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Glossary

Every term is a starting point, not just a definition — each one links to the lessons and exercises that actually teach it.

Topic
Level

117 terms

ABCDEFGHIJKMOPQRSTUVW#

A

  • A/B TestingintermediateA/B testing shows two versions of something to different users at random, then compares a chosen metric to see which performed better.1 lesson3 exercises
  • AARRR FunnelintermediateThe AARRR funnel tracks users through five stages, acquisition, activation, retention, referral and revenue, to find where growth is actually stuck.Definition only
  • AccessibilitybeginnerAccessibility is designing digital products so people with disabilities can use them. It removes barriers for visual, auditory, motor and cognitive impairments.Definition only
  • Accessibility EvaluationintermediateAccessibility evaluation is the systematic auditing of a product to identify and remediate usability barriers for people with disabilities.2 lessons23 exercises
  • Accessibility StandardsintermediateAccessibility standards are formal guidelines that ensure digital products are usable by people with disabilities.3 lessons35 exercises
  • Action Priority MatrixbeginnerAn action priority matrix plots work by impact against effort, producing four groups that suggest what to do now, plan, batch or drop.Definition only
  • Affinity DiagrambeginnerAn affinity diagram is a collaborative method that groups qualitative data, observations and ideas into thematic clusters.3 lessons15 exercises
  • AffordancebeginnerAn affordance is the perceived or actual property of an object that suggests how it can be used.1 lesson10 exercises
  • AgilebeginnerAgile is an iterative approach to product development that delivers working increments, welcomes change, and involves users throughout, instead of planning everything upfront.Definition only
  • Analytical ThinkingintermediateAnalytical thinking is the ability to deconstruct complex challenges into discrete components, examine relationships and deduce logical conclusions.8 lessons58 exercises
  • Analytics ToolsbeginnerAnalytics tools are software applications that collect, track and visualize quantitative user behavior within digital products.1 lesson3 exercises
  • Android DesignintermediateAndroid design is the practice of creating mobile application interfaces that follow Google's Material Design principles.6 lessons62 exercises
  • Atomic DesignintermediateAtomic Design is a methodology for creating modular design systems by breaking interfaces down into five hierarchical levels.6 lessons62 exercises

B

  • BacklogbeginnerA product backlog is an ordered, evolving list of user stories, bug fixes and technical enhancements needed for a product.5 lessons42 exercises
  • BrainstormingbeginnerBrainstorming is a divergent creative method where teams rapidly generate a broad volume of ideas without immediate judgment.7 lessons55 exercises
  • BrandbeginnerA brand is the collective reputation, perception and emotional promise that people associate with an organization.4 lessons41 exercises
  • Business MetricsintermediateBusiness metrics are quantifiable performance measurements used to track, assess and forecast an organization's financial and operational health.7 lessons47 exercises

C

  • Card SortingintermediateCard sorting is a research technique where participants organize topics into categories to inform information architecture.1 lesson3 exercises
  • Career PathbeginnerA career path is the progressive sequence of roles, responsibilities and skill proficiencies across a professional journey.6 lessons44 exercises
  • Chief Product Officer (CPO)advancedA Chief Product Officer is the executive who leads the overall product organization, strategy, design and commercial outcomes.6 lessons44 exercises
  • Cognitive LoadbeginnerCognitive load is the amount of mental processing power required to understand and use an interface.8 lessons65 exercises
  • ColorbeginnerColor is the visual property of light that lets people distinguish objects, and in design it is used to communicate meaning, create hierarchy, evoke emotion, and guide attention.Definition only
  • Color PalettebeginnerA color palette is the deliberate set of colors chosen to work together in a product, establishing a consistent visual language for brand, hierarchy, and communication.Definition only
  • Color TheorybeginnerColor theory is the study of how colors interact, combine and affect human perception and emotion.2 lessons22 exercises
  • CommunicationbeginnerCommunication is the active exchange of concepts, design rationale, research evidence and strategic context across diverse teams.6 lessons44 exercises
  • Contrast RatiobeginnerContrast ratio is the mathematical difference in luminance between foreground text or graphics and their background surface.4 lessons45 exercises
  • Creative ThinkingbeginnerCreative thinking is the cognitive ability to generate novel, non-obvious ideas that solve real user problems.7 lessons55 exercises
  • Critical ThinkingintermediateCritical thinking is the disciplined cognitive process of analyzing evidence, questioning assumptions and evaluating arguments.7 lessons55 exercises
  • Customer DevelopmentintermediateCustomer development is a formal four-step framework for discovering and validating customer needs before scaling a business.7 lessons47 exercises
  • Customer ExperiencebeginnerCustomer experience (CX) is the cumulative perception a person forms across every interaction with a company.6 lessons44 exercises
  • Customer Journey MappingintermediateCustomer journey mapping is the process of creating a timeline that illustrates a customer's relationship with a company.2 lessons20 exercises
  • Customer RetentionbeginnerCustomer retention is the ability of a product to keep existing customers active and paying over time.6 lessons44 exercises
  • Customer SegmentationintermediateCustomer segmentation is the process of dividing a broad target market into distinct subsets based on shared traits or behaviors.2 lessons6 exercises

