A design language developed by Google. The goal of Material Design was to create fluid, natural movement for users on any platform they happen to be using.
A type of graphical interface that allows the user to interact with the application on a screen, such as a computer monitor or smartphone, using various types of input devices.
A type of design where the colours or tones gradually change from one colour to another. Gradients are often used in graphic design to add visual interest and give the appearance of "extensions" or "glosses" of a particular colour.
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.
A process that involves assigning people to work on different parts of the design and making sure that they focus on one area at a time. This method is an excellent way to release products more quickly and with higher quality.
The most common types of agile methods are Scrum, Kanban, XP and Agile Modeling. It can often be difficult for companies to make the switch because it requires significant changes in how product development occurs.
A technique used to sequentially present items in a list or other data set that are too long to display at one time.
The design of the interaction between users and products. Interaction design is focused on creating products that enable the user to achieve their objective(s) in the best way possible.
A graphic representation, such as an icon, of a company or brand. Pictorial marks can be used on marketing materials to communicate the intentions and personality of the company. Factors such as colour, placement, and shape are significant in how the general public perceives a pictorial mark.
A type of user interface design carefully crafted to trick people into doing things they might not want to do.
A decoration technique used primarily on paper, metal, and some plastics in which ink or another printing medium is pressed into the material's surface to create a three-dimensional effect.
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.