User research is a systematic process of gathering and analyzing information about users' needs, behaviors, and preferences to inform the design and development of products or services. It involves various methods such as interviews, surveys, and usability testing to create user-centered solutions.
A/B testing is a user research method that compares two versions of a product or feature to determine which one performs better. It involves randomly showing different versions to users and measuring their responses to identify the most effective option.
Accessibility in user research refers to the practice of designing and conducting research studies that are inclusive and usable by people with diverse abilities, including those with disabilities. It ensures that all potential users can participate in and benefit from the research process, regardless of their physical, cognitive, or sensory capabilities.
An Accessibility Audit is a comprehensive evaluation of a digital product or website to ensure it can be used effectively by people with disabilities, meeting accessibility standards and guidelines.
Accessibility Compliance in User Research refers to the practice of ensuring that digital products and services are designed and developed to be usable by people with disabilities, in accordance with established accessibility standards and guidelines.
Accessibility Evaluation is the process of assessing how well a product, service, or environment can be used by people with various disabilities or limitations, ensuring equal access and usability for all users.
Accessibility testing in user research is the process of evaluating digital products or services to ensure they can be used effectively by people with disabilities or impairments.
Accessibility training in user research is an educational process that equips researchers and designers with the knowledge and skills to create inclusive digital products and services for users with diverse abilities and disabilities.
Active listening in user research is a technique where researchers fully concentrate, understand, respond, and remember what participants are saying during interviews or usability tests. It involves giving full attention to the speaker, providing feedback, and withholding judgment to gain deeper insights into user needs, behaviors, and experiences.
Active voice is a writing style in user research where the subject of a sentence performs the action. It emphasizes the doer of the action, making communication clearer, more direct, and easier to understand for participants and stakeholders.
An actor in user research is a person, group, or system that interacts with a product or service being studied. Actors are key participants in the user research process, providing valuable insights into user behavior, needs, and preferences.
Advanced UX Research is a sophisticated approach to user experience investigation that employs complex methodologies, cutting-edge tools, and in-depth analysis to gain profound insights into user behavior, needs, and preferences, ultimately informing the design of highly effective and user-centered products or services.
Affinity Clustering is a user research technique that involves grouping similar ideas, insights, or data points into clusters based on their relationships or common themes. This method helps researchers organize and analyze large amounts of qualitative data to identify patterns and prioritize user needs.
An Affinity Diagram is a visual tool used in user research to organize and categorize large amounts of qualitative data, such as user feedback, observations, or ideas, into meaningful groups based on their natural relationships.
An Affinity Map, also known as an Affinity Diagram, is a collaborative tool used in user research to organize and categorize large amounts of qualitative data, such as user feedback, observations, or ideas, into meaningful groups based on their relationships or similarities.
Affinity mapping is a collaborative method used in user research to organize and analyze large amounts of qualitative data, such as user feedback or observations, into meaningful groups based on their relationships or similarities.
Affordance in user research refers to the perceived or actual properties of an object or interface that suggest how it should be used. It's a concept that helps designers create intuitive user experiences by making the intended use of an element immediately clear to users.
Agile in user research is an iterative and flexible approach to gathering user insights, where research is conducted in short, frequent cycles throughout the product development process, allowing for quick adaptation to user needs and feedback.
Agile UX is an approach that combines Agile development methodologies with User Experience (UX) design practices to create user-centered products through iterative, collaborative, and flexible processes.
An animated wireframe is a dynamic, low-fidelity representation of a digital product's interface that demonstrates how users interact with it over time. It combines basic layout elements with motion to illustrate the flow and functionality of a design concept.
Animation Design in User Research is the process of creating dynamic visual elements to enhance user interfaces and improve the overall user experience. It involves designing and implementing motion graphics, transitions, and interactive elements to guide users, provide feedback, and make digital products more engaging and intuitive.
Anticipatory Design is a user-centered approach in UX that aims to predict and fulfill user needs before they arise, simplifying decision-making processes and reducing cognitive load for users.
Archetypes in user research are representative models or patterns of user behavior, characteristics, and motivations that embody distinct groups within a target audience. These fictional but research-based characters help designers and researchers understand and categorize user types, guiding product development and user experience strategies.
Artificial Intelligence (AI) in user research refers to the use of computer systems that can perform tasks that typically require human intelligence, such as visual perception, speech recognition, and decision-making, to gather and analyze user data, predict behavior, and enhance the user research process.
Atomic Research is a user research methodology that breaks down research insights into small, self-contained units called "atoms." These atoms are discrete pieces of information that can be easily categorized, stored, and retrieved for future use in product development and design decisions.
Attitudinal methods in user research are techniques used to gather information about users' beliefs, opinions, and preferences towards a product or service, rather than observing their actual behavior.
Augmented Reality (AR) in user research is a technology that overlays digital information onto the real world, allowing researchers to study how users interact with virtual elements in their physical environment.
An avatar in user research is a visual representation or character that represents a specific user type or persona, helping researchers and designers better understand and empathize with their target audience.
A backlog in user research is a prioritized list of tasks, features, or research activities that need to be completed to improve a product or service based on user needs and feedback.
Behavioral biometrics is a user authentication method that identifies individuals based on their unique patterns of behavior, such as typing rhythm, mouse movements, or touchscreen interactions.
Behavioral methods in user research are techniques used to observe and analyze how users interact with products or services in real-world situations, providing insights into their actual behaviors rather than relying solely on self-reported data.
Behavioral metrics in user research are quantitative measurements that track and analyze how users interact with a product, website, or application. These metrics provide objective data about user actions, patterns, and engagement, helping researchers and designers understand user behavior and make data-driven decisions to improve user experience.
A benchmark in user research is a standard or point of reference against which the performance, quality, or characteristics of a product, service, or user experience can be measured and compared.
Benchmarking in user research is the process of comparing a product, service, or website's performance metrics against industry standards, competitors, or previous versions to identify areas for improvement and set measurable goals.
Benchmarking Research in User Research is a systematic process of comparing a product, service, or website against industry standards or competitors to identify areas for improvement and establish performance metrics.
Benchmark testing in user research is a method of evaluating a product or service against established standards or competitors to measure its performance, usability, and user satisfaction.
Beta testing is a phase of software testing where a nearly complete version of a product is released to a limited group of real users to identify any remaining bugs, gather feedback, and assess the product's performance in real-world conditions before its official launch.
Between Subjects Design is a research method in user studies where different groups of participants are exposed to different conditions or variations of a product, with each group only experiencing one condition.
A binary metric in user research is a measurement that has only two possible outcomes or values, typically represented as yes/no, true/false, or 1/0. It provides a clear-cut way to evaluate user behavior, preferences, or task completion in user studies.
Biometric testing in user research is a method that measures and analyzes physiological and behavioral characteristics of users to gain insights into their subconscious reactions and emotions while interacting with a product or service.
Blind voting is a user research technique where participants evaluate or vote on design options without knowing which option belongs to whom or any other identifying information. This method helps reduce bias and encourages honest feedback based solely on the merits of each design.
Brainstorming in user research is a collaborative ideation technique where a group of people generate a large number of ideas or solutions to a specific problem or challenge related to user experience, without judgment or criticism.
A breadcrumb in user research is a navigational aid that shows users their current location within a website or application's hierarchy, helping them understand their path and easily navigate back to previous levels.
A bug in user research refers to an error, flaw, or unexpected behavior in a product or system that is discovered during the research process. It can negatively impact user experience and needs to be addressed by the development team.
A Call to Action (CTA) in user research is a prompt or instruction that encourages users to take a specific action during a study or test. It's designed to guide participants towards completing tasks or providing feedback, helping researchers gather valuable insights about user behavior and preferences.
A Call-to-Action (CTA) in user research is a prompt or instruction that encourages users to take a specific action during a study or interaction with a product or interface. It is designed to guide user behavior and measure engagement or conversion rates.
Campaign optimisation in user research is the process of refining and improving marketing or outreach efforts based on user data and insights to achieve better results and user engagement.
Captology is the study of computers as persuasive technologies, focusing on how digital systems can be designed to influence human behavior and attitudes.
Card sorting is a user research technique where participants organize topics or items into groups that make sense to them, helping researchers understand users' mental models and improve information architecture.
A case study in user research is an in-depth investigation and analysis of a specific user, group, or situation to gain detailed insights into user behavior, needs, and experiences with a product or service.
A categorical metric in user research is a type of measurement that categorizes data into distinct, non-overlapping groups or categories, allowing researchers to analyze and compare different aspects of user behavior, preferences, or characteristics.
The Center of a Dataset in user research refers to the central tendency or typical value in a collection of data gathered from user studies. It helps researchers understand the average or most common user behavior, preferences, or characteristics.
A Center of Excellence (CoE) in User Research is a centralized unit within an organization that establishes best practices, provides expertise, and drives innovation in user research methodologies and processes.
A Centralized UX Team is a dedicated group of user experience professionals who work together as a single unit within an organization, providing UX expertise and services across multiple projects, departments, or product lines.
A chatbot is an AI-powered software application designed to simulate human-like conversations with users through text or voice interactions. In user research, chatbots are used to gather insights, conduct surveys, and provide automated assistance to study participants.
Chunking in user research is a cognitive strategy that involves breaking down complex information into smaller, more manageable pieces or "chunks" to improve understanding, recall, and decision-making for users.
Circular Design in User Research is an approach that focuses on creating products and services that are sustainable, reusable, and recyclable throughout their lifecycle, while considering user needs and behaviors to minimize waste and environmental impact.
A click map is a visual representation of where users click on a website or application, showing the most and least clicked areas through color-coded overlays.
Clickstream analytics is the process of collecting, analyzing, and interpreting data about users' interactions with a website or application, including their clicks, page views, and navigation patterns. This information helps businesses understand user behavior, optimize user experience, and make data-driven decisions.
A Click Test is a user research method that measures where participants click first on a webpage or interface to complete a specific task, providing insights into user behavior and interface effectiveness.
Click-Through Rate (CTR) is a metric used in user research to measure the percentage of users who click on a specific link or call-to-action out of the total number of users who view a page, advertisement, or email.
A closed card sort is a user research technique where participants organize predefined items into fixed categories, helping researchers understand how users group and categorize information within a specific structure.
Closed questions are a type of survey or interview question that limits respondents to a predefined set of answer choices, such as yes/no, multiple choice, or rating scales. These questions are designed to gather specific, quantifiable data in user research.
