Affordance refers to how the design of an element suggests its possible actions. It helps users understand what they can do without needing instructions.

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User Experience

Information Scent

Information scent refers to the cues users rely on to decide whether a piece of content or a link will lead them to what they’re looking for. It is created through labels, headings, and context that signal relevance.

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User Experience

Discoverability

Discoverability is how easily users can find features, content, or functionality within a product, even when they are not actively searching for them. It focuses on making options visible and understandable.

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User Experience

Feedback

Feedback is the system response that informs users about the result of their actions. It helps users understand what has happened and what to do next.

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User Experience

Consistency

Consistency is the use of uniform patterns, behaviours, and visual elements across a product to create familiarity and predictability. It helps users learn once and apply that knowledge throughout the experience.

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User Experience

Interaction

Interaction refers to any action a user takes within a product and how the system responds. It includes clicks, taps, gestures, and inputs that drive the user experience.

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User Experience

Interaction Design

Interaction design is the practice of designing how users interact with a product, focusing on behaviour, flow, and responsiveness. It ensures interactions are intuitive, efficient, and meaningful.

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User Experience

Visual Hierarchy

Visual hierarchy is the arrangement of elements in a way that guides users’ attention to the most important information first. It uses size, contrast, spacing, and layout to prioritise content.

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User Experience

Layout

Layout is the arrangement of elements on a page or screen, determining how content is organised and presented. It influences readability, usability, and overall experience.

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User Experience

Pattern

A reusable solution to a common design problem.

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User Experience

Design Pattern

A standardised approach to solving recurring design challenges.

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User Experience

Microinteraction

A small interaction that provides feedback or enhances usability.

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User Experience

Responsiveness

How well a design adapts to different screen sizes.

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User Experience

Mobile First

Designing for mobile devices before scaling up to larger screens.

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User Experience

Adaptive Design

Designing layouts that adjust to specific device types.

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User Experience

User Journey

The full path a user takes to complete a task, including every step, decision, and interaction along the way.

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User Experience

User Flow

The steps users take within a system to complete a task.

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User Experience

Touchpoint

Any interaction a user has with a service or brand.

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User Experience

Pain Point

A specific problem or frustration users experience when trying to complete a task.

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User Experience

Delight

Moments that exceed user expectations.

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User Experience

Ease of Use

How simple and intuitive something feels to use.

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User Experience · Information Architecture

Information Architecture (IA)

The structure and organisation of content so users can find what they need.

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User Experience · Information Architecture

Navigation

How users move around a website or product.

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User Experience · Information Architecture

Navigation Structure

Navigation structure is the overall organisation and hierarchy of navigation within a product, defining how content and features are grouped and accessed. It shapes how users move through the system and understand its layout.

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User Experience · Information Architecture

Categorisation

Categorisation is the process of grouping content or items based on shared characteristics or meaning. It helps users understand relationships and find relevant information more easily.

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User Experience · Information Architecture

Labelling

Labelling is the practice of naming content, categories, and interface elements in a way that is clear and meaningful to users. It directly affects how users understand and navigate a product.

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User Experience · Information Architecture

Findability

Findability is how easily users can locate the information or content they are looking for within a product or system. It depends on clear structure, intuitive navigation, and effective search, ensuring users can get to what they need without friction.

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User Experience · Information Architecture

Wayfinding

Wayfinding is how users understand where they are, where they can go, and how to get there within a product or system. It relies on clear navigation cues, structure, and feedback to help users move confidently through an experience.

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User Experience · Information Architecture

Content Hierarchy

Content hierarchy is the prioritisation and ordering of information to guide users through content in a clear and meaningful way. It determines what users see first, what stands out, and how information is consumed.

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User Experience · Information Architecture

Search

Search is the functionality that allows users to find content or information by entering queries. It relies on indexing, metadata, and relevance algorithms to return useful results.

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User Experience · Information Architecture

Filtering

Filtering is the process of narrowing down a set of results by applying specific criteria such as attributes, categories, or ranges.

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User Experience · Information Architecture

Content Mapping

Content mapping aligns content to user journeys, needs, and touchpoints to ensure the right information is delivered at the right time.