D

  • Dark ModebeginnerDark mode is an interface theme option that displays light typography and UI elements against dark background surfaces.2 lessons22 exercises
  • Dark PatternbeginnerA dark pattern is a deceptive interface design engineered to trick users into taking unintended actions.7 lessons55 exercises
  • Data Privacy DesignintermediateData privacy design embeds privacy safeguards, data minimization and user consent directly into interfaces.7 lessons55 exercises
  • Data ScienceintermediateData science is the discipline of analyzing complex datasets using statistics and algorithms to uncover actionable insights.1 lesson3 exercises
  • Data VisualizationintermediateData visualization is the graphical representation of information and data using charts, graphs and visual maps.4 lessons41 exercises
  • Decision MakingintermediateDecision making is the cognitive process of evaluating evidence, weighing trade-offs and choosing a deliberate course of action.13 lessons99 exercises
  • Design CritiqueintermediateA design critique is a structured group session where peers analyze work against product objectives and usability principles.7 lessons55 exercises
  • Design ElementsbeginnerDesign elements are the basic visual building blocks like line, shape, colour, space and type that designers combine to communicate meaning in an interface.Definition only
  • Design EthicsintermediateDesign ethics is the moral practice of creating products that respect user autonomy, well-being and privacy.7 lessons55 exercises
  • Design LeadershipintermediateDesign leadership is the practice of guiding design strategy, mentoring teams and advocating for user-centered culture.6 lessons44 exercises
  • Design PrinciplesbeginnerDesign principles are shared guidelines a team uses to make and defend design decisions, especially when two options both look reasonable.14 lessons139 exercises
  • Design ProcessbeginnerThe design process is the structured series of steps designers follow from an initial idea through research, design, prototyping, and validation to a finished solution.Definition only
  • Design SprintintermediateA design sprint is a five-day collaborative framework for validating ideas and solving critical challenges through prototyping and testing.13 lessons99 exercises
  • Design SystemintermediateA design system is a shared set of components, style values and usage rules that lets a team build consistent interfaces without re-deciding the basics.9 lessons96 exercises
  • Design TheoryintermediateDesign theory is the foundational framework of principles that explains how and why visual communication works.11 lessons96 exercises
  • Design ThinkingbeginnerDesign thinking is a human-centered problem-solving approach that moves through five stages: empathise, define, ideate, prototype and test.Definition only
  • Design ToolsbeginnerDesign tools are specialized software applications used to research, wireframe, prototype and deliver digital products.3 lessons22 exercises
  • Double DiamondbeginnerThe Double Diamond is a design process framework that maps design innovation across four alternating divergent and convergent phases.7 lessons55 exercises

E

  • Eisenhower MatrixbeginnerThe Eisenhower Matrix is a prioritization tool that categorizes tasks by urgency and importance into four quadrants.6 lessons44 exercises
  • Experience MappingintermediateExperience mapping is a technique that visualizes a person's end-to-end journey across every channel and touchpoint.2 lessons20 exercises

F

  • FacilitationintermediateFacilitation is the skill of guiding a group through collaborative processes to achieve shared objectives efficiently and equitably.13 lessons99 exercises
  • Fitts's LawbeginnerFitts's Law is an ergonomic principle stating that the time to hit a target depends on how far away it is and how large it is.1 lesson10 exercises
  • FontsbeginnerFonts are digital files that render character sets in specific weights, styles and sizes to make text readable.4 lessons41 exercises
  • Frictionless OnboardingintermediateFrictionless onboarding is an onboarding design approach that guides new users to core value with minimal delay or effort.2 lessons16 exercises

G

  • Gestalt PrinciplesbeginnerGestalt principles are psychological laws explaining how human visual perception naturally groups separate elements into unified patterns.5 lessons50 exercises
  • Grid SystembeginnerA grid system is a structural layout framework of columns and rows that aligns content consistently across an interface.5 lessons50 exercises