Co-creation in user research is a collaborative approach where users, designers, and stakeholders work together to develop products, services, or solutions. This method actively involves end-users in the design process, ensuring that the final outcome meets their needs and expectations.
A Co-Creation Workshop is a collaborative session where users, designers, and stakeholders work together to generate ideas, solve problems, and create solutions for products or services.
Co-Design is a collaborative approach to user research and design where end-users, stakeholders, and designers work together throughout the design process to create solutions that meet user needs and expectations.
Cognitive attention in user research refers to the mental process of focusing on specific information or stimuli while ignoring others, which is crucial for understanding how users interact with products or interfaces.
Cognitive bias in user research refers to systematic errors in thinking that can affect the decisions and judgments that individuals make during the research process. These biases can influence how researchers interpret data, design studies, and draw conclusions about user behavior and preferences.
Cognitive load refers to the amount of mental effort and memory resources required to process information or perform a task. In user research, it's a crucial concept for understanding how users interact with products or interfaces and how to optimize their experience.
A cognitive model in user research is a representation of how users think, process information, and make decisions when interacting with a product or system. It helps researchers and designers understand the mental processes behind user behavior and decision-making.
Cognitive modeling in user research is a technique that simulates and analyzes human thought processes and decision-making to understand how users interact with products or systems.
Cognitive Task Analysis (CTA) is a user research method that systematically examines the mental processes and decision-making strategies people use when performing complex tasks. It aims to uncover the cognitive elements involved in task completion, including knowledge, thought processes, and goals.
A Cognitive Walkthrough is a user research method where evaluators step through a series of tasks from a user's perspective to identify potential usability issues in a product or interface.
Competitive Analysis in User Research is a systematic process of evaluating competitors' products, services, and strategies to identify their strengths and weaknesses, helping inform and improve your own product design and user experience.
Competitive Intelligence in User Research is the process of gathering, analyzing, and interpreting information about competitors' products, services, and strategies to inform decision-making and improve one's own user experience design.
Competitor Analysis in User Research is a systematic process of evaluating and comparing your competitors' products, services, and user experiences to identify strengths, weaknesses, and opportunities for improvement in your own offerings.
Competitor benchmarking in user research is the process of systematically comparing and evaluating your product or service against those of your competitors to identify strengths, weaknesses, and opportunities for improvement in user experience and design.
Concept testing is a user research method used to evaluate and validate ideas, products, or features before they are fully developed. It involves presenting potential users with a concept or prototype and gathering their feedback to assess its viability, appeal, and potential for success.
A confidence interval in user research is a statistical range that estimates, with a certain level of confidence, where the true value of a population parameter lies based on a sample of data.
Confidence level in user research is a statistical measure that indicates the degree of certainty or reliability of research findings. It represents the probability that the results of a study accurately reflect the true characteristics of the population being studied.
Confirmation bias in user research is the tendency for researchers to seek, interpret, and remember information that confirms their existing beliefs or hypotheses, while overlooking or dismissing contradictory evidence.
A confounding variable in user research is an external factor that influences both the independent and dependent variables in a study, potentially leading to incorrect conclusions about the relationship between the variables being studied.
Content marketing in user research is a strategic approach that involves creating and distributing valuable, relevant, and consistent content to attract and engage a target audience, with the goal of gathering insights and driving user-centered actions.
Content strategy in user research is the process of planning, creating, and managing content to meet user needs and business goals. It involves analyzing user behavior, preferences, and pain points to develop and deliver relevant, valuable, and engaging content across various platforms and touchpoints.
Context of Use in user research refers to the specific environment, conditions, and circumstances under which a product or service is used. It encompasses the physical, social, and technological factors that influence how users interact with a product or system.
Context of Use Analysis is a user research method that involves systematically examining and documenting the conditions under which a product or system will be used, including the users, their tasks, equipment, and the physical and social environments.
Contextual Inquiry is a user research method where researchers observe and interview participants in their natural environment while they perform tasks or use products, providing deep insights into user behavior and needs.
A contextual interview is a user research method where researchers observe and interview participants in their natural environment while they perform tasks or use products, providing rich, contextual insights into user behavior and needs.
A continuous metric in user research is a quantitative measurement that can take on any value within a specific range, providing ongoing and detailed insights into user behavior, preferences, or performance over time.
A Contributor Network in user research is a diverse group of individuals who regularly participate in various research studies, providing valuable insights and feedback to help improve products, services, or experiences.
Conversational AI in user research refers to the use of artificial intelligence technologies that enable natural language interactions between humans and computers to gather insights, conduct interviews, or facilitate user testing sessions.
Conversational interfaces are user interfaces that enable human-like interactions between users and digital systems through natural language, either via text or voice commands.
Conversion Optimization is the process of improving a website or app to increase the percentage of visitors who take a desired action, such as making a purchase or signing up for a newsletter.
Conversion rate in user research is the percentage of users who take a desired action, such as making a purchase or signing up for a newsletter, out of the total number of visitors to a website or app.
Conversion Rate Optimization (CRO) is a systematic process of increasing the percentage of website visitors who take a desired action, such as making a purchase, signing up for a newsletter, or filling out a form.
Counterbalancing is a research technique used in user studies to minimize the effects of order bias by systematically varying the sequence of tasks, questions, or conditions presented to participants.
A Crazy Eight is a rapid ideation exercise used in user research and design thinking to generate a large number of ideas quickly. Participants sketch eight distinct ideas in eight minutes, typically on a folded piece of paper with eight sections.
The Critical Incident Technique is a qualitative research method used in user research to collect and analyze significant events or experiences that have a substantial impact on the user's interaction with a product or service.
Cross Channel Testing is a user research method that evaluates the consistency and effectiveness of a product or service across multiple platforms or touchpoints, such as websites, mobile apps, and physical stores, to ensure a seamless user experience.
Cross-device compatibility in user research refers to the practice of ensuring that digital products or services provide a consistent and seamless user experience across various devices, such as smartphones, tablets, laptops, and desktop computers.
Cross Platform Compatibility in user research refers to the ability of a product, application, or service to function consistently and effectively across multiple operating systems, devices, or platforms while maintaining a similar user experience.
Crowdtesting is a user research method that involves gathering feedback and insights from a large, diverse group of users to evaluate digital products or services.
Customer Activation in user research refers to the process of encouraging new users to engage with a product or service for the first time, helping them realize its value and become active, regular users.
Customer Analytics is the process of collecting, analyzing, and interpreting data about customers to gain insights into their behavior, preferences, and needs. It helps businesses make data-driven decisions to improve customer experiences, optimize marketing strategies, and increase customer retention and satisfaction.
A customer avatar is a detailed, fictional representation of your ideal customer, based on research and data about your target audience. It helps businesses understand their customers' needs, behaviors, and motivations to create more effective marketing strategies and product designs.
Customer centricity in user research is an approach that places the customer's needs, preferences, and experiences at the core of all research activities and decision-making processes. It involves consistently gathering and analyzing customer feedback to inform product development, design, and business strategies.
Customer empathy in user research is the ability to understand and share the feelings, thoughts, and experiences of users or customers. It involves putting yourself in the user's shoes to gain a deeper understanding of their needs, motivations, and pain points.
Customer Experience (CX) is the overall perception and feeling a customer has about a company or brand based on all their interactions and touchpoints throughout their journey, from initial awareness to post-purchase support.
Customer Experience (CX) is the overall perception and feeling a customer has about a company based on their interactions across all touchpoints throughout their journey, from initial awareness to post-purchase support.
Customer Experience Management (CXM) is a strategic approach to designing, managing, and optimizing all customer interactions across various touchpoints to create positive experiences, increase satisfaction, and foster long-term loyalty.
A Customer Experience Map is a visual representation of the entire journey a customer goes through when interacting with a company, product, or service. It outlines all touchpoints, emotions, and experiences across various channels and over time.
Customer Experience Narratives (CxNs) are detailed, story-like accounts of a customer's interactions with a product, service, or brand throughout their journey. These narratives provide rich, qualitative insights into the customer's thoughts, feelings, and behaviors at various touchpoints.
Customer Experience Optimization is the process of improving and enhancing the overall interactions and experiences that customers have with a company's products, services, and brand across all touchpoints to increase satisfaction, loyalty, and business outcomes.
A Customer Feedback Loop is a systematic process in user research where customer input is continuously collected, analyzed, and implemented to improve products or services, creating an ongoing cycle of enhancement based on user needs and preferences.
Customer Insights are deep understandings of customer behaviors, needs, preferences, and pain points gained through systematic analysis of data collected during user research. These insights help businesses make informed decisions about product development, marketing strategies, and customer experience improvements.
A Customer Journey is a comprehensive visualization of the entire experience a customer has with a company, product, or service, from initial awareness through the process of engagement and into a long-term relationship.
A Customer Journey Map is a visual representation of the entire experience a customer has with a company, product, or service over time. It outlines the various touchpoints, interactions, and emotions a customer experiences throughout their journey, from initial awareness to post-purchase support.
Customer Journey Mapping is a visual representation of the entire process a customer goes through when interacting with a company, product, or service. It outlines all touchpoints, emotions, and experiences from the customer's perspective, helping businesses understand and improve the customer experience.
Customer onboarding in user research is the process of introducing new users to a product or service, ensuring they understand its features and benefits, and guiding them towards successful adoption and engagement.
Customer Relationship Management (CRM) in User Research is a strategic approach to managing and analyzing interactions with users or customers throughout their lifecycle. It involves collecting, storing, and utilizing user data to improve product development, enhance user experience, and foster long-term relationships.
A Customer Satisfaction Score (CSAT) is a metric used in user research to measure how satisfied customers are with a product, service, or specific interaction. It is typically calculated by asking customers to rate their satisfaction on a scale, often from 1 to 5 or 1 to 10.
A custom network in user research refers to a specifically curated group of individuals or organizations that researchers engage with to gather insights, feedback, and data about a product, service, or user experience.
A dashboard in user research is a visual display of key metrics, data points, and insights gathered from various research methods, presented in an easy-to-understand format for quick analysis and decision-making.
Data collection in user research is the systematic process of gathering information about users, their behaviors, needs, and preferences to inform design decisions and improve user experiences.
Data Driven User Research is a systematic approach to understanding user behavior, preferences, and needs by collecting and analyzing quantitative and qualitative data to inform design decisions and improve user experiences.
Data-Driven UX is an approach to user experience design that relies on collecting, analyzing, and interpreting user data to make informed decisions about product design and development.