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User Experience · Information Architecture

Content Audit

A content audit is the process of reviewing and evaluating all existing content to understand its quality, performance, relevance, and accuracy.

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User Experience · Information Architecture

Content Gap

A content gap is a missing piece of content that users need but cannot currently find within a system or experience.

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User Experience · Information Architecture

Content Design

Content design is the practice of creating and structuring content based on user needs, ensuring it is clear, useful, and usable within a specific context.

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User Experience · Information Architecture

Content Flow

Content flow describes how content is sequenced and presented across a journey to guide users through information and actions.

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User Experience · Conversion Optimisation

Drop-off

Drop-off refers to users leaving a journey before completing a desired action or reaching the next step.

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User Experience · Conversion Optimisation

Engagement

Engagement refers to how users interact with a product, content, or experience, including actions like clicks, time spent, and interactions.

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User Experience · Conversion Optimisation

Session

A session is a single period of user interaction with a product, from entry to exit within a defined timeframe.

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User Experience · Conversion Optimisation

User Intent

User intent is the underlying goal or reason behind a user’s action, search, or interaction.

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User Experience · Conversion Optimisation

User Behaviour

User behaviour refers to how users interact with a product, including actions, patterns, and decision-making processes.

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User Experience · Conversion Optimisation

Interaction Rate

Interaction rate is the percentage of users who interact with elements such as buttons, links, or features compared to those who view them.

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User Experience · Artificial Intelligence

AI Trust

AI trust refers to the level of confidence users have in an AI system’s outputs, behaviour, and decision-making.

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User Experience · Systems

Frontend

The frontend is the part of a system that users interact with directly, including interfaces and visual elements.

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User Experience

Error State

An error state is a UI condition that occurs when something goes wrong, preventing a task from being completed.

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User Experience

Empty State

An empty state is a UI condition where no data or content is available to display.

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User Experience

Loading State

A loading state is a UI condition shown while content or data is being fetched or processed.

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User Experience

Visual Feedback

Visual feedback is the visual response a system provides to user actions, such as highlighting, animations, or changes in state.

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User Experience

System Feedback

System feedback is any response from a system that informs users about the result of their actions or the current state.

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User Experience

Learnability

Learnability is how easy it is for users to understand and start using a system or interface.

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User Experience

Efficiency

Efficiency measures how quickly and easily users can complete tasks once they are familiar with a system.

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User Experience

Predictability

Predictability refers to how well users can anticipate what will happen when they interact with a system.

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User Experience · Information Architecture

Information Flow

Information flow describes how information moves through a system, from input to output.

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User Experience · Information Architecture

Navigation Depth

Navigation depth refers to how many levels a user must go through to reach content within a structure.

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User Experience · Information Architecture

Navigation Breadth

Navigation breadth refers to how many options are available at each level of a navigation structure.

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User Experience · Information Architecture

Menu Structure

Menu structure defines how navigation options are organised and presented within a menu.

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User Experience

Behaviour

Behaviour refers to how users interact with a system, including actions, patterns, and responses.

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User Experience

Decision Point

A decision point is a moment in a user journey where a user must choose between actions that affect what happens next.

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User Experience · Conversion Optimisation

User Motivation

User motivation is the underlying reason or drive that causes a user to take action.

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User Experience · Conversion Optimisation

Trust Signal

A trust signal is any element that increases user confidence in a product, service, or decision.

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User Experience · Conversion Optimisation

Credibility

Credibility is the perceived trustworthiness and authority of a product, brand, or system.

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User Experience

Iteration

Iteration is the process of repeatedly improving a product through cycles of testing, feedback, and refinement.

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User Experience · Systems

Performance

Performance refers to how quickly and efficiently a system responds to user actions and processes tasks.

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User Experience

Prototype

A prototype is an early version of a product used to test ideas, interactions, and concepts.

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User Experience

Cognitive Load Theory

Cognitive Load Theory explains how the amount of mental effort required affects a user’s ability to process information.

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User Experience · Conversion Optimisation

Framing Effect

The framing effect is a cognitive bias where decisions are influenced by how information is presented.

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User Experience

Hick’s Law

Hick’s Law states that the time it takes to make a decision increases with the number of choices available.

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User Experience

Fitts’s Law

Fitts’s Law states that the time required to move to a target depends on its size and distance.

