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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 project materials and that the assets are ready to be handed off to engineering team
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
UI Design
Designing intuitive layouts, navigation menus, and interactive elements for digital products
Graphic Design
Creating visually appealing and east-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
Experiential Design
Creating immersive and memorable experiences for users
Service Design
Improving the quality and delivery of services to meet customer needs
The Bauhaus movement
Which design movement celebrated minimalism and the marriage of form and function, influencing a global design ethos?
How does African design primarily convey cultural narratives and identity?
Through intricate patterns and symbols inspired by nature and community
Hick's Law
decision time increases with the number of choices
Fitts's Law
emphasizes that larger targets and shorter distances result in faster and more accurate movements.
principle of proximity
states that objects close to each other are perceived as a group
Equity-focused design
Designing for groups that have been historically underrepresented or ignored when building products
PLatform
The medium that users experience your product on
Iteration
Doing something again, by building on previous versions and making tweaks
Switch
An assistive technology device that replaces the need to use a computer keyboard or a mouse
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 an image 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
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
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
The design thinking framework involves the following phases:
empathize, define, ideate, prototype, and test.
Define
The phase of design thinking that involves leveraging the insights gained during the empathize phase to identify the problem you'll solve with your design
Design Sprint
A time-bound process, with five phases typically spread over five full 8-hour days. The goal of design sprints is to answer critical business questions through designing, prototyping, and testing ideas with users
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
Retrospective
A collaborative critique of the team's design sprint
Sprint Brief
A document that you share with all your attendees to help them prepare for the sprint
Test
The phase of design thinking that involves facilitating and observing user tests with your design prototypes
Primary Research
research you conduct yourself. Information from direct interactions with users, like interviews, surveys, or usability studies
qualitative research
primarily collected through observations and conversations. based on understanding users' needs and aims to answer questions like "why" or "how did this happen?
quantitative research
focuses on data that can be gathered by counting or measuring. based on numerical data that's often collected from large-scale surveys. This type of research aims to answer questions like "how many?" and "how much?"
surveys
help you collect qualitative and quantitative feedback from a large sample size of users. They're quick and affordable
secondary research
relies on data from books, articles, and independent studies to back up your own primary research
usability studies
help you see how users interact with a product first-hand, but often require time and a large budget
Bias
Favoring or having prejudice against something based on limited information
Confirmation Bias
Occurs when you start looking for evidence to prove a hypothesis you
have
Design Research
Answers the question: How should we build it?
False consensus bias
The assumption that others will think the same way as you do
Foundational research
Answers the questions: What should we build? What are the user
problems? How can we solve them?
Implicit bias
The collection of attitudes and stereotypes you associate with people without
your conscious knowledge
Interviews
A research method used to collect in-depth information on people's opinions,
thoughts, experiences, and feelings
Key Performance Indicators (KPIs)
Critical measures of progress toward an end goal
Post-launch research
Answers the question: Did we succeed?
Primacy bias
Remembering the first user more than others
Primary research
Research you conduct yourself
Qualitative research
Focuses observations on why and how things happen
Quantitative research
Focuses on data that can be gathered by counting or measuring
Recency bias
Most easily remembering the last thing you heard
Secondary research
Research that uses information someone else has put together
Sunk cost fallacy
The idea that the deeper we get into a project we've invested in, the harder
it is to change course
Surveys
An activity where many people are asked the same questions in order to understand