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UX Glossary You Should Know

UX Glossary You Should Know

User Experience (UX) design is a crucial process that makes websites and apps intuitive and enjoyable to use. However, specialized terms such as “persona” or “user journey” can be difficult for beginners or non-designers to fully grasp.

In this article, we have carefully selected essential UX terms and explained them in a clear, practical way so that designers and small businesses can start using them right away. Each term is linked to improving usability, strengthening customer satisfaction, and maximizing business outcomes, with simple examples of how to apply them in practice.

By learning these UX concepts, you can take the first step toward mastering UX design and driving your projects to success!

 

A

TermDefinition
AccessibilityDesigning products usable by people of all abilities, including those with disabilities.
AccordionA list of items that expand/collapse to show or hide content.
AffordanceA property of an element that suggests how it should be used.
AlertA message that notifies the user of important information or status changes.
AnalyticsData collection and measurement of user interactions within a product.
AnnotationNotes or explanations added to design screens for clarity.
API (Application Programming Interface)A set of rules enabling communication between software applications.
A/B TestingA method of comparing two versions of a design to see which performs better.
AvatarA graphical representation of a user.

 

B

TermDefinition
BacklogA prioritized list of tasks or features to be developed.
BadgeA small visual indicator that shows status, count, or notifications.
BenchmarkingComparing product performance with competitors or standards.
BreadcrumbA navigation element that shows the user’s location in a hierarchy.
ButtonAn interactive element that triggers an action.
Beta TestingTesting a nearly finished product with real users before launch.
BrandingVisual and experiential representation of a company’s identity.
Bounce RatePercentage of visitors who leave after viewing a single page.
Behavior FlowVisualization of the path users take through an interface.

 

C

TermDefinition
Call to Action (CTA)A prompt encouraging the user to take a specific action.
Card LayoutUI pattern where content is grouped in rectangular containers.
CarouselA slideshow-style component for cycling through multiple items.
CheckboxAn input allowing users to select one or more options.
Cognitive LoadThe mental effort required to use an interface.
Color ContrastThe difference in color values for readability and accessibility.
ComponentA reusable building block in a design system.
Context MenuA secondary menu appearing on right-click or long-press.
Customer JourneyThe complete set of experiences a user has with a product.
Content StrategyPlanning, creation, and governance of meaningful content.

 

D

TermDefinition
DashboardA visual display summarizing key information at a glance.
Data VisualizationGraphical representation of data to improve comprehension.
Default StateThe preset status of an element before user interaction.
Design SystemA collection of reusable components and guidelines for consistency.
Device BreakpointThe screen width where responsive layouts adjust.
DialogA window that appears in front of the interface to provide information or request input.
Dropdown MenuA list of options revealed when a user clicks a trigger element.
Dark ModeA UI color scheme with light text on dark backgrounds.
DelighterA small design detail that pleasantly surprises the user.

 

E

TermDefinition
Empathy MapA tool to understand user feelings, thoughts, and needs.
Error MessageFeedback indicating something went wrong in a process.
Eye TrackingResearch method measuring where users look on a screen.
End-to-End ExperienceThe entire journey a user takes across all touchpoints.
EngagementThe level of interaction and involvement users have with a product.
Edge CaseA problem that occurs at an extreme (rare) condition of use.
Empty StateA screen shown when no content is available (e.g., first-time use).
Exit RateThe percentage of users leaving from a specific page.

 

F

TermDefinition
Faceted NavigationFiltering system that lets users refine content by attributes.
FeedbackInformation returned to the user about their action.
FieldAn input area where users can enter data.
FilterA control that reduces displayed content based on criteria.
FlowchartDiagram showing the sequence of steps in a process.
Font HierarchyThe structured use of font sizes and weights for readability.
Form ValidationThe process of checking user input for errors.
Fitts’s LawPredicts the time to move to a target based on size and distance.
FooterThe bottom section of a page, usually with links or info.
Functional RequirementA specific feature or behavior a system must have.

 

G

TermDefinition
GamificationThe use of game elements (points, badges, levels) to increase engagement.
Gesture ControlInteraction through hand or finger movements on touch devices.
Grid SystemA structure of rows and columns for aligning content consistently.
Graphical User Interface (GUI)Visual interface allowing users to interact with software through icons and elements.
GuidelinesStandards and best practices for consistent design.
Golden RatioA mathematical ratio used for aesthetically pleasing layouts.
Global NavigationThe main navigation that is consistent across an entire product.