Data saturation in user research is the point at which gathering more data no longer yields new insights or patterns, indicating that the research has captured the full range of perspectives on the topic being studied.
Data visualization in user research is the process of representing complex data and research findings in visual formats such as charts, graphs, and infographics to make information more accessible, understandable, and actionable for stakeholders and decision-makers.
A Decentralized UX Team is a distributed group of user experience professionals who work collaboratively across different locations, departments, or even organizations to conduct user research, design, and improve product experiences.
Deceptive patterns, also known as dark patterns, are user interface design choices that manipulate or mislead users into making decisions they may not have otherwise made, often benefiting the business at the expense of the user.
Demographics are statistical characteristics of a population, such as age, gender, income, education level, and occupation, used in user research to understand and categorize target audiences.
A dependent variable in user research is the outcome or result that researchers measure and observe in response to changes in the independent variable. It's the variable that is affected by or depends on the manipulation of other factors in the study.
Depth interviews are one-on-one, in-depth conversations between a researcher and a participant, designed to gather detailed insights about user experiences, behaviors, and attitudes in user research.
A Design Sprint is a time-constrained, five-phase process that uses design thinking to reduce the risk when bringing a new product, service or feature to the market. It allows teams to rapidly prototype and test ideas with users, compressing months of work into a single week.
A Design System is a comprehensive set of standards, guidelines, and reusable components that ensure consistency and efficiency in product design and development, particularly useful in user research for creating prototypes and maintaining a cohesive user experience across multiple platforms and products.
Design Thinking is a user-centered approach to problem-solving that emphasizes empathy, ideation, and iteration to create innovative solutions that meet user needs.
A Design Thinking Workshop is a collaborative session that brings together diverse stakeholders to solve complex problems using the design thinking methodology, focusing on user-centered solutions through ideation, prototyping, and testing.
A Desirability Study is a user research method that evaluates how appealing or attractive a product, design, or concept is to potential users. It focuses on emotional responses and preferences rather than usability or functionality.
Diary studies are a qualitative research method where participants record their thoughts, behaviors, and experiences related to a product or service over an extended period, typically days or weeks.
A diary study is a qualitative research method where participants record their activities, experiences, and thoughts related to a specific topic or product over an extended period, typically ranging from a few days to several weeks.
A Digital Accessibility Assessment is a systematic evaluation of a digital product or service to ensure it can be used effectively by people with disabilities, meeting legal requirements and best practices for inclusive design.
Digital Analytics in User Research is the process of collecting, measuring, and analyzing digital data to understand user behavior, preferences, and interactions with digital products or services. It involves using various tools and techniques to gather insights that inform user-centered design decisions and improve overall user experience.
Digital personalization in user research is the process of tailoring digital experiences, content, or interfaces to individual users based on their preferences, behaviors, and characteristics. It involves collecting and analyzing user data to create more relevant and engaging interactions.
Digital Product Design is the process of creating and optimizing digital products, such as websites, mobile apps, and software, with a focus on user experience, functionality, and aesthetics. It combines elements of user research, interaction design, visual design, and usability testing to create products that meet user needs and business goals.
Digital research approaches in user research refer to methods and techniques that leverage digital technologies and online platforms to gather, analyze, and interpret data about user behavior, preferences, and experiences.
Dirty Testing is a quick and informal user research method where designers or researchers test early-stage ideas or prototypes with users in an unstructured, casual setting to gather rapid feedback and insights.
A Discovery Pattern is a systematic approach used in user research to uncover insights, identify user needs, and explore potential solutions. It involves a series of structured activities and methods to gather information, analyze data, and generate ideas during the early stages of product or service development.
The Discovery Phase in user research is the initial stage of a project where researchers gather information, explore user needs, and identify opportunities to inform the design and development process.
Discovery Research is a foundational phase of user research that aims to uncover user needs, behaviors, and pain points before designing or developing a product or service. It involves exploring and understanding the problem space, target audience, and market landscape to inform decision-making and guide product strategy.
A discrete metric in user research is a quantitative measurement that can only take on specific, separate values, typically whole numbers. It is used to count occurrences of distinct events or categorize user behaviors in a study.
A domain expert in user research is a professional with deep knowledge and experience in a specific field or industry, who provides valuable insights and context to inform user research studies and product development.
A drag handle is a user interface element that allows users to move or reorder items within a digital interface by clicking and dragging. It's a visual cue that indicates an item can be repositioned, typically represented by parallel lines or dots.
Eco Conception in User Research is an approach that integrates environmental considerations into the design and development process of products or services, focusing on minimizing ecological impact while meeting user needs.
An edge case in user research refers to an unusual or extreme scenario that occurs at the outer limits of a product or service's intended use. These situations are often rare but can reveal important insights about a design's limitations or potential issues.
Effective in user research refers to the ability of research methods, techniques, or processes to successfully achieve their intended goals, providing valuable and actionable insights that can inform design decisions and improve user experiences.
Efficient in user research refers to conducting studies and gathering insights in a way that maximizes the value of information obtained while minimizing the use of time, resources, and effort.
The 80/20 Rule, also known as the Pareto Principle, is a concept in user research that suggests 80% of the effects come from 20% of the causes. In UX design, this often means that 80% of user issues or insights can be derived from 20% of your research efforts or participants.
Electroencephalography (EEG) is a non-invasive method used in user research to measure and record electrical activity in the brain. It involves placing electrodes on the scalp to detect and analyze brain waves, providing insights into cognitive processes and emotional responses during user interactions with products or interfaces.
Emotional attraction in user research refers to the positive feelings and connections that users develop towards a product, service, or brand based on their experiences and interactions. It goes beyond functional aspects and focuses on the emotional responses that drive user engagement, loyalty, and satisfaction.
Emotional engagement in user research refers to the process of understanding and measuring the emotional responses and connections that users have with a product, service, or experience. It involves analyzing how users feel during interactions and how these emotions impact their overall satisfaction and loyalty.
Emotional Response Testing is a user research method that measures and analyzes participants' emotional reactions to products, interfaces, or experiences, helping researchers understand the emotional impact and effectiveness of designs.
Empathetic listening in user research is a technique where researchers actively listen to participants with the intent to understand their thoughts, feelings, and experiences without judgment. It involves fully concentrating on what is being said, showing genuine interest, and responding in a way that encourages further sharing.
An empathy barrier is an obstacle that prevents researchers or designers from fully understanding and connecting with users' experiences, emotions, and needs during the user research process.
The Empathy Gap in user research refers to the difficulty researchers and designers face in accurately predicting or understanding the emotions, needs, and experiences of users, especially when those experiences differ significantly from their own.
An Empathy Map is a collaborative visualization tool used in user research to gain a deeper understanding of a user's thoughts, feelings, and behaviors. It helps teams synthesize user insights and create a shared understanding of the user's perspective.
Empathy mapping is a collaborative visualization tool used in user research to gain a deeper understanding of a user's thoughts, feelings, and behaviors. It helps teams synthesize user insights and create a shared understanding of the user's perspective.
An end user is the person who ultimately uses or is intended to use a product, service, or system. In user research, end users are the primary focus of study to understand their needs, behaviors, and experiences.
Engagement Time is a metric in user research that measures the duration a user actively interacts with a product, website, or application during a specific session or over a period of time.
Engaging in user research refers to the process of actively involving and interacting with users to gather meaningful insights, feedback, and data about their needs, behaviors, and experiences with a product or service.
An enterprise organization, in the context of user research, refers to a large-scale business entity with complex structures, multiple departments, and diverse user groups that requires comprehensive and strategic approaches to understand user needs and behaviors across various levels of the organization.
Ergonomics in user research is the study of how people interact with products, systems, and environments to optimize their comfort, safety, and efficiency. It focuses on designing user interfaces and experiences that are physically and cognitively suitable for the intended users.
An ethnographic field study is a qualitative research method used in user research where researchers immerse themselves in the natural environment of users to observe, interact, and gather in-depth insights about their behaviors, needs, and cultural context.
An ethnographic interview is a qualitative research method used in user research to gain deep insights into users' behaviors, attitudes, and cultural contexts by conducting in-depth, open-ended conversations in their natural environment.
Ethnographic research in user research is a qualitative method that involves observing and interacting with users in their natural environment to gain deep insights into their behaviors, needs, and cultural context.
An ethnographic study is a qualitative research method used in user research to observe and understand people's behaviors, interactions, and cultural contexts in their natural environment.
Ethnography in user research is a qualitative research method that involves observing and interacting with users in their natural environment to gain deep insights into their behaviors, needs, and cultural context.
Evaluative Research in user research is a systematic approach to assessing the effectiveness, efficiency, and user satisfaction of a product, service, or design. It involves gathering and analyzing data to determine how well a solution meets user needs and expectations.
Experience Design is a holistic approach to creating products, services, or environments that prioritize the overall user experience, focusing on user needs, emotions, and interactions throughout their journey.
An Experience Map is a visual representation of a user's entire journey with a product or service, capturing their interactions, emotions, and pain points across multiple touchpoints and channels over time.
Experience Sampling is a research method in user experience (UX) and user research where participants are asked to report on their experiences, thoughts, or behaviors at specific moments throughout their day, providing real-time insights into user contexts and emotions.
The Experience Sampling Method (ESM) is a research technique used in user research to collect real-time data about users' experiences, thoughts, and behaviors in their natural environments over an extended period.
Expert evaluation in user research is a method where experienced professionals assess a product or system's usability and user experience based on established guidelines and their expertise, without direct user involvement.
An Expert Review in User Research is a systematic evaluation of a product, service, or interface conducted by professionals with specialized knowledge in user experience, design, or the specific domain. These experts assess the product based on established guidelines, best practices, and their own expertise to identify potential usability issues and areas for improvement.
Exploratory research in user research is an investigative approach used to gain initial insights into user behaviors, needs, and preferences. It helps researchers identify potential problems, generate hypotheses, and inform the direction of more focused research efforts.
External validity in user research refers to the extent to which the findings from a study can be generalized or applied to other contexts, populations, or settings beyond the specific conditions of the original research.
Eye tracking is a user research technique that monitors and records the movement of a person's eyes as they interact with a product, website, or interface. It provides valuable insights into where users look, for how long, and in what order, helping researchers understand visual attention and cognitive processes.
Eye tracking is a technology used in user research that records and analyzes the movement of a person's eyes as they interact with a product, website, or environment. It helps researchers understand where users look, for how long, and in what order, providing valuable insights into user behavior and attention patterns.
