A term that means the smallest amount of work that can be done to move a project forward.
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.
A theory in psychology that discusses the general idea that the whole is greater than the sum of its parts. It's based on a human need to search for stability and meaning, which leads to organic movements towards wholeness. Gestalt Theory assumes there are inherent flaws in how we perceive forms and patterns, and it holds that this innate tendency transforms into an active process of looking for order in reality.
A UX design technique in which you divide your users into groups, show them cards with different names for unrelated objects and ask them to categorise them.
The act of gathering qualitative data about a person's thoughts and feelings related to a product.
A design or decoration impressed into the surface of a material.
An iconic design that is made up of two or three letters.
A set of colors which can be used to create a particular visual effect. It is usually composed of multiple primary, secondary, and tertiary colours.
A statistical method in which two variants of the same activity are compared against each other (typically with several variants), one at a time, and the most effective variant is selected.
Affordances describe a relationship between the environment and an animate object, classified as either positive or negative.
Items, such as a car that leads to movement, have a positive affordance. Things like stairs that lead upwards have a negative affordance because they will not allow for any other form of movement other than up or down if used accordingly.
A name, symbol or other distinctive feature that distinguishes one business's product from another's, often associated with a logo, design, slogan and other items.