 

H

TermDefinition
Hamburger MenuA button (☰) that opens a hidden navigation menu.
HeaderThe top section of a page containing navigation or branding.
HeatmapA visual representation showing where users click or focus.
Hero ImageA large banner image at the top of a page.
HierarchyThe arrangement of elements by importance or prominence.
Hover StateThe change in an element’s appearance when the pointer moves over it.
Human-Centered DesignAn approach focusing on designing around user needs and behaviors.
Hypothesis TestingValidating design ideas through structured experimentation.

 

I

TermDefinition
IconographyThe visual symbols and icons used throughout an interface.
Inclusive DesignCreating designs usable by as many people as possible.
Information Architecture (IA)The organization of content so users can navigate and find information easily.
Input FieldAn area where users enter text or data.
Interaction Design (IxD)Designing interactive elements and their behavior.
Iterative DesignA cyclical process of prototyping, testing, and refining.
Inline ValidationReal-time feedback on user input while filling out forms.

 

J

TermDefinition
Journey MapA visualization of the steps users take to achieve a goal.
JavaScriptA programming language commonly used to make interfaces interactive.
Job StoryA UX tool describing user needs in the format: “When…, I want…, so that…”.
Just-in-Time HelpContextual assistance shown only when the user needs it.

 

K

TermDefinition
KPI (Key Performance Indicator)A measurable value indicating product success.
Keyboard AccessibilityEnsuring interfaces can be navigated entirely with a keyboard.
Knowledge BaseA repository of information that helps users self-serve.
KANO ModelA framework for prioritizing features based on user satisfaction.

 

L

TermDefinition
Landing PageA standalone page designed to capture user attention or conversions.
LayoutThe arrangement of elements on a page or screen.
Lazy LoadingTechnique of loading content only when it’s needed.
Lead UserA user who identifies needs ahead of the general market.
LinkA clickable element that navigates to another page or resource.
Loading IndicatorA visual cue that content is being loaded.
LocalizationAdapting a product to a specific language or culture.
Log-inThe process of signing into a system with credentials.
Long-PressAn interaction where the user presses and holds on a touch element.

 

M

TermDefinition
Macro InteractionA large, noticeable interaction such as page transitions.
Micro InteractionSmall, subtle animations or responses that give feedback.
ModalA window overlay requiring user interaction before returning to the main screen.
MockupA high-fidelity static design of a page or screen.
Mobile-First DesignDesigning for mobile devices before scaling up to larger screens.
MoodboardA visual collage representing the style and tone of a design.
Multi-SelectAn interface control allowing users to select multiple options.

 

N

TermDefinition
Navigation Bar (Navbar)A set of links or menus allowing users to move around the product.
Navigation PatternA consistent method for structuring how users move through content.
NotificationA message informing users about updates, alerts, or actions.
Native AppA mobile application built specifically for an operating system.
Null StateAnother term for “empty state” when no content is shown yet.
Nielsen’s HeuristicsA set of usability principles defined by Jakob Nielsen.

 

O

TermDefinition
OnboardingThe process of guiding new users through a product’s features.
Open Card SortA UX research method where users organize content into categories they create.
OverlayA UI element layered on top of content, often dimming the background.
Option MenuA dropdown or list providing secondary actions.
Omnichannel ExperienceA seamless user journey across multiple platforms or devices.

 

P

TermDefinition
PaginationDividing content into separate pages for easier navigation.
PersonaA fictional profile representing a type of user.
PrototypeAn interactive simulation of a product or feature.
Pattern LibraryA collection of reusable design solutions.
Progressive DisclosureShowing only necessary information first, revealing more later.
Push NotificationA message sent to a device even when the app is not active.
Parallax ScrollingA visual effect where background elements move slower than foreground.
Placeholder TextTemporary text shown in an input field before the user enters data.
Primary ActionThe main action emphasized in a given screen.

 

Q

TermDefinition
Qualitative ResearchResearch focusing on user attitudes, emotions, and motivations.
Quantitative ResearchResearch based on measurable data and statistics.
QueryA request for information, such as a database or search input.
Quick ActionA shortcut that lets users perform tasks in fewer steps.