Facilitated usability testing is a user research method where a trained moderator guides participants through specific tasks while using a product or service, observing their behavior and gathering feedback to identify usability issues and improve the user experience.
A facilitator in user research is a trained professional who guides and manages research sessions, ensuring that participants feel comfortable, questions are asked effectively, and valuable insights are gathered.
The False Consensus Effect is a cognitive bias in user research where individuals overestimate the extent to which their opinions, beliefs, preferences, values, and habits are shared by others.
Feature Inspection is a user research technique where researchers systematically examine and evaluate specific features or functionalities of a product or interface to assess their usability, effectiveness, and potential issues.
Fidelity in user research refers to the degree of detail, realism, and functionality in a prototype or design representation. It ranges from low-fidelity (simple sketches) to high-fidelity (fully interactive prototypes), influencing how closely the representation mimics the final product.
Field research in user research is a method of collecting data and insights by observing and interacting with users in their natural environment or context of product use.
A field study in user research is a method of collecting data about users and their behaviors in their natural environment, such as their home, workplace, or other real-world settings where they typically interact with a product or service.
A First Click Test is a user research method that evaluates the effectiveness of a website or application's navigation and information architecture by analyzing where users first click when trying to complete a specific task.
First Time User Experience (FTUE) refers to the initial interaction a user has with a product, application, or service. It encompasses all aspects of the user's experience during their first encounter, including onboarding, interface design, and initial impressions.
A Fishbone Diagram, also known as an Ishikawa Diagram or Cause-and-Effect Diagram, is a visual tool used in user research to identify and analyze the potential causes of a problem or effect. It organizes various contributing factors into major categories, resembling the skeleton of a fish.
Fitts' Law is a predictive model in human-computer interaction that describes the time required to rapidly move to a target area, as a function of the distance to the target and the size of the target.
A Five Second Test is a quick user research method where participants are shown a design or interface for just five seconds and then asked questions about what they remember or understood.
Flat design is a minimalist user interface design style that emphasizes simplicity, clean lines, and two-dimensional elements. It removes decorative features like shadows, gradients, and textures, focusing on typography, color, and simple shapes to create a modern and functional aesthetic.
A flow diagram in user research is a visual representation that illustrates the sequence of steps, decisions, and actions a user takes when interacting with a product or service. It helps researchers and designers understand and analyze user behavior, identify pain points, and optimize the user experience.
A "Fly on the Wall" is an observational research technique in user research where the researcher observes participants in their natural environment without interfering, aiming to gather authentic insights about user behavior and interactions.
A focus group is a qualitative research method where a small group of participants, typically 6-10 people, are brought together to discuss a specific topic or product under the guidance of a moderator. It is used to gather in-depth insights, opinions, and feedback from target users or customers.
Focus groups are a qualitative research method where a small group of participants, typically 6-10 people, are brought together to discuss a specific topic or product under the guidance of a moderator. This technique is used to gather in-depth insights, opinions, and feedback from target users or customers.
Focus Plus Context is a visualization technique in user research that displays a detailed view of a specific area of interest (focus) while simultaneously providing a broader overview of the surrounding information (context). This approach helps users navigate and understand complex data sets more effectively.
Folksonomy is a collaborative tagging system where users freely assign keywords or tags to content, creating a user-generated classification system for organizing and categorizing information.
Formative research is an exploratory phase of user research conducted early in the design process to gain a deep understanding of users, their needs, behaviors, and contexts before developing solutions.
Formative testing is an iterative evaluation method used in user research to gather feedback on product designs or concepts during the early stages of development. It helps identify usability issues and areas for improvement before the final product is created.
A funnel in user research is a visual representation of the user journey that shows how users move through a series of steps or stages towards a desired action or goal, typically narrowing down from a large number of potential users to a smaller number of converted users.
Gamification in user research is the practice of incorporating game-like elements and mechanics into research activities to increase participant engagement, motivation, and data quality.
A gaze path is the sequence of eye movements and fixations that a user's eyes follow when viewing a visual stimulus, such as a website or product interface. It is tracked and analyzed in user research to understand how users visually process information and interact with designs.
Gaze tracking is a user research technique that monitors and analyzes where a person's eyes focus when interacting with a product or interface. It provides valuable insights into user attention, behavior, and cognitive processes.
Generative research is a type of user research that focuses on understanding user needs, behaviors, and motivations to inspire new ideas and solutions in product or service design.
The Gestalt Law in user research refers to a set of principles that describe how humans perceive and organize visual information. These laws help researchers understand how users interpret and interact with user interfaces, allowing for more effective design decisions.
Gestalt Principles are a set of psychological theories about how humans perceive and organize visual information. In user research, these principles help designers understand how users interpret and interact with visual elements in interfaces, leading to more intuitive and user-friendly designs.
A Graphical User Interface (GUI) is a visual way for users to interact with electronic devices through graphical elements like icons, buttons, and menus, instead of text-based commands.
A group discussion in user research is a qualitative research method where a moderator leads a conversation with multiple participants to gather insights, opinions, and feedback on a specific topic, product, or service.
A group interview in user research is a qualitative research method where a moderator facilitates a discussion with multiple participants simultaneously to gather insights, opinions, and feedback on a product, service, or concept.
Guerrilla testing is a quick, low-cost method of user research where researchers approach people in public spaces to gather feedback on a product or design. It involves brief, informal sessions with participants who haven't been recruited in advance.
Guerrilla testing is a quick, low-cost method of user research where researchers approach people in public spaces to gather feedback on a product or design. It involves minimal planning and allows for rapid insights collection.
Guerrilla Usability Testing is a quick, low-cost method of user research where researchers approach people in public spaces to gather feedback on a product or design. It involves informal, short sessions with participants who haven't been recruited in advance.
A Happy Path in user research refers to the ideal scenario where a user completes a task or journey through a product or service without encountering any errors, obstacles, or confusion.
Haptic feedback is a tactile sensation or physical response that a device provides to users, simulating the sense of touch. In user research, it refers to studying how users interact with and respond to these touch-based cues in digital interfaces and physical products.
A heat map is a visual representation of data that uses color-coding to show the intensity or frequency of user interactions with a website or application. In user research, heat maps help identify areas of high and low engagement, providing insights into user behavior and preferences.
Heat maps are visual representations of data that use color-coding to show the intensity or frequency of user interactions on a website or application interface. In user research, heat maps help identify areas of high and low engagement, providing valuable insights into user behavior and preferences.
Heuristic evaluation is a usability inspection method where experts analyze a user interface against a set of predefined usability principles or heuristics to identify potential usability issues.
A Heuristic Review is a method of evaluating a user interface or product design against a set of predefined usability principles or guidelines, typically performed by usability experts to identify potential issues quickly and cost-effectively.
Heuristics in user research are practical guidelines or rules of thumb that help evaluate the usability and user experience of a product or interface quickly and efficiently.
Hick's Law states that the time it takes for a person to make a decision increases logarithmically with the number of choices available. In user research and interface design, it suggests that increasing the number of options can lead to longer decision-making times and potentially overwhelm users.
A hi-fidelity prototype is a highly detailed and interactive representation of a product or design that closely resembles the final version in terms of visuals, content, and functionality. It is used in user research to gather more accurate feedback on the user experience before final development.
A highlight reel in user research is a curated collection of key moments, insights, and user interactions captured during usability testing or other research sessions, typically presented in video format.
Human Centered Design Research is an approach to problem-solving and innovation that focuses on understanding and addressing the needs, behaviors, and preferences of the people who will use a product or service. It involves gathering insights directly from users through various research methods to inform the design process.
Human Computer Interaction (HCI) is the study of how people interact with computers and other digital technologies, focusing on designing user interfaces and systems that are efficient, effective, and satisfying for users.
A Human Computer Interface (HCI) is the point of interaction between a user and a digital device or system, designed to facilitate effective communication and task completion.
Human Factors is the study of how people interact with systems, products, and environments, focusing on optimizing these interactions for safety, efficiency, and user satisfaction in the context of user research and design.
Human insights in user research are deep, meaningful understandings about user behaviors, needs, motivations, and pain points that go beyond surface-level data. These insights help researchers and designers create more user-centered products and services.
A Hybrid Navigation Model is a user interface design approach that combines multiple navigation patterns to create a more flexible and intuitive user experience. It integrates elements from different navigation styles, such as hierarchical, flat, and search-based navigation, to accommodate various user preferences and behaviors.
An I Beam Pointer is a cursor shape in user interfaces that resembles a capital letter "I" and is typically used to indicate text selection or insertion points in editable text areas.
Ideation in user research is the creative process of generating, developing, and communicating new ideas to solve user problems or improve user experiences. It involves brainstorming sessions, collaborative workshops, and various techniques to explore innovative solutions based on user insights and research findings.
Idea validation in user research is the process of testing and verifying the viability, desirability, and feasibility of a product or service concept with potential users before investing significant resources into development.
An incentive in user research is a reward or compensation offered to participants to encourage their participation in studies, interviews, or surveys.
Incidence rate in user research refers to the percentage of people in a target population who meet specific criteria or qualifications for a study. It helps researchers determine how common or rare a particular characteristic or behavior is within their target audience.
Inclusive Design Principles are guidelines that ensure products, services, and environments are accessible and usable by as many people as possible, regardless of their abilities, age, or background.
Inclusive Design Testing is a user research method that evaluates products, services, or environments to ensure they are accessible and usable by people with diverse abilities, backgrounds, and characteristics.
In Context Research is a user research method where researchers observe and interact with participants in their natural environment or the actual context of product use, providing authentic insights into user behavior, needs, and challenges.
An independent variable in user research is a factor or condition that is manipulated or controlled by the researcher to observe its effect on the dependent variable (user behavior or response).
An In-depth Interview (IDI) is a qualitative research method used in user research where a researcher conducts a one-on-one conversation with a participant to gather detailed insights about their experiences, opinions, and behaviors related to a product, service, or topic.
Industrial Design in User Research is the process of creating and developing products that optimize function, value, and appearance for the mutual benefit of both user and manufacturer. It involves studying user needs, behaviors, and preferences to inform the design of physical products that are not only aesthetically pleasing but also functional and user-friendly.
An infographic in user research is a visual representation of data, information, or knowledge designed to present complex information quickly and clearly. It combines text, images, and graphics to communicate research findings, user insights, or product information in an easily digestible format.