H

  • Heuristic EvaluationintermediateA heuristic evaluation is a usability inspection method where experts review an interface against established design principles.10 lessons73 exercises
  • Hick's LawbeginnerHick's Law states that the time it takes to make a decision increases with the number and complexity of choices available.8 lessons65 exercises
  • Human Interface GuidelinesintermediateHuman Interface Guidelines (HIG) are Apple's official design specifications for building native software on its platforms.6 lessons62 exercises
  • HyperlinkbeginnerA hyperlink is an interactive element that navigates the user to another page, document or anchor location.1 lesson10 exercises

I

  • Information ArchitectureintermediateInformation architecture (IA) is the structural design of shared information environments to make content findable and usable.2 lessons6 exercises
  • iOSintermediateiOS is Apple's mobile operating system that powers iPhone, establishing core touch conventions and app frameworks.6 lessons62 exercises
  • IterationbeginnerIteration is the cyclical process of prototyping, testing, analyzing and refining a design to progressively improve its quality.9 lessons75 exercises

J

  • Jakob's LawbeginnerJakob's Law states that users spend most of their time on other websites, so they expect your site to work like all the others they already know.6 lessons60 exercises

K

  • KanbanbeginnerKanban is a visual agile workflow method that optimizes delivery by visualizing tasks and limiting work in progress.6 lessons44 exercises

M

  • Market ResearchintermediateMarket research is the systematic study of an industry, its competitors and target audiences to guide commercial product strategy.6 lessons44 exercises
  • Mental ModelintermediateA mental model is what a user believes about how a system works based on their past experiences and beliefs.8 lessons65 exercises
  • MicrocopybeginnerMicrocopy refers to the small bits of text in an interface that guide users, explain actions, and alleviate concerns.1 lesson3 exercises
  • Minimum Viable Product (MVP)beginnerA minimum viable product is an early version of a product built with core features needed to validate hypotheses with real customers.8 lessons64 exercises
  • Mobile DesignbeginnerMobile design is the discipline of designing digital interfaces tailored specifically for handheld touchscreen devices.1 lesson10 exercises
  • MoSCoW PrioritizationbeginnerMoSCoW prioritization is a requirements technique that sorts deliverables into Must have, Should have, Could have and Won't have.6 lessons44 exercises

O

  • OKR FrameworkintermediateThe OKR framework is a goal-setting system connecting ambitious qualitative objectives with measurable quantitative key results.6 lessons44 exercises
  • OnboardingbeginnerOnboarding is the structured process of guiding new users to discover, configure and experience a product's value.2 lessons16 exercises

P

  • PersonasbeginnerA persona is a research-backed fictional profile representing a core segment of your target audience.2 lessons20 exercises
  • Pixel DensityintermediatePixel density is the number of physical pixels packed into a physical unit of screen area, usually measured in pixels per inch.1 lesson10 exercises
  • Problem SolvingintermediateProblem solving is the systematic process of discovering root causes, generating viable alternatives and executing effective solutions.7 lessons55 exercises
  • Product DiscoveryintermediateProduct discovery is the ongoing practice of exploring user problems and testing solution ideas before building, so teams ship what users actually need instead of what they guess.Definition only
  • Product LifecycleintermediateThe product lifecycle describes the stages a product passes through from initial concept to retirement.6 lessons44 exercises
  • Product ManagementintermediateProduct management is the practice of deciding what a product should do and in what order, balancing user needs, business goals and what is buildable.6 lessons44 exercises
  • Product Management ToolsbeginnerProduct management tools are software applications that help teams plan, track and analyze digital products.6 lessons44 exercises
  • Product ManagerbeginnerA product manager is the person accountable for a product's direction, deciding which problems get solved, in what order, and whether it worked.6 lessons44 exercises
  • Product Strategy & PlanningintermediateProduct strategy is the overarching plan that defines a product's target audience, value proposition and commercial goals.6 lessons44 exercises
  • PrototypebeginnerA prototype is an experimental simulation of a product used to test ideas and interactions before full development.3 lessons22 exercises

Q

  • Qualitative ResearchbeginnerQualitative research is a research approach that collects non-numerical observations to understand user motivations and behaviours.5 lessons32 exercises
  • Quantitative ResearchbeginnerQuantitative research is a method that gathers numerical data to measure user behaviour and test hypotheses at scale.1 lesson3 exercises