 

R

TermDefinition
Radio ButtonA control that lets users select one option from a set.
Responsive DesignA design approach that adapts to various screen sizes.
Retention RateThe percentage of users who continue using a product over time.
RoadmapA strategic plan outlining future product developments.
ROI (Return on Investment)A measure of the financial return from a product or feature.
RedliningAnnotating design files with specifications for developers.
ReadabilityThe ease with which text can be read and understood.
ReachabilityHow easily users can access elements on a screen, especially mobile.
Role-Based AccessPermissions granted depending on a user’s role.

 

S

TermDefinition
SaaS (Software as a Service)Cloud-based software delivered via subscription and accessed online.
SandboxA testing environment where users can experiment safely.
Scroll DepthThe measurement of how far users scroll down a page.
Search BarAn input field that allows users to enter keywords for search.
Secondary ActionA less prominent action placed alongside a primary action.
SegmentationDividing users into groups based on behaviors or attributes.
SitemapA hierarchical diagram showing the structure of content in a product.
SkeuomorphismDesign that imitates real-world objects or textures.
SliderA control for adjusting values or cycling through content horizontally.
Style GuideA document that defines design rules, typography, and colors.
SurveyA research method collecting user opinions via questionnaires.

 

T

TermDefinition
Tab BarA navigation element with multiple tabs for switching views.
TagA keyword or label assigned to content for categorization.
Task FlowA step-by-step path users follow to complete a task.
TaxonomyThe classification system for organizing content.
TemplateA predefined layout used to maintain consistency.
TooltipA small text box that appears when hovering over an element.
TouchpointAny interaction point between user and product/service.
TypographyThe style, arrangement, and appearance of text.
Tree TestingA method for evaluating the findability of items in a hierarchy.

 

U

TermDefinition
UI (User Interface)The visual and interactive elements users engage with.
UsabilityThe ease with which users can accomplish tasks in a product.
Usability TestingEvaluating a product by testing it with real users.
User-Centered Design (UCD)Design philosophy prioritizing the needs of users.
User FlowThe path taken by users to achieve a goal within a product.
User JourneyThe complete experience a user has across interactions.
User PersonaA fictional character representing a type of target user.
User ResearchMethods of studying users to inform design decisions.
User StoryA short description of a feature from the user’s perspective.

 

V

TermDefinition
ValidationChecking that user input or actions meet requirements.
Value PropositionThe benefit a product offers to users.
Vertical RhythmConsistent spacing between text lines and elements.
Visual HierarchyThe arrangement of elements to guide attention.
Voice UI (VUI)An interface where users interact through speech.

 

W

TermDefinition
WalkthroughA guided tutorial showing users how to use a product.
Wearable InterfaceUI designed for smartwatches or wearable devices.
White SpaceEmpty space around elements to improve clarity.
WidgetA small application or tool embedded in an interface.
WireframeA low-fidelity blueprint showing layout and structure.
WizardA step-by-step process guiding users through complex tasks.
WorkflowA sequence of steps users or systems follow to complete a process.

 

X

TermDefinition
XML (eXtensible Markup Language)A markup language for structuring and storing data.
X-AxisThe horizontal line used in graphs and charts.
XR (Extended Reality)A collective term for AR, VR, and mixed reality experiences.

Y

TermDefinition
Yellow Box TestingInformal UI test focused on user-facing components.
Yield RateThe percentage of successful task completions by users.
Y-InterceptThe point where a graph crosses the vertical axis.

 

Z

TermDefinition
Zero StateThe state of a product before a user has added any data.
Z-Pattern LayoutA scanning pattern where eyes follow a Z-shaped path across a screen.
Zoom ControlA feature allowing users to magnify or reduce content.

 

Conclusion

Understanding UX design terminology is the first step toward building user-centered products and services. The terms introduced in this article directly contribute to improving usability, strengthening customer satisfaction, and maximizing business outcomes. By leveraging concepts such as accessibility and personas to address diverse customer needs, and tools like user journey maps or A/B testing to optimize experiences, small businesses can gain a competitive edge.

When getting started with UX design, it’s recommended to use free tools (such as Figma or Google Forms) and make the most of trial versions, while actively incorporating feedback from real users. This approach enables customer-focused product development and accelerates business growth.