An Information Architect in User Research is a professional who organizes and structures information to create intuitive and user-friendly digital experiences. They focus on designing the layout, navigation, and overall information flow of websites, apps, and other digital products to ensure users can easily find and understand the content they need.
Information Architecture (IA) is the practice of organizing, structuring, and labeling content in an effective and sustainable way. It involves creating a blueprint for the arrangement and navigation of information within digital products, websites, or systems to enhance user experience and findability.
Information Architecture (IA) is the practice of organizing, structuring, and labeling content in an effective and sustainable way. It involves creating a blueprint for the design and organization of websites, applications, and other digital products to help users find information and complete tasks.
Information Architecture Sorting is a user research technique used to organize and categorize information in a way that makes sense to users. It involves asking participants to group related items or concepts together, helping designers create intuitive navigation structures and content hierarchies for websites, apps, or other digital products.
Information design is the practice of organizing, structuring, and presenting complex data or information in a clear, accessible, and user-friendly manner to enhance understanding and communication.
Information Foraging Theory is a concept in user research that explains how users search for and consume information online, comparing their behavior to animals foraging for food in the wild. It suggests that users make decisions about where to look for information based on the perceived value and cost of obtaining that information.
Information scent is a concept in user research that describes how users predict the usefulness of a hyperlink or navigation option based on visual cues and contextual information available on a website or application.
Initial Click Analysis is a user research method that examines where users first click on a webpage or interface, providing insights into their initial expectations and behavior patterns.
Innovation in user research refers to the process of developing and implementing new, creative methods and approaches to gather, analyze, and interpret user data, leading to improved product design and user experiences.
An Integrated Research Approach in user research is a comprehensive strategy that combines multiple research methods and data sources to gain a holistic understanding of users, their needs, behaviors, and experiences.
An Intent Path is a user research technique that maps out the sequence of actions and decisions a user takes to achieve a specific goal or complete a task within a digital product or service.
Interaction Animation in User Research refers to the study and implementation of dynamic visual feedback in user interfaces to enhance user experience, guide user actions, and communicate system status.
Interaction Design is the practice of creating intuitive and engaging digital interfaces that facilitate meaningful interactions between users and products or systems.
Interaction Design (IxD) is the practice of designing interactive digital products, environments, systems, and services with a focus on creating meaningful and intuitive user experiences. It involves understanding user behavior, goals, and needs to create interfaces that are both functional and engaging.
An intercept survey is a research method used in user research where participants are approached and interviewed in real-time while they are engaged in a specific activity or at a particular location.
An interface is the point of interaction between a user and a product or system, designed to facilitate communication and enable users to accomplish their goals efficiently.
Internal validity in user research refers to the extent to which a study's findings accurately reflect the causal relationship between variables, minimizing alternative explanations for the observed results.
International User Research is the process of studying and understanding users from different countries and cultures to inform the design and development of products or services for a global audience.
An interview in user research is a structured conversation between a researcher and a participant, designed to gather in-depth information about the participant's experiences, opinions, and needs related to a product, service, or topic.
ISO 9126 is an international standard for evaluating software quality, providing a framework for assessing software products based on various quality characteristics and sub-characteristics.
Iterative design is a cyclical approach in user research and product development where designs are continuously refined based on user feedback and testing, leading to gradual improvements in usability and user experience.
The Iterative Design Process is a cyclical approach to product development where designs are repeatedly refined based on user feedback and testing, allowing for continuous improvement and optimization of the user experience.
The Jobs To Be Done (JTBD) Framework is a user research approach that focuses on understanding the underlying motivations and goals that drive customers to "hire" a product or service to accomplish a specific task or achieve a desired outcome.
A Journey Mapping Workshop is a collaborative session where stakeholders and team members come together to create a visual representation of a user's experience with a product or service over time. This workshop aims to identify pain points, opportunities, and insights to improve the overall user experience.
The Kano Model is a product development and customer satisfaction theory that categorizes product features based on how they impact user satisfaction. It helps prioritize features by classifying them into five categories: Must-be, One-dimensional, Attractive, Indifferent, and Reverse.
A Key Performance Indicator (KPI) in user research is a measurable value that demonstrates how effectively a product, feature, or design is achieving key business objectives related to user experience and engagement.
Key Performance Indicators (KPIs) in user research are quantifiable metrics used to measure and evaluate the success of user experience initiatives and design decisions. These indicators help researchers and designers track progress, identify areas for improvement, and demonstrate the impact of their work on user satisfaction and business goals.
A Key Performance Indicator (KPI) in user research is a measurable value that demonstrates how effectively a product, feature, or design is achieving key business objectives and user goals.
A landing page is a standalone web page designed specifically to capture visitor attention and encourage a desired action, such as signing up for a user research study or providing feedback.
Lean UX is an iterative approach to user experience design that emphasizes rapid prototyping, user feedback, and data-driven decision making to create more efficient and effective product development processes.
A Lean UX Canvas is a collaborative tool used in user research and product development to quickly align teams on key aspects of a product or feature, including user needs, business outcomes, and potential solutions.
Learnability in user research refers to how easily and quickly users can learn to use a product or interface effectively. It measures the time and effort required for users to become proficient with a system, focusing on the initial user experience and the learning curve associated with mastering new features.
A Likert Scale is a rating system used in surveys and questionnaires to measure people's attitudes, opinions, or perceptions on a spectrum, typically ranging from strong agreement to strong disagreement.
A Live Conversation in user research is a real-time, interactive dialogue between a researcher and a participant, typically conducted remotely via video conferencing or in-person, to gather qualitative insights about user experiences, behaviors, and preferences.
Live Intercept is a user research method where researchers approach and engage with potential participants in real-time, often in physical locations or on websites, to gather immediate feedback or conduct short interviews about their experiences or opinions.
Load Time in user research refers to the duration it takes for a webpage, application, or digital interface to fully load and become interactive for the user. It's a critical metric that directly impacts user experience and satisfaction.
Localisation in user research is the process of adapting a product, service, or content to meet the language, cultural, and functional requirements of a specific target market or locale.
A lo fidelity prototype is a simple, rough representation of a product or design concept used in the early stages of user research and design to quickly test ideas and gather feedback.
Lo-Fi (Low-Fidelity) Prototyping is a quick and simple method of creating basic, non-functional models of a product or interface to visualize and test design concepts early in the development process.
Log files in user research are digital records that automatically capture and store detailed information about user interactions with a system, website, or application. These files provide valuable data for analyzing user behavior, identifying patterns, and improving user experience.
Longitudinal studies in user research are long-term research methods that involve observing and collecting data from the same group of users over an extended period of time, typically months or years, to track changes in behavior, attitudes, or experiences with a product or service.
A longitudinal study in user research is a research method that involves observing and collecting data from the same group of users over an extended period of time, typically months or years, to track changes in behavior, attitudes, or experiences with a product or service.
The Long Tail in user research refers to the concept of focusing on a large number of niche user segments or less common use cases, which collectively form a significant portion of the user base, rather than solely concentrating on the most popular or common user groups.
Long Term User Studies are extended research projects that observe and analyze user behavior, preferences, and interactions with a product or service over an extended period, typically months or years, to gain deep insights into user experiences and product performance over time.
Look and Feel refers to the overall visual appearance and interactive experience of a product or interface, encompassing elements such as design, layout, colors, typography, and user interaction. In user research, it's a crucial aspect of evaluating and improving the user experience.
Low fidelity in user research refers to a simple, basic representation of a design or concept that focuses on core functionality rather than detailed aesthetics. It's a quick and cost-effective way to test ideas and gather user feedback early in the design process.
A low-fidelity prototype is a simple, basic representation of a product or design concept used in the early stages of user research and design to quickly test ideas and gather feedback.
Low fidelity prototyping is a quick and simple method of creating basic, early-stage models or mockups of a product or interface to test and validate design concepts in user research.
Machine Learning in UX refers to the application of artificial intelligence algorithms to analyze user behavior, predict preferences, and enhance the user experience in digital products and services.
Margin of Error in user research is a statistical measure that indicates the level of uncertainty or potential variability in survey results. It represents the range within which the true population value is likely to fall, given the sample size and confidence level of the study.
Marketing optimization in user research is the process of improving marketing strategies and campaigns based on insights gathered from user behavior, preferences, and feedback to maximize effectiveness and return on investment.
Market research in user research is the systematic process of gathering, analyzing, and interpreting information about a target market, including potential users, competitors, and industry trends, to inform product development and business strategies.
A Matrix UX Team is a cross-functional group of user experience professionals who work collaboratively across different product lines or departments within an organization to conduct user research, design, and optimize user experiences.
Memorability in user research refers to how easily users can remember and recall how to use a product or interface after a period of not using it. It's a crucial aspect of user experience that measures the ability of users to retain and apply knowledge about a system's functionality over time.
A mental model in user research is a person's internal representation of how something works in the real world. It's the conceptual framework that users have about a product, system, or process, based on their experiences, knowledge, and beliefs.
A Menu Driven Interface is a type of user interface where users interact with a system by selecting options from a list of choices or menus, typically organized in a hierarchical structure.
A metric in user research is a quantifiable measure used to track, assess, and compare specific aspects of user behavior, performance, or satisfaction with a product or service.
Microcopy refers to the small pieces of text in user interfaces that guide users, provide context, or offer instructions. In user research, it's studied to optimize user experience and improve usability.
Microinteractions are small, subtle design elements or moments within a user interface that provide feedback, guide user actions, or enhance the overall user experience. These brief, focused interactions often go unnoticed but play a crucial role in making digital products more intuitive, engaging, and user-friendly.
Micro interactions are small, subtle animations or visual feedback elements in user interfaces that enhance user experience by providing instant responses to user actions.
The Middle Market in user research refers to a segment of businesses or consumers that fall between small-scale operations and large enterprises, typically characterized by annual revenues between $10 million and $1 billion.
Mind mapping is a visual brainstorming technique used in user research to organize and structure information, ideas, and insights about users in a non-linear, hierarchical format.
Minesweeping is a user research technique where researchers systematically explore a digital interface or product to uncover potential usability issues, design flaws, or areas for improvement. This method involves carefully examining each element of the interface, much like sweeping for mines in a minefield.
A Minimum Viable Product (MVP) is a basic version of a product with just enough features to satisfy early customers and provide feedback for future development. In user research, it's used to test core functionalities and gather user insights early in the product development process.
Mixed Methods Research is an approach in user research that combines both qualitative and quantitative data collection and analysis methods to gain a more comprehensive understanding of user behavior, preferences, and needs.
