Customer Experience

The sum of all experiences an individual has with a company or its delivery channels during their journey. From handling and registering a complaint to ordering new products, these interactions are monitored and analyzed at every touchpoint by frontline employees, developers, designers, and product managers for improvement opportunities.

More terms you might want to know

Proximity

The placement or otherwise of a thing in relation to other things. In design, proximity may be considered as the distance between two items in space or their relative location to each other.

User Interviews

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

Raster

Commonly used to describe a 2D graphic that is made up of an organized grid of pixels, in other words, a bitmap.

Type Classification

A system used to describe and identify typefaces by their basic visual characteristics.

UX Audit

A discipline that analyses the usability of an application by assessing its interaction design and user experience.

Serial Position Effect

A phenomenon in psychology in which recalling items in a list imposes an order on the list, with the first and last items remembered best. That is, if given a list of words to remember like "dog apple tree", people will tend to recall "dog" as being at the beginning of the sentence and "tree" as being at the end of it.

Fitts' Law

A prediction model used in human-computer interaction. It states that the time required to move to a target area rapidly increases as the distance to the target increases. The law was proposed by Paul Fitts, an American psychologist, in 1954 as a mathematical model of movement with limited cognitive capacity.

Fitts hypothesized that one would quickly select its first apparent target when reaching for an object before considering alternatives — a phenomenon called "target fixation." This tendency would increase progressively with increased distance between the subject and object until it eventually became exponential (i.e., too far away).

Miller's Law

An observation in Psychology that suggests that the number of mental objects the average person can keep track of is seven (plus or minus two).

HTML

A language used to create web pages, and it stands for Hypertext Markup Language.

Dark Pattern

A type of user interface design carefully crafted to trick people into doing things they might not want to do.

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