Tabs are sites that get lost between tabs, applications we use every day, and while we may not notice, we are constantly in touch with the concept of user experience. UX sometimes appears as purchases we complete without even realizing it, and sometimes as never-ending forms. In this article, I have compiled common terms used by user experience and interface designers.
A
A/B Testing: All websites aim to convert their products, but they are not sure which design to use. With A/B testing, we measure which of the A/B variations visitors will achieve their goals with. With this technique, real user behaviors are measured, small performance differences are detected, and it is also a fast and practical method.
B
Banner Blindness: A situation where users consciously or unconsciously ignore images similar to advertising in the websites they visit.
Baby Duck Syndrome: The situation where users get used to the first design they encounter and reject alternatives without questioning, even if there is a better one.
Benchmark: A technique that allows you to compare the user experience and usability levels offered by your screens with the products of your competitors and perform difference analyses.
Breadcrumbs: A navigation aid that shows the relationship between a user’s position on a page and higher-level pages.
C
Customer Experience: A combination of interactions from the first interaction a customer has with a company to the end of the purchasing journey.
Cognitive Load: It refers to the mental effort used by a person during any process for a certain period.
Conversion Rate: The ratio of the number of users who perform the target activity you have set to the total number of visitors to the site.
Customer Journey Map: A mapping that outlines the experiences a customer may have while using a product or service and reveals solutions to improve the customer experience.
F
Flowchart: Flowcharts that increase the understandability of scenarios in business analysis documents by visualizing them.
Fold: The name given to the area users see on a digital page without scrolling.
G
Gamification: A technique used in sectors other than games, thanks to the realization of the effect of thinking and dynamics in games, elements of reward and competition on human motivation.
Guerrilla Testing: Testing of employees or prototype stage products is done quickly by capturing users in common living areas such as cafes and shopping malls, if possible, without bringing them into a laboratory environment.
I
Information Architecture: It means labeling and structurally organizing information to ensure its usability and findability in information-sharing environments.
Interaction Design: A human-centered design practice that examines the interaction between the user and the product or service and the user’s behavior and understanding during the interaction.
Interface: A software or hardware unit that enables two systems to interact with each other or a user with a system.
L
Lean UX: A user experience (UX) methodology that argues that a company will reach success most quickly and with minimal loss by offering a product to niche markets with preliminary research.
Legibility: The level of ease with which a user understands written content.
M
Moodboard: Collages of various materials obtained from sources such as pictures, text, photographs, drawings, color samples, and assembled digitally or physically to gain inspiration in the design process.
N
Netnography: Adapting ethnographic research techniques to the online environment to understand the behaviors, attitudes, and social interactions of different human communities or cultures found on all digital communication channels.
Net Promoter Score (NPS): A widely accepted loyalty measure used to collect customer feedback, consisting of a single question.
O
Omnichannel: In other words, all existing channels, the integration of physical and digital channels, with the help of multiple channels, aim to deliver the right content and message to the target audience fluently and holistically.
P
Persona: It is created by grouping the similar features of the target audience needed for a specific purpose and providing detailed features of a fictional character representation.
R
Prototype: The first version, simple or detailed, made before a device, system, or product goes into production.
U
Usability: The degree of ease of use and learnability of a human-made product.
Usability Test: Tests that measure the degree to which a product can be used effectively, efficiently, and with satisfaction by the target audience for specific purposes.
User Research: The study of user behaviors and attitudes using observation and other research techniques to understand and empathize with user movements.
User Stories: Scenarios that tell the processes a user experiences when using software, product, or service.
UX Writer: A user experience designer focused on writing. Produces with a discipline that explains and defends why he chooses which word with user data.
W
White Space: It is used to determine the layout boundary and the distance between elements in a design, also known as negative space.
This content has been translated from the Turkish article on the blog. UX/UI Terimleri Sözlüğü
Bibliographies:uxservices.com, sherpa.blog, userspot.com