Mobile testing in user research is a method of evaluating the usability, functionality, and user experience of mobile applications or websites on smartphones and tablets. It involves observing how users interact with a mobile product in real-world conditions to identify issues and improve the overall user experience.
A mockup is a visual representation of a product or interface design that is more detailed than a wireframe but less functional than a prototype. It's used in user research to gather feedback on visual design elements and layout before investing in full development.
A mock up in user research is a visual representation of a product or interface design that is more detailed than a wireframe but less functional than a prototype. It's used to demonstrate the layout, content, and basic visual design of a product to stakeholders and potential users for feedback and evaluation.
A modal is a user interface element that appears on top of the main content, temporarily disabling interaction with the underlying page. It's used to focus user attention on specific information or actions without navigating away from the current context.
Moderated remote testing is a user research method where a researcher guides participants through tasks and asks questions in real-time, while the participant is in a different location, using screen-sharing and video conferencing tools.
Moderated user testing is a research method where a trained facilitator guides participants through tasks and asks questions in real-time, allowing for in-depth exploration of user behavior and feedback during product or service evaluation.
A moderator in user research is a trained professional who guides and facilitates research sessions, such as usability tests, focus groups, or interviews, to gather insights about user behavior, preferences, and needs.
Multichannel in user research refers to the practice of collecting and analyzing user data across multiple platforms, devices, or touchpoints to gain a comprehensive understanding of user behavior and preferences.
Multichannel Customer Experience refers to the seamless and consistent interaction a customer has with a brand across various communication channels, both online and offline, throughout their journey.
Multichannel testing is a user research method that evaluates user experience across multiple platforms or channels, such as websites, mobile apps, and physical stores, to ensure consistency and optimize the overall customer journey.
Multi Channel Testing is a user research method that evaluates user experience across various platforms and devices to ensure consistency and optimize performance across all channels.
Multichannel User Experience refers to the practice of designing and optimizing user interactions across multiple platforms and touchpoints, ensuring a consistent and seamless experience regardless of how users engage with a product or service.
Multi Method Research, also known as Mixed Methods Research, is an approach in user research that combines both qualitative and quantitative research methods to gain a more comprehensive understanding of user behavior, preferences, and needs.
Multi-Platform User Research is a comprehensive approach to studying user behavior, preferences, and experiences across various digital platforms and devices, such as smartphones, tablets, desktop computers, and wearables. It aims to gather insights that help create consistent and optimized user experiences across all touchpoints.
Multi Screen in user research refers to the practice of studying user behavior and interactions across multiple devices or screens, such as smartphones, tablets, laptops, and smart TVs, to understand how users engage with digital products or services across different platforms.
A multivariate test is a user research method that compares multiple variations of different elements on a webpage or app simultaneously to determine the most effective combination for achieving a specific goal, such as increased conversions or user engagement.
Multivariate testing is a user research technique that compares multiple variations of different elements on a webpage or app simultaneously to determine the most effective combination for achieving a specific goal, such as increased conversions or user engagement.
An MVP (Minimum Viable Product) in user research is a basic version of a product with just enough features to satisfy early customers and provide feedback for future development.
NASA TLX (Task Load Index) is a widely used assessment tool in user research that measures the perceived workload of a task. It evaluates six dimensions: mental demand, physical demand, temporal demand, performance, effort, and frustration level.
A Natural Language Interface is a user-friendly system that allows people to interact with computers or software using everyday language, rather than specialized commands or programming languages.
Navigation design is the process of creating and organizing the structure, layout, and interactive elements that guide users through a website, app, or digital product, ensuring they can easily find and access the information or features they need.
A navigation path is the sequence of steps or actions a user takes to move through a digital product or website to accomplish a specific task or reach a desired destination.
A navigation pattern is a reusable design solution for organizing and structuring the way users move through a digital product or website. It provides a consistent and intuitive way for users to find information and complete tasks, enhancing the overall user experience.
Net Promoter Score (NPS) is a customer loyalty metric that measures how likely customers are to recommend a product, service, or company to others on a scale of 0-10.
Neuro UX Research is a specialized field that combines neuroscience techniques with user experience research to gain deeper insights into user behavior, emotions, and cognitive processes while interacting with digital products or services.
NOIR Statistics in user research refers to a framework for analyzing and presenting quantitative data, focusing on Numbers, Observations, Insights, and Recommendations. This approach helps researchers organize and communicate their findings effectively.
Normal distribution, also known as Gaussian distribution, is a statistical concept used in user research to describe a symmetrical, bell-shaped distribution of data points around a central mean value. It's a fundamental tool for analyzing and interpreting quantitative data in user studies.
Normative data in user research refers to a set of standardized measurements or scores that represent typical performance or characteristics of a specific population. It serves as a benchmark for comparing individual or group results against the average or expected values.
Observation in user research is a qualitative research method where researchers systematically watch and record user behaviors, actions, and interactions with a product or service in a natural or controlled environment to gather insights about user needs, preferences, and pain points.
Observational research is a qualitative research method where researchers observe and record user behavior in natural settings without direct interaction, to gain insights into how people interact with products, services, or environments.
Observational research methods are techniques used in user research to systematically observe and record user behavior in natural settings without direct intervention, providing insights into how people interact with products or services in real-world contexts.
An observed score in user research is the actual measurement or value obtained from a participant during a study or test, which may include errors or inconsistencies.
Omnichannel in user research refers to a comprehensive approach that studies user interactions across multiple platforms and touchpoints, ensuring a seamless and consistent experience throughout the customer journey.
Omni Channel in User Research refers to a comprehensive approach that studies user interactions across multiple platforms and touchpoints, ensuring a seamless and consistent experience throughout the customer journey.
Omnichannel Experience Evaluation is a user research method that assesses the consistency, quality, and seamlessness of a customer's experience across multiple channels and touchpoints in their interaction with a brand or product.
Omnichannel testing in user research is a comprehensive approach to evaluating user experience across multiple platforms, devices, and touchpoints to ensure a seamless and consistent interaction with a product or service.
Onboarding in user research refers to the process of introducing new users to a product or service, guiding them through initial setup, and helping them understand key features and functionalities to ensure a smooth and engaging first-time experience.
Online Research Methods in User Research are digital techniques and tools used to gather, analyze, and interpret data about users' behaviors, preferences, and needs through internet-based platforms and technologies.
An online survey is a digital method of collecting data from a group of respondents through a series of questions delivered via the internet, typically used in user research to gather insights about user preferences, behaviors, and opinions.
An open card sort is a user research technique where participants organize topics or items into groups that make sense to them and create their own labels for these groups. This method helps researchers understand how users categorize and relate information, which is valuable for designing intuitive information architectures and navigation systems.
Open questions in user research are questions that allow respondents to provide free-form answers in their own words, without predefined options or limitations. These questions encourage detailed, qualitative responses and are designed to gather rich, in-depth insights about users' thoughts, feelings, and experiences.
Page density refers to the amount of content, elements, or information present on a single webpage or screen in user interface design. It measures how cluttered or sparse a page appears to users, which can significantly impact user experience and interaction.
Pairing Development in User Research is a collaborative approach where two researchers work together to conduct, analyze, and interpret user research activities, enhancing the quality and depth of insights gathered.
Paper prototyping is a low-fidelity design technique used in user research and user experience design where designers create rough, hand-drawn sketches of user interfaces on paper to quickly test and iterate on design ideas with users.
The Paradox of Choice in user research refers to the phenomenon where an abundance of options can lead to decision paralysis, decreased satisfaction, and increased anxiety for users. This concept suggests that while choice is generally seen as positive, too many options can overwhelm users and negatively impact their decision-making process and overall experience.
Parametric searching in user research is a method of filtering and analyzing data based on specific parameters or criteria to gain insights into user behavior, preferences, and needs.
Participant recruitment in user research is the process of finding and selecting individuals who represent the target audience to participate in various research studies, such as usability tests, interviews, or surveys.
Participatory Design is a user-centered approach in which end-users actively collaborate with designers and researchers throughout the design process, from ideation to implementation, to ensure that the final product meets their needs and expectations.
A Participatory Design Workshop is a collaborative session where designers, researchers, and end-users work together to create solutions, typically as part of the user research and design process.
Perception Studies in User Research are systematic investigations that examine how users perceive, interpret, and respond to products, interfaces, or experiences. These studies aim to uncover users' subjective impressions, attitudes, and emotional reactions to design elements, helping researchers understand the psychological aspects of user interaction.
A performance metric in user research is a quantifiable measure used to evaluate the effectiveness, efficiency, or quality of a user's interaction with a product or system.
A persona is a fictional character created to represent a user type that might use a site, brand, or product in a similar way. It is based on user research and incorporates the needs, goals, and observed behavior patterns of your target audience.
Personally Identifiable Information (PII) is any data that can be used to identify a specific individual, either directly or indirectly. This includes information such as names, social security numbers, addresses, and other unique identifiers that can be linked to a person's identity.
Personas are fictional characters created to represent different user types that might use a product, service, or website. They are based on user research and help teams understand and focus on the needs, goals, and behaviors of their target audience.
Persuasive Design is a user-centered approach in UX and product design that aims to influence user behavior and attitudes through the strategic application of psychological principles and design elements.
Persuasive Technology is the design of digital systems, products, or services that aim to influence user behavior and attitudes in a predetermined way, often used in user research to understand how to create more engaging and effective user experiences.
A pilot study in user research is a small-scale preliminary study conducted to evaluate feasibility, time, cost, adverse events, and improve upon the study design prior to performance of a full-scale research project.
A Pluralistic Walkthrough is a user research method where multiple participants, including users, developers, and usability experts, collaboratively evaluate a product or interface by stepping through a series of tasks and discussing potential usability issues.
In user research, population refers to the entire group of individuals or entities that are the focus of a study or investigation. It represents the complete set of potential users or customers that a product, service, or research aims to understand or serve.
Portrait vs Landscape in user research refers to the orientation of a device or interface being studied, where portrait is vertical (taller than wide) and landscape is horizontal (wider than tall). This distinction is crucial for understanding how users interact with different screen orientations and designing user-friendly interfaces.
A Post Task Survey is a research tool used in user experience (UX) studies to gather feedback from participants immediately after they complete a specific task or interaction with a product or service.
A post test survey is a research tool used in user experience (UX) studies to gather feedback and insights from participants immediately after they have completed a usability test or product interaction.