R

  • Responsive DesignbeginnerResponsive design is an approach that makes web interfaces automatically adapt their layout to any screen size.1 lesson10 exercises
  • RoadmapbeginnerA product roadmap is a strategic document that communicates the vision, priorities and directional progress of a product over time.6 lessons44 exercises

S

  • ScrumintermediateScrum is an Agile framework for managing complex product development through fixed time-boxed cycles called sprints.8 lessons64 exercises
  • Service DesignintermediateService design is the practice of orchestrating people, infrastructure, communication and material components to improve service quality.9 lessons75 exercises
  • SignifierbeginnerA signifier is a perceptible visual, auditory, or tactile signal that indicates what action is possible and where it should happen.1 lesson10 exercises
  • SMART Goal SettingbeginnerSMART goal setting is a framework for defining goals that are Specific, Measurable, Achievable, Relevant and Time-bound.6 lessons44 exercises
  • Stakeholder ManagementintermediateStakeholder management is the practice of identifying, engaging and aligning individuals who influence or are affected by a product.6 lessons44 exercises
  • StoryboardingbeginnerStoryboarding is a visual technique that illustrates a user narrative through a sequence of illustrated panels.2 lessons20 exercises

T

  • TeamworkbeginnerTeamwork is the collaborative effort of multidisciplinary individuals coordinating their skills to achieve shared product outcomes.6 lessons44 exercises
  • Thumb ZonebeginnerThe thumb zone is the physical area on a smartphone screen that a user can easily reach with their thumb while holding the phone one-handed.5 lessons50 exercises
  • Tree TestingintermediateTree testing is a research method that evaluates the findability of topics in an information architecture hierarchy in isolation from visual design.5 lessons32 exercises
  • TypographybeginnerTypography is the craft of arranging type so text is legible, readable and appropriate to the product, covering typeface, size, spacing and hierarchy.Definition only

U

  • UI ComponentsbeginnerUI components are reusable interface building blocks, such as buttons, inputs and dialogs, that look and behave the same wherever they appear.7 lessons72 exercises
  • Unmoderated TestingintermediateUnmoderated testing is a usability method where participants complete predefined tasks independently without a live researcher present.4 lessons29 exercises
  • UsabilitybeginnerUsability is the measure of how easily, efficiently and satisfactorily a user can accomplish goals with a product.7 lessons55 exercises
  • Usability TestingbeginnerUsability testing means watching someone attempt a real task with a product, without helping them, to find where the design causes confusion.5 lessons32 exercises
  • User Experience (UX) DesignbeginnerUX design is the multidisciplinary practice of designing digital products that provide meaningful, relevant and seamless experiences.9 lessons75 exercises
  • User FlowbeginnerA user flow is a diagram depicting the step-by-step path a user takes through an interface to complete a specific task.1 lesson3 exercises
  • User Interface (UI)beginnerA user interface is the visual and interactive touchpoint through which a human controls and interacts with a digital device.4 lessons41 exercises
  • User InterviewbeginnerA user interview is a qualitative research method where a researcher asks a participant guided questions to learn about their experiences.5 lessons32 exercises
  • User JourneybeginnerA user journey is a step-by-step timeline showing how a user interacts with a product to achieve a specific goal.2 lessons20 exercises
  • User ResearchbeginnerUser research is the practice of studying what people actually do with a product, so decisions rest on evidence instead of assumption.9 lessons50 exercises
  • User StorybeginnerA user story is a concise description of a feature told from the perspective of the person who needs it.3 lessons22 exercises
  • UX ResearchbeginnerUX research is the systematic study of what users do, need, and feel, so product decisions rest on evidence instead of guesses.6 lessons35 exercises
  • UX WritingbeginnerUX writing is the practice of crafting clear, concise text within interfaces to help users complete tasks.1 lesson3 exercises

V

  • Visual DesignbeginnerVisual design is the craft of shaping an interface's look, hierarchy and tone through typography, color and layout.4 lessons41 exercises

W

  • WireframingbeginnerWireframing means sketching a deliberately plain layout of a screen to settle structure and flow before any visual design is applied.4 lessons25 exercises

#

  • 2x2 Prioritization MatrixbeginnerA 2x2 prioritization matrix is a visual decision tool that evaluates opportunities along two contrasting axes, typically effort and value.6 lessons44 exercises
  • 8-Point GridbeginnerThe 8-point grid is a design system standard where all spacing, padding, margins, and component dimensions use multiples of 8 pixels.5 lessons50 exercises