A graphical representation of the user on a device, used to represent various users in different contexts. It can be a photo, image or drawing.
The process of developing a product or design system that can be altered to fit different device and interaction contexts.
A philosophy that companies should take a user-centred approach to design, making sure they focus on the customer's needs and not on their company's needs. UX designers need to figure out what users want before building something and not after. They must also ask themselves if including "features" will provide any value to the product or service.
An imaginary line on which most letters "sit". As such, it equals the height of an em square. The expected result of a baseline is to reference the height with which text is aligned. The alignment ranges from ascenders, which are the upper strokes in b, d, and h, down to descenders like j or y.
The act of gathering qualitative data about a person's thoughts and feelings related to a product.
A usability assessment method that is used to evaluate a design against established usability principles or heuristics. It is based on the idea that designers can use their experience to find areas of poor design without extensive user testing.
A symbol that is used in the design industry to give a more personal touch. Lettermarks can be an individual's name or initials that are cleverly designed and incorporated into a company's logo.
CMYK is a colour space created for the printing process. It stands for Cyan Magenta Yellow Key (black).
Black, white, and all the values of shades in between.
An example of a typical user and the actions they take. Typically these are written in the form of a story.
Generally used when a page has so much content that it would be impossibly long to load the entire page at once. Infinite scroll consists of an auto-generated list of items that constantly loads new items as they load off the bottom of the screen.