Practical significance in user research refers to the extent to which research findings have meaningful and actionable implications for real-world applications, regardless of statistical significance.
Predictive analytics in user research is the use of historical data, statistical algorithms, and machine learning techniques to identify the likelihood of future outcomes based on user behavior and preferences.
Predictive User Analysis is a data-driven approach in user research that uses historical and current user data to forecast future user behaviors, preferences, and needs. It combines statistical techniques, machine learning, and user insights to help businesses make proactive decisions about product development, user experience improvements, and marketing strategies.
Predictive User Behavior Analysis is a technique in user research that uses data and statistical models to forecast how users are likely to interact with a product or service in the future, based on their past behaviors and patterns.
Predictive UX is a user-centered design approach that uses data analytics and machine learning to anticipate user needs and behaviors, creating more personalized and efficient digital experiences.
Preference Testing is a user research method where participants are presented with multiple design options and asked to choose their preferred version, providing insights into user preferences and helping inform design decisions.
Prioritization in user research is the process of determining which research activities, user needs, or design features are most important and should be addressed first based on their potential impact, feasibility, and alignment with project goals.
A Process Map in User Research is a visual representation of the steps, actions, and decisions involved in a specific process or task that users undertake when interacting with a product or service.
A product in user research refers to any item, service, or feature that is designed to meet the needs of users and is the subject of investigation and analysis to improve its usability, functionality, and overall user experience.
Product Concept Testing is a user research method that evaluates the potential success of a product idea or concept before it's fully developed. It involves presenting a product concept to target users and gathering their feedback, opinions, and reactions to assess market viability and user interest.
A product critique in user research is a systematic evaluation of a product's design, functionality, and user experience, typically conducted by UX professionals or designers to identify strengths, weaknesses, and areas for improvement.
A Product Designer is a professional who combines user research, design thinking, and technical skills to create innovative and user-centered products. They focus on understanding user needs, developing solutions, and improving the overall user experience of digital or physical products.
The Product Development Cycle is a structured process that guides the creation and refinement of a product from initial concept to market launch, incorporating user research and feedback at various stages to ensure the final product meets customer needs and expectations.
Product differentiation in user research is the process of identifying and highlighting unique features, benefits, or characteristics that set a product apart from its competitors in the eyes of the target audience.
Product Experience refers to the overall interaction and perception a user has with a product, encompassing all aspects of using, owning, and engaging with it throughout its lifecycle.
Product Market Fit is the degree to which a product satisfies a strong market demand, as determined through user research and market analysis.
Product positioning is a strategic marketing approach that defines how a product or service is presented to its target audience, highlighting its unique features and benefits in relation to competitors. In user research, it involves understanding user needs and perceptions to create a compelling value proposition that resonates with the intended market.
Product strategy in user research is a comprehensive plan that outlines how a product will meet user needs, achieve business goals, and create value in the market. It involves using insights from user research to guide product development, features, and positioning.
A Product Vision is a clear, concise statement that outlines the long-term goal and purpose of a product, providing direction and inspiration for the development team and stakeholders.
A prototype is a preliminary model or representation of a product, service, or interface used in user research to test and refine ideas before final development.
Prototype testing is a user research method where early versions of a product or design are evaluated by target users to gather feedback, identify usability issues, and validate concepts before final development.
A pull down menu, also known as a drop-down menu, is a graphical user interface element that allows users to select one option from a list of choices that appears when the menu is activated. In user research, it's a common interface component studied for its usability and effectiveness in presenting multiple options to users.
A p-value in user research is a statistical measure that indicates the probability of obtaining results as extreme as the observed results, assuming that the null hypothesis is true. It helps researchers determine if their findings are statistically significant or likely due to chance.
Qualitative in user research refers to a method of collecting and analyzing non-numerical data to gain deep insights into user behaviors, motivations, and preferences. It focuses on understanding the 'why' and 'how' behind user actions and opinions.
Qualitative insights in user research are deep, contextual understandings of user behaviors, motivations, and preferences obtained through non-numerical data collection methods. These insights provide rich, detailed information about user experiences, helping researchers and designers create more user-centered products and services.
A qualitative method in user research is an approach that focuses on collecting and analyzing non-numerical data to gain in-depth insights into user behaviors, motivations, and preferences. It emphasizes understanding the 'why' and 'how' behind user actions and opinions.
Qualitative metrics in user research are non-numerical data points that provide insights into user behaviors, attitudes, and experiences. These metrics focus on descriptive and observational information, helping researchers understand the 'why' and 'how' behind user actions and preferences.
Qualitative research in user research is a method of gathering non-numerical data to understand user behaviors, needs, and motivations through in-depth exploration and analysis.
Qualitative research techniques in user research are methods used to gather in-depth, non-numerical data about user behaviors, attitudes, and experiences. These techniques focus on understanding the 'why' and 'how' behind user actions and preferences, providing rich, contextual insights that help inform product design and development.
Quantitative in user research refers to the collection and analysis of numerical data to measure user behavior, preferences, and experiences. It involves using statistical methods to gather large-scale, objective information that can be quantified and used to make data-driven decisions in product development and user experience design.
Quantitative insights in user research are data-driven findings derived from numerical and statistical analysis of user behavior, preferences, and interactions with a product or service. These insights provide measurable and objective information to guide decision-making in product development and user experience design.
Quantitative metrics in user research are numerical measurements used to evaluate and analyze user behavior, performance, and satisfaction with a product or service. These metrics provide objective, measurable data that can be statistically analyzed to inform design decisions and track improvements over time.
Quantitative research in user research is a systematic method of collecting and analyzing numerical data to understand user behavior, preferences, and trends. It involves using statistical techniques to measure and quantify various aspects of user interactions with products or services.
Quantitative Usability Testing is a method in user research that involves collecting and analyzing numerical data to evaluate the usability of a product or interface. It focuses on measuring specific metrics such as task completion time, error rates, and user satisfaction scores to provide objective insights into user performance and experience.
Quantitative User Research is a systematic approach to collecting and analyzing numerical data about user behavior, preferences, and attitudes. It involves using statistical methods to measure and quantify various aspects of user experience, often with large sample sizes to draw generalizable conclusions.
Quick and Dirty Testing is a rapid, informal approach to user research that prioritizes speed and efficiency over rigorous methodology. It involves gathering quick insights from a small number of users to identify major usability issues or validate design decisions in a short timeframe.
QXscore, or Quantitative Experience Score, is a metric used in user research to measure and quantify the overall user experience of a product or service based on multiple factors such as usability, satisfaction, and efficiency.
Rapid prototyping in user research is a quick and iterative process of creating simplified versions of a product or interface to test ideas and gather user feedback early in the design process.
Rapid User Feedback is a quick and efficient method of gathering user insights and opinions about a product or service, typically conducted in the early stages of development or during iterative design processes.
A rating scale is a tool used in user research to measure and quantify subjective experiences, opinions, or attitudes of participants. It typically consists of a range of numbered options or descriptive categories that respondents can choose from to indicate their level of agreement, satisfaction, or preference.
Readability in user research refers to the ease with which a user can understand and comprehend written text or content. It measures how easily users can read and grasp information presented in digital interfaces, documents, or any other form of written communication.
Redlining in user research refers to the unethical practice of excluding or discriminating against certain groups of users based on demographic factors such as race, ethnicity, or socioeconomic status when conducting research or designing products and services.
Remote focus groups are online gatherings of participants led by a moderator to discuss and provide feedback on products, services, or concepts, conducted virtually using video conferencing or specialized platforms.
Remote moderated testing is a user research method where a researcher conducts usability tests with participants in different locations, guiding them through tasks and asking questions in real-time via video conferencing or screen-sharing tools.
Remote moderated usability testing is a user research method where a facilitator guides participants through tasks and asks questions in real-time, while the participants are in a different location, using screen-sharing and video conferencing tools.
A Remote Research Method is a technique used in user research to gather data and insights about users' behaviors, needs, and preferences without the need for in-person interactions. It allows researchers to conduct studies with participants from diverse geographical locations using digital tools and technologies.
Remote testing in user research is a method of conducting usability tests and gathering user feedback without the need for participants to be physically present in a lab or specific location. It allows researchers to collect data from users in their natural environments using digital tools and platforms.
Remote usability testing is a method of evaluating a product or service's user-friendliness by observing and analyzing how users interact with it from a distance, typically using online tools and video conferencing software.
Remote user testing is a method of evaluating a product or service by observing and gathering feedback from users who are in different physical locations, typically using online tools and video conferencing software.
Remote viewing in user research is a method where researchers observe and analyze user interactions with a product or service from a distance, typically using screen-sharing technology or specialized software. This approach allows researchers to gather insights about user behavior and experiences without being physically present with the participants.
Requirements gathering in user research is the process of collecting, documenting, and analyzing the needs, preferences, and expectations of users for a product or service. It involves various techniques to understand user goals, pain points, and desired features to inform the design and development process.
A research method in user research is a systematic approach or technique used to collect, analyze, and interpret data about users, their behaviors, needs, and preferences in order to inform the design and development of products, services, or experiences.
A research objective in user research is a clear, specific, and measurable goal that guides the direction and scope of a user research project. It defines what the research aims to discover, understand, or validate about users, their behaviors, needs, and preferences in relation to a product, service, or experience.
Research Operations (ResearchOps) is the systematic management and optimization of processes, tools, and resources that support user research activities within an organization. It aims to streamline research efforts, improve efficiency, and ensure the quality and impact of user insights.
A Research Plan is a structured document that outlines the objectives, methods, timeline, and resources needed for conducting user research. It serves as a roadmap for the research process, ensuring that all stakeholders are aligned on the goals and approach of the study.
Responsive design is an approach to web design that ensures websites adapt and display properly across various devices and screen sizes, providing an optimal viewing experience for users.
Retention Marketing in User Research is a strategy focused on keeping existing users engaged and loyal to a product or service through targeted research and personalized experiences.
Retention Rate in user research is a metric that measures the percentage of users who continue to use a product or service over a specific period of time. It indicates how well a product or service is meeting user needs and maintaining user engagement.
A Retrospective Think Aloud Protocol is a user research method where participants verbalize their thoughts, feelings, and reasoning about a task or experience after completing it, often while reviewing a recording of their actions.
A sample in user research is a subset of a larger population that is selected to represent the entire group in a study or survey. It allows researchers to gather insights and draw conclusions about the larger population without having to study every individual.
