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Accessibility
The design of products, devices, services, or environments for people with disabilities
Alternative Text (Alt Text)
Text that helps translate something visual, such as am images or graph, into a description that can be read by screen readers
Assistive Technology
Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities
Brand Identity
The visual appearance and voice of a company
Call-To-Action (CTA)
A visual prompt that tells the user to take action, like to click a button
Color Modification
Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode
Digital Literacy
A user’s level of ability related to using digital information and technologies
Equality
Providing the same amount of opportunity and support
Equity-Focused Design
Designing for groups that have been historically underrepresented or ignored when building products
Framework
Creates the basic structure that focuses and supports the problem you’re trying to solve
Ideation
The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them
Inclusive Design
Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender
Insight
An observation that helps you understand the user or their needs from a new perspective
Iterate
Revise the original design to create a new and improved version
Iteration
Doing something again, by building on previous versions and making tweaks.
Platform
The medium that users experience your product on.
Responsive Web Design
A design approach that allows a website to change automatically depending on the size of the device.
Screen Reader
Software that reads aloud any on-screen text, interactive elements, or alternative text.
Speech to Text
Software that allows users to compose text by speaking into their device.
Switch Device
An assistive technology device that replaces the need to use a computer keyboard or a mouse.
Universal Design
The process of creating one product for users with the widest range of abilities and in the widest range of situations.
User
Any person who uses a product
User-Centered Design
Puts the user front-and-center.
Voice Control
Allows users to navigate and interact with the buttons and screens on their devices using only their voice.
Advertising Agencies
Teams of creatives hired by clients to build marketing campaigns
Apprenticeships
Provides on-the-job training to help people develop real skills
Assets
Everything from the text and images to the design specifications, like font style, color, size, and spacing
Design Agency
A one-stop shop for the look of brands, products, and services
Empathy
The ability to understand someone else’s feelings or thoughts in a situation
Freelancers
Designers who work for themselves and market their services to businesses to find customers
Generalist
A UX designer with a broad number of responsibilities
Graphic Designers
Create visuals that tell a story or message
Information Architecture
The framework of a website or how it’s organized, categorized, and structured
Interaction Designers
Focus on designing the experience of a product and how it functions
Internship
A short term job with limited responsibility
Motion Designers
Think about what it feels like for a user to move through a product
Product
A good, service, or feature
Production Designers
Make sure first and final designs match in the finished product
Prototype
An early model of a product that demonstrates functionality
Specialist
A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design
Startup
A new business that wants to develop a unique product or service and bring it to market
T-Shaped Designer
A designer who specializes in one kind of user experience (e.g., interaction, visual, motion) and has a breadth of knowledge in other areas
UX Designers
Focus on how users interact with a product
User Experience
How a person, the user, feels about interacting with, or experiencing, a product
UX Engineers
Translate the design’s intent into a functioning experience
UX Program Managers
Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish
UX Research
Understand users and learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals
UX Researchers
A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product
UX Writers
Create the language that appears throughout a digital product, like websites or mobile apps
Visual Designers
Focus on how the product or technology looks
Wireframe
An outline or a sketch of a product or a screen
Design Thinking
A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test
Empathize
The phase of design thinking that involves getting to know your user through research.
Ideate
The phase of design thinking that involves brainstorming all potential solutions to the user’s problem.
Insight
An observation that helps you understand the user or their needs from a new perspective
Test
The phase of design thinking that involves facilitating and observing user tests with your design prototypes
UI Design
Designing intuitive layouts, navigation menus, and interactive elements for digital products
Graphic Design
Creating visually appealing and easy-to-understand marketing materials and signage
Product Design
Conceptualizing and creating products that meet user needs and solve specific problems
UX Design
Enhancing the overall user experience by conducting research and usability testing
Experimental Design
Creating immersive and memorable experiences for users
Service Design
Improving the quality and delivery of services to meet customer needs
Arts and Crafts Movement
emerged as a response to industrialization, championing craftsmanship and individuality in stark contrast to mass production. This movement encouraged designers to imagine a world where each item is a unique piece of art crafted with care.
Bauhaus Movement
This movement sought to unit art and industry, emphasizing functionality and innovation and shaping the foundation for modern design principles that transcend the boundaries between art and utility; marriage of form and function
Gothic Revival Movement
significantly influenced design, drawing inspiration from medieval gothic architecture. Characterized by pointed arches, intricate ornamentation, and a sense of grandeur
Modern/Modernism
characterized by clean lines and organic shapes. Designs from this era, such as the timeless Eames chair, epitomized a harmonious blend of aesthetics and functionality.
