- Accessibility – The design of products, devices, services, or environments for people with disabilities.
- Affordance – A feature of an object that suggests how it can be used.
- Affinity diagram – A tool used to organize and categorize ideas and information.
- Animated prototypes – A type of prototype that includes motion and transition effects to simulate real interactions.
- A/B testing – A method of comparing two versions of a product to determine which one is more effective.
- Card sorting – A technique used to understand how people categorize information.
- Cognitive load – The amount of mental effort required to use a product or service.
- Contextual inquiry – A type of user research that involves observing and interviewing users in their natural environment.
- Conversion rate – The percentage of visitors to a website who complete a desired action, such as making a purchase.
- Design sprint – A time-boxed, iterative process for solving big problems and testing ideas.
- Design thinking – A problem-solving approach that involves empathy, experimentation, and iteration in the design process.
- Fatigue – The feeling of being overwhelmed or exhausted by a product or service.
- Empathy map – A tool used to understand the thoughts, feelings, and behaviors of users.
- Experience map – A visualization of the interactions a user has with a company or product over time.
- Fitts’ Law – A principle that states that the time required to rapidly move to a target is a function of the target’s size and distance from the starting point.
- Flow – A state of immersive and effortless experience in which a person is fully absorbed in the task at hand.
- Goal-directed design – A design approach that prioritizes the specific goals and objectives of users.
- Heuristics – A set of principles used to evaluate the quality and usability of a product.
- Information architecture – The structure and organization of information within a product or service.
- Interaction design – The design of interactive products and services.
- Interface – The visual and interactive elements of a product or service that allow users to interact with it.
- Jobs to be done – A framework that views products and services as solutions to specific problems that users are trying to solve.
- Journey map – A visualization of the emotional and functional experiences of a user over time.
- Microinteractions – Tiny moments of interaction within a product or service.
- MVP (Minimum Viable Product) – A version of a product with just enough features to satisfy early adopters and provide valuable feedback for future development.
- Navigation – The way users move through a product or service.
- Onboarding – The process of introducing new users to a product or service.
- Personas – Fictional characters created to represent different types of users.
- Progressive disclosure – A design pattern that reveals information and functionality in stages, rather than all at once.
- Prototype – A preliminary version of a product used for testing and evaluation.
- Reciprocity – The idea that people are more likely to engage with a product or service if they feel like they are getting something in return.
- Responsive design – A design approach that creates flexible and adaptive layouts to accommodate different screen sizes and orientations.
- Retention rate – The percentage of users who continue to use a product or service over time.
- Service design – The design of end-to-end customer experiences, including touchpoints with a company or product.
- Scenario – A description of a possible interaction between a user and a product or service.
- Site map – A diagram that shows the hierarchical organization of content within a product or service.
- Storyboarding – The process of creating a visual representation of the steps and interactions of a product, service, or system, in order to explore and refine its design.
- Survey Research – A user research method that involves collecting data from a large number of users through online or paper-based surveys.
- Task analysis – A method of understanding how users complete specific tasks within a product or service.
- Touchpoints – Points of contact between a user and a company or product.
- Usability – The ease of use and learnability of a product or service.
- User-centered design (UCD) – A design process that puts the needs, goals, and experiences of users at the center of design decisions.
- User engagement – The degree to which users are actively and enthusiastically involved with a product or service.
- User flow – The path a user takes to complete a specific task within a product or service.
- User research – The process of gathering data and insights about users to inform design decisions.
- User scenario – A story that describes a typical user, their goals, and their interactions with a product or service.
- User story – A brief description of a user and their goals, used to inform design decisions.
- User testing – The process of evaluating a product by having real users perform tasks and provide feedback.
- Value proposition – A statement that describes the benefits a product or service provides to users.
- Wireframe – A low-fidelity representation of a product’s layout, used to communicate design ideas and test functionality.
Complimentary Food Suggestion:
“Salmon & Avocado Salad Bowl”
Ingredients:
- 1 salmon fillet
- 1 avocado, diced
- 1 cup cherry tomatoes, halved
- 1 cup mixed greens
- 1/4 cup walnuts, chopped
- 1 tbsp olive oil
- Salt and pepper to taste
Instructions:
- Preheat oven to 400°F.
- Season salmon fillet with salt and pepper.
- Place salmon on a baking sheet and bake for 12-15 minutes, or until fully cooked.
- In a large bowl, mix together mixed greens, cherry tomatoes, avocado, and walnuts.
- Drizzle with olive oil and season with salt and pepper.
- Serve the salmon fillet on top of the mixed greens and avocado mixture. Enjoy!
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