Usually the first functional form of a new product, created to test a concept or prove out some aspects of design.
The way characters are capitalised within a word or phrase. Common font cases are uppercase, lowercase, capitalised (or title case) and sentence case.
A discipline that analyses the usability of an application by assessing its interaction design and user experience.
The art of drawing original characters and symbols — especially for decorative purposes.
A way to create and test designs. Designers use design sprints as a time-intensive method of quickly testing ideas and then pivoting into designing for user needs. A designer may then take the prototype they created on the first day of the design sprint and fix any usability issues with it, which is a quick way to get feedback on their work before continuing development.
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.
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 use of design features that are shaped to resemble a familiar object or thing in order to facilitate user interaction.
A well-known cognitive psychologist's principle that says that the time it takes to make a decision varies logarithmically according to the number of choices. As more options are presented, more decision time is required due to the mental work of comparing and contrasting each potential option.
The perception that people have of a business and its reliability, authenticity, and attractiveness. It's also the set of impressions an individual has when they think about a brand.
A style of typeface that uses a width-to-height ratio of 1:1.