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User Experience

Peak-End Rule

The Peak-End Rule is a psychological principle where people judge an experience based on its most intense point and its ending.

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User Experience

Serial Position Effect

The Serial Position Effect is a cognitive bias where people remember the first and last items in a sequence better than those in the middle.

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User Experience · Conversion Optimisation

Choice Overload

Choice overload occurs when too many options make decision making difficult and reduce the likelihood of action.

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User Experience

Touchpoints

Touchpoints are the moments where users interact with a product, service, or brand.

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User Experience

Moments of Truth

Moments of truth are critical points in a journey where users form strong impressions about a product or service.

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User Experience

Scannability

Scannability is how easily users can quickly read and understand content without reading every word.

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User Experience

Progressive Disclosure

Progressive disclosure is a design technique that reveals information gradually as needed.

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User Experience

ARIA Labels

ARIA labels are attributes used in HTML to improve accessibility by providing additional context for screen readers.

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User Experience

Focus Order

Focus order defines the sequence in which interactive elements receive focus when navigating with a keyboard.

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User Experience

Insight

An insight is a meaningful understanding that explains why something is happening and what it means.

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User Experience

Sampling

Sampling is the process of selecting a subset of data or users to represent a larger population.

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User Experience

Qualitative Research

Qualitative research explores user behaviours, motivations, and experiences through non-numerical data.

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User Experience

Quantitative Research

Quantitative research focuses on numerical data to measure behaviours and patterns.

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User Experience

Customer Feedback

Customer feedback is information provided by users about their experience with a product or service.

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User Experience

Voice of Customer

Voice of Customer is the structured collection and analysis of customer feedback to understand needs and expectations.

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User Experience · Conversion Optimisation

Trust

User confidence that a product, service, or organisation will do what it promises.

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User Experience

Context

The surrounding conditions that shape behaviour and decisions.

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User Experience

Readability

How easy content is to read and understand.

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User Experience

Comprehension

How well users understand content, instructions, or interfaces.

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User Experience

Confidence

Confidence is the level of certainty in a decision or outcome based on available evidence.

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User Experience · Strategy

Dual Track Agile

Dual Track Agile separates discovery and delivery into parallel streams of work.

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User Experience

Delivery

Delivery is the process of building, testing, and releasing a product or feature.

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User Experience

Design Sprint

A design sprint is a structured, time-boxed process for solving problems and testing ideas quickly.

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User Experience

Lean UX

Lean UX is an approach that focuses on rapid experimentation, collaboration, and learning over documentation.

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User Experience

Acceptance Criteria

Acceptance criteria are the conditions that must be met for a piece of work to be considered complete.

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User Experience

UX Designer

A UX designer focuses on creating effective, usable, and meaningful user experiences.

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User Experience

UX Researcher

A UX researcher studies user behaviour, needs, and motivations to inform design decisions.

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User Experience

Product Designer

A product designer combines UX, UI, and product thinking to design end-to-end product experiences.

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User Experience

Journey Mapping

Journey mapping visualises the steps users take to achieve a goal across a product or service.

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User Experience

Task Completion

Task completion measures whether users can successfully complete a specific task.

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User Experience

Success Rate

Success rate is the percentage of users who successfully complete a task.

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User Experience

Time on Task

Time on task measures how long it takes users to complete a specific task.

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User Experience

Hierarchy

Hierarchy is the organisation of elements to show importance and guide user attention.

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User Experience · Conversion Optimisation

Primary Action

A primary action is the main action a user is expected to take on a screen or within a journey.

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User Experience · Conversion Optimisation

Call to Action

A call to action is a prompt that encourages users to take a specific action.

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User Experience

WCAG

WCAG is a set of guidelines for making digital content accessible to people with disabilities.

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User Experience

Screen Reader

A screen reader is software that reads digital content aloud for users who cannot see the screen.

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User Experience

Design System

A design system is a collection of reusable components, guidelines, and standards for building consistent products.

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User Experience · User Research

Qualitative Data

Qualitative data is non-numerical information that describes user experiences, behaviours, and opinions.

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User Experience

Behaviour Pattern

A behaviour pattern is a repeated way in which users interact with a product or system.

