User-Centred Design (UCD)
A design philosophy that prioritizes understanding and addressing the needs, preferences, and limitations of end-users throughout the entire design process.
User Research
The process of gathering insights into users’ behaviors, needs, and challenges through methods such as interviews, surveys, and observations.
Persona
A fictional character representing a segment of the target audience, used to understand user goals and behaviors.
User Journey
A visualization of the steps a user takes to achieve a goal with a product or service, highlighting their experiences and touchpoints.
Wireframe
A low-fidelity visual representation of a user interface, outlining the basic structure and layout without detailed design elements.
Prototype
An early version of a product or feature used to test and validate design concepts with users.
Usability Testing
A method of evaluating a product by testing it with real users to identify usability issues and areas for improvement.
Iterative Design
A process of continuously refining and improving a design based on user feedback and testing results.
Feedback Loop
A cycle of collecting user feedback, making design changes, and testing again to enhance the product.
Accessibility
The design practice of making products usable by people with a wide range of abilities and disabilities.
Task Analysis
The process of studying how users perform specific tasks to understand their needs and identify opportunities for improvement.
Context of Use
The environment and conditions under which a product or service will be used, including physical, social, and cultural factors.
Heuristic Evaluation
A usability inspection method where experts evaluate a product based on established usability principles or heuristics.
Card Sorting
A technique used to determine how users categorize and organize information, helping to design intuitive information structures.
Scenario
A narrative describing a user's interaction with a product or service in a specific context, used to guide design decisions.
User Interface (UI)
The visual and interactive elements of a product that users interact with, such as buttons, menus, and icons.
User Experience (UX)
The overall experience of a user when interacting with a product or service, encompassing usability, accessibility, and satisfaction.
Information Architecture
The structure and organization of information within a product, designed to help users find and navigate content efficiently.
Affinity Diagram
A tool used to organize and categorize ideas and insights gathered from user research into themes and patterns.
A/B Testing
A method of comparing two versions of a product or feature to determine which performs better based on user interactions
Stakeholder
An individual or group with an interest or investment in the design and outcome of a product or service.
Design Thinking
A problem-solving approach that emphasizes empathy, ideation, and iterative prototyping to address complex design challenges.
Empathy Map
A tool used to visualize and understand users' thoughts, feelings, and experiences to better address their needs.
Heatmap
A visual representation of where users click, scroll, or hover on a webpage, used to analyze user behavior and interaction patterns.
Design Sprint
A time-constrained process for rapidly prototyping and testing ideas with users, typically conducted over a five-day period.
User Flow
The path a user takes through an interface to complete a specific task or achieve a goal, used to optimize navigation and interactions.
Competitive Analysis
The process of evaluating competitors' products or services to identify strengths, weaknesses, and opportunities for differentiation.
Sitemap
A visual representation of the structure and hierarchy of a website or application, used to plan and organize content.
Low-Fidelity Prototype
A simple, often hand-drawn or basic digital model used to test and validate early design concepts.
High-Fidelity Prototype
A detailed and interactive version of a product that closely resembles the final design, used for more in-depth testing and evaluation.