Asymmetry

The degree of difference between the two sides of an object or system.

More terms you might want to know

Gamification

The process of adding game-like qualities to an experience like a website or application. To ensure that these activities are engaging enough for the users, it often includes gradual rewards such as levels and badges systems, which can further encourage engagement with the app.

Scope Creep

Scope creep is when the scope of a project starts to grow without any agreement on how it's going to be paid for. Creep happens because items and features are tacked on top of the original scope of work agreed upon in the original contract.

Script Font

A type of font designed to imitate handwriting.

Centre Aligned

A layout where all the content, mostly text, is aligned to the centre. The overall purpose of a Centre Alignment is to make it easier for users to read and scroll through content.

Font Case

The way characters are capitalised within a word or phrase. Common font cases are uppercase, lowercase, capitalised (or title case) and sentence case.

Design Thinking

An iterative process that designers use to understand the user, challenge assumptions, and redefine the problems to identify alternative strategies and solutions that might not be instantly apparent with our initial level of understanding. Design Thinking provides a solution-based approach to solving problems. It is a way of thinking and working as well as a collection of hands-on methods.

User Interviews

The act of gathering qualitative data about a person's thoughts and feelings related to a product.

Margin

The space that an item has around it.

Left-aligned

Text that flows from left to right and is the default reading direction of a page with its content aligned on the left margin.

Minimum Viable Product (MVP)

A term that means the smallest amount of work that can be done to move a project forward.

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