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User Experience

Edge Case

An edge case is a rare or extreme scenario that falls outside typical user behaviour.

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User Experience

Happy Path

The happy path is the ideal user journey where everything works as expected without errors.

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User Experience

Heuristic

A heuristic is a general rule or principle used to guide decision making.

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User Experience

Heuristic Evaluation

Heuristic evaluation is a usability inspection method where experts assess a product against recognised principles.

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User Experience · Strategy

Service Design

Service design is the process of designing and organising people, processes, systems, and touchpoints to deliver a complete user experience.

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User Experience

Decision Points

Decision points are moments in a journey where users must choose between options or actions.

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User Experience

Clarity

Clarity is how easily users can understand what is happening and what they need to do.

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User Experience

Overthinking

Overthinking in UX is adding unnecessary complexity or analysis that slows down decision-making and delivery.

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User Experience · Conversion Optimisation

Journey Breakdown

Journey breakdown is the process of analysing a user journey step-by-step to identify issues and opportunities.

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User Experience · Conversion Optimisation

Optimisation

Optimisation is the process of improving a product or journey to increase performance, usability, or conversion.

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User Experience

Incremental Change

Incremental change is the process of making small, continuous improvements over time.

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User Experience

End-to-End

End-to-end refers to the complete user journey from start to finish across all touchpoints.

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User Experience

Mixed Methods

Mixed methods research combines qualitative and quantitative approaches to gain a more complete understanding.

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User Experience

Primary Research

Primary research is data collected directly from users through methods like interviews, surveys, or testing.

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User Experience

Behavioural Data

Behavioural data captures what users actually do within a product or service.

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User Experience

Attitudinal Data

Attitudinal data captures what users say, think, or feel about a product or experience.

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User Experience

Usability Testing

Usability testing is a research method used to evaluate how easily users can complete tasks within a product or service.

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User Experience

Moderated Testing

Moderated testing is a usability testing method where a facilitator guides the participant through tasks.

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User Experience

Unmoderated Testing

Unmoderated testing is a usability testing method where users complete tasks independently without a facilitator.

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User Experience

Task Success Rate

Task success rate measures the percentage of users who successfully complete a given task.

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User Experience

Error Rate

Error rate measures how often users make mistakes while completing a task.

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User Experience

Think Aloud Protocol

Think aloud protocol is a method where users verbalise their thoughts while completing tasks.

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User Experience

Interview Bias

Interview bias occurs when the way questions are asked or interactions are handled influences participant responses.

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User Experience

Leading Questions

Leading questions are questions phrased in a way that suggests a particular answer.

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User Experience

Sample Size

Sample size refers to the number of participants included in a study or test.

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User Experience

Recruitment

Recruitment is the process of finding and selecting participants for research or testing.

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User Experience

Target Users

Target users are the specific group of people a product or service is designed for.

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User Experience

Screening

Screening is the process of filtering participants to ensure they match the target user criteria.

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User Experience

Research Objective

A research objective defines what you are trying to learn or achieve through research.

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User Experience

Observation

Observation is a research method where user behaviour is watched and analysed without interference.

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User Experience

Bias

Bias is a systematic distortion in thinking or data that affects the accuracy of research or decision-making.

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User Experience

Confirmation Bias

Confirmation bias is the tendency to favour information that supports existing beliefs while ignoring contradictory evidence.

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User Experience

Remote Research

Remote research is conducted without physical presence, using digital tools to interact with participants.

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User Experience

In-person Research

In-person research is conducted face-to-face with participants in a shared physical environment.

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User Experience · Conversion Optimisation

Session Recording

Session recording captures user interactions within a product for later analysis.

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User Experience · Conversion Optimisation

Heatmap

A heatmap is a visual representation of user interaction data, showing areas of high and low activity.

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User Experience · Conversion Optimisation

Clickstream

Clickstream data tracks the sequence of pages and interactions a user takes during a session.

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UX, research and product leadership for teams tackling complex digital services. The work usually starts where things have become harder than they need to be: unclear journeys, inconsistent products, competing priorities, or teams trying to move forward without a clear direction. I help simplify the problem, shape the right next step, and turn complexity into something people can actually use.

Previous feedback

Will Parkhouse

Senior Content Designer

01/20