Pop Art Movement
injected a sense of playfulness into design. Bright colors and iconic imagery became hallmarks, challenging traditional notions and highlighting the difference between art for emotional expression and design for societal reflection.
Dieter Rams with Braun
significantly influenced design philosophy; championed a minimalist approach, focusing on functionality, simplicity, and sustainability. This design ethos not only revolutionized the consumer product industry, but also reinforced the distinction between design's purpose driven ethos and art's emotional resonance.
Postmodernism
challenged the rigid principles of modernism. This movement celebrated diversity, eclecticism, and a playful mix of styles, underscoring the ever evolving nature of design in response to cultural shifts.
Eastern Design
Confucian values and Taoism; rich in symbolism and deep meanings; materials such as bamboo, silk and porcelain; harmony, balance and simplicity; functionality and utility; has influenced modern minimalist design and technology
African Design
Diverse cultural traditions; nature, animals, and community symbolism; varied materials including wood, clay, and textiles; vibrant colors, intricate patterns and craftsmanship; practical, ceremonial, and decorative; increasingly influencing contemporary design trends
Indigenous Design
Culture, traditions, and beliefs of specific indigenous communities; deeply tied to the land, environment, and spirituality symbolism; locally available materials, such as natural fibers, clay and plants; deep connection to nature and community, often featuring organic shapes and patterns; cultural and spiritual significance in rituals, ceremonies and daily life; gaining recognition and influence in the global design community, contributing to sustainable and culturally sensitive design practices
!0 User Guidelines
Visibility of System Status
Match Between System and the Real World
User Control and Freedom
Consistency and Standards
Error Prevention
Recognition Rather Than Recall
Flexibility and Efficiency of Use
Aesthetic and Minimalist Design
Help Users Recognize, Diagnose, and Recover from Errors
Help and Documentation
Visibility of System Status
Focuses on keeping users informed about what’s happening within the interface
Match Between System and the Real World
Stresses the importance of aligning the digital interface with user’s real world experiences
User Control and Freedom
Emphasizes providing users with a sense of control over their interactions within the system
Consistency and Standards
Advocating for uniformity and design elements and interactions throughout the interface
Error Prevention
Focuses on designing interfaces that minimizes the likelihood of user mistakes
Recognition Rather than Recall
Advocates for designing interfaces that rely on recognition rather than recall
Flexibility and Efficiency of Use
Emphasizes designing for both novice and expert users
Aesthetic and Minimalist Design
Encourages designers to pursue aesthetic and minimalist design principles
Help Users Recognize, Diagnose, and Recover from Errors
Addresses the inevitability of user errors and emphasizes providing effective error handling
Help and Documentation
Acknowledges that despite efforts to create intuitive interfaces, there will be instances where users require assistance
Hick’s Law
The time it takes for a person to make a decision increases with the number of alternatives available
Fitts’s Law
Describes the relationship between the time it takes to move to a target and the distance to the target, emphasizing that larger targets and shorter distances result in faster and more accurate movements
Gestalt Principles
“The whole is greater than the sum of its parts”
Proximity
Chunking
Similarity
Closure
Simplicity
Gestalt Principle of Proximity
Even if elements are different they will appear similar if grouped together
Gestalt Principle of Chunking
Grouping individual pieces of information into larger, meaningful units to bypass the short-term limitations of working memory
Gestalt Principle of Similarity
If elements look similar they are perceived as a group. Depends on:
Form
Brightness
Color
Gestalt Principle of Closure
If shapes aren’t closed, user perception completes shape
Gestalt Principle of Continuation
User is compelled to visually move through an object and continue to another
Gestalt Principle of Figure-Ground
The eye naturally separates a design into a foreground (primary focus/object) and a background (negative space)
Gestalt Principle of Common Fate
Elements that move or change in the same direction at the same time are perceived as a related group
Gestalt Principle of Common Region
Objects enclosed within a shared boundary or background area are perceived as a distinct group
Gestalt Principle of Symmetry and Order
The brain prefers symmetrical, balanced, and harmonious patterns over chaotic or disorganized ones
Gestalt Law of Simplicity
The overarching law stating that the brain will always interpret complex or ambiguous visual patterns in their simplest, most orderly form
User Experience Research
The practice of studying users to understand their needs, behaviors, and challenges in order to inform design decisions
Quantitative Research
Research the focuses on measuring how often behaviors occur using numerical data, such as surveys or analytics
Foundational Research
Early-stage research used to understand user problems, needs, and context before design solutions are created
Design Research
Research conducted during the design process to evaluate ideas, concepts, or prototypes and inform design decisions