Satisfaction in user research refers to the level of contentment or fulfillment that users experience when interacting with a product, service, or system. It is a key metric used to evaluate the overall user experience and determine how well a design meets user needs and expectations.
The Scaled Agile Framework (SAFe) is a set of organizational and workflow patterns for implementing agile practices at enterprise scale. In the context of user research, SAFe provides a structured approach to integrating user-centered design and research practices into large-scale agile development processes.
Scannability is the ease with which users can quickly skim through and comprehend the main points of digital content, such as websites or applications, without reading every word. It's a crucial aspect of user experience design that enhances readability and information retention.
A scenario in user research is a detailed narrative that describes how a user might interact with a product or service in a specific context. It outlines the user's goals, actions, and potential challenges, helping researchers and designers understand the user's perspective and needs.
A screener is a set of questions or criteria used in user research to identify and select participants who meet specific requirements for a study or usability test.
A script in user research is a structured document that outlines the questions, tasks, and prompts used to guide participants through a research session, ensuring consistency and thoroughness in data collection.
Scroll depth is a user research metric that measures how far users scroll down a webpage, indicating the amount of content they view and their level of engagement.
A self-reported metric in user research is a measurement or data point that is directly provided by users about their own experiences, behaviors, or opinions, typically through surveys, interviews, or feedback forms.
Self-reporting studies in user research are methods where participants provide direct feedback about their experiences, behaviors, or opinions without the need for constant researcher observation. These studies rely on participants to document their own actions, thoughts, and feelings over a period of time.
A Semantic Differential is a research method used in user research to measure people's attitudes or opinions about a product, concept, or experience using a scale between two bipolar adjectives.
A Semantic Differential Scale is a research tool used in user research and psychology to measure people's attitudes or opinions about a particular concept, product, or experience. It consists of a series of bipolar adjective pairs (e.g., good-bad, simple-complex) placed at opposite ends of a scale, allowing respondents to indicate their position between these extremes.
A Sentiment Path is a visual representation of a user's emotional journey throughout their interaction with a product or service, showing how their feelings and attitudes change over time.
A Service Blueprint is a visual representation of a service process that details all touchpoints, interactions, and behind-the-scenes activities involved in delivering a service to customers. It helps organizations understand and improve their service delivery from both the customer's and the company's perspective.
Service Design is a holistic approach to creating and improving services that focuses on enhancing the overall user experience by considering all touchpoints and interactions between users and service providers.
Service Experience Design is a holistic approach to creating and improving services that focuses on enhancing the overall user experience across all touchpoints and interactions with a company or organization.
A Service Process Map is a visual representation of the steps and interactions involved in delivering a service, from the customer's initial contact to the final outcome. It helps businesses understand and optimize their service delivery process by identifying touchpoints, pain points, and opportunities for improvement.
A Single Ease Question (SEQ) is a simple, one-question survey used in user research to measure the perceived ease or difficulty of a task immediately after its completion.
A sitemap in user research is a visual representation of a website's structure and content hierarchy, used to understand and analyze the organization of information and user navigation paths.
A site map in user research is a visual representation of a website's structure and hierarchy, showing how pages and content are organized and linked together. It serves as a blueprint for navigation and information architecture, helping researchers and designers understand and optimize the user's journey through a website.
Sketching in user research is a quick, low-fidelity visualization technique used to explore and communicate ideas, concepts, and user interface designs early in the design process.
Skeuomorphism is a design principle where digital interfaces mimic real-world objects or materials, providing users with familiar visual cues and interactions based on their physical counterparts.
A skewed distribution in user research is a statistical pattern where data points are not symmetrically distributed around the mean, but instead are concentrated more on one side than the other, creating a "tail" in the distribution graph.
Skip Navigation is a web accessibility feature that allows users to bypass repetitive content, such as navigation menus, and jump directly to the main content of a webpage. This is particularly beneficial for users who rely on keyboard navigation or screen readers.
A small business in user research refers to a company with a limited number of employees and relatively low annual revenue that is studied to understand its unique user needs, behaviors, and challenges in relation to products or services.
SMART Goals in User Research are specific, measurable, achievable, relevant, and time-bound objectives that guide the research process and ensure clear, actionable outcomes.
A smartphone is a mobile device that combines the functions of a cellular phone with advanced computing capabilities, allowing users to perform various tasks beyond making calls and sending text messages. In user research, smartphones are essential tools for understanding user behavior, conducting remote studies, and gathering real-time data about how people interact with digital products and services.
Socio-Economic Classification (SEC) in user research is a method of categorizing individuals or groups based on their social and economic status, typically considering factors such as income, education, occupation, and living conditions. It helps researchers understand how different socio-economic groups interact with products, services, or experiences.
A Sprint in User Research is a short, time-boxed period (typically 1-4 weeks) during which a team focuses intensively on specific user research goals, rapidly gathering and analyzing data to inform product design and development decisions.
Standard Deviation is a statistical measure that quantifies the amount of variation or dispersion of a set of data values in user research. It indicates how much the data points in a dataset typically differ from the mean (average) value.
A storyboard in user research is a visual representation of a user's journey or interaction with a product or service, typically presented as a series of sketches or images that illustrate key steps or scenarios.
A study in user research is a systematic investigation designed to gather insights about users' behaviors, needs, and preferences in relation to a product, service, or experience.
Summative evaluation is a type of assessment in user research that occurs at the end of a project or development cycle to measure the overall effectiveness, efficiency, and user satisfaction of a product or system.
The Summative Method in user research is an evaluative approach used to assess the overall effectiveness, efficiency, and user satisfaction of a product or system after its development or implementation. It focuses on measuring how well the final product meets predefined goals and user needs.
Summative research is a type of user research conducted at the end of a design or development process to evaluate the overall effectiveness, efficiency, and user satisfaction of a product or system.
A survey is a research method used to collect data from a large group of people by asking them a series of questions. In user research, surveys are used to gather quantitative and qualitative information about users' preferences, behaviors, and opinions related to products, services, or experiences.
Survey research is a systematic method of collecting data from a sample of people through standardized questionnaires or interviews to gather insights about their opinions, behaviors, or characteristics.
Surveys in user research are structured methods of collecting information from a group of people through a series of questions, typically used to gather insights about user preferences, behaviors, and opinions.
Surveys and questionnaires are structured data collection methods used in user research to gather quantitative and qualitative information from a large number of participants about their experiences, preferences, and opinions related to a product or service.
Sustainable Design Research is a systematic approach to investigating and developing design solutions that minimize environmental impact, promote social responsibility, and ensure long-term economic viability throughout a product or service's lifecycle.
A synthetic metric in user research is a custom-created measurement that combines multiple data points or metrics to provide a more comprehensive view of user behavior, satisfaction, or performance.
The System Usability Scale (SUS) is a quick, reliable tool for measuring the usability of a product or service. It consists of a 10-item questionnaire with five response options for respondents, ranging from Strongly Agree to Strongly Disagree.
A task in user research is a specific action or set of actions that a user is asked to complete during a study or test, typically designed to evaluate the usability of a product or service.
Task analysis is a systematic method used in user research to understand how users complete specific tasks within a system or product. It involves breaking down complex activities into smaller, manageable steps to identify user goals, behaviors, and potential pain points.
Task Completion Time is a quantitative metric used in user research to measure the duration it takes for a user to successfully complete a specific task or action within a product or system.
Task decomposition in user research is the process of breaking down complex user tasks or activities into smaller, more manageable subtasks or steps. This technique helps researchers and designers understand the details of user behavior and identify potential areas for improvement in product design and user experience.
Task Load Index (TLX) is a subjective, multidimensional assessment tool used in user research to measure the perceived workload of completing a specific task. It evaluates six different factors: mental demand, physical demand, temporal demand, performance, effort, and frustration level.
Taxonomy in user research is a systematic method of organizing and classifying information, concepts, or user behaviors into hierarchical categories to create a structured framework for understanding and analyzing user data.
A tear off menu is a user research technique where participants are given a list of options or features and asked to "tear off" or select the ones they find most important or relevant. This method helps researchers prioritize features and understand user preferences.
Telephone interviews are a remote research method used in user research to gather qualitative data from participants through voice calls, allowing researchers to conduct in-depth conversations and collect insights without the need for face-to-face meetings.
Testing in user research is a systematic process of evaluating a product, service, or design with real users to gather insights, identify usability issues, and improve the overall user experience.
The Think Aloud Protocol is a user research method where participants verbalize their thoughts, feelings, and decision-making processes while interacting with a product or completing a task, providing researchers with real-time insights into the user's cognitive processes and experiences.
The Three-Click Rule is a guideline in user experience design suggesting that users should be able to find any information on a website within three mouse clicks. While not a strict rule, it emphasizes the importance of efficient navigation and information architecture in web design.
A tooltip is a small pop-up element in a user interface that provides additional information or context when a user hovers over or interacts with a specific element, such as a button, icon, or text.
Tree testing is a user research method used to evaluate the findability of topics in a website or application's information architecture. It involves asking participants to find specific items within a text-only version of a site's hierarchy, helping researchers assess the effectiveness of the site's structure and navigation.
A True Intent Study is a user research method that aims to understand the genuine motivations, goals, and behaviors of users when they interact with a product or website in their natural environment, without the influence of artificial test scenarios.
True Score is a theoretical concept in user research and psychometrics that represents the actual, error-free measurement of a participant's ability or trait, which is impossible to observe directly due to various sources of measurement error.
Universal Design Principles are a set of guidelines that aim to create products, environments, and systems that are usable by all people, to the greatest extent possible, without the need for adaptation or specialized design.
Unmoderated user research is a method of gathering user feedback and insights without the direct presence or intervention of a researcher during the study. Participants complete tasks or answer questions independently, often using online tools or platforms.
Unmoderated testing is a user research method where participants complete tasks or interact with a product without direct supervision or guidance from a researcher. This approach allows for remote, large-scale testing with participants in their natural environment.
Unmoderated usability testing is a remote research method where participants complete tasks on a website or app without direct supervision, providing insights into user behavior and product usability.
Unmoderated user testing is a remote research method where participants complete tasks and provide feedback on a product or service without direct supervision from a researcher, allowing for flexible, cost-effective, and large-scale user insights.
Usability is the measure of how easy, efficient, and satisfying a product or system is to use for its intended audience. It focuses on making interfaces intuitive and user-friendly, allowing users to accomplish their goals with minimal frustration or confusion.
A usability audit is a systematic evaluation of a product's user interface to identify usability issues and areas for improvement in the user experience.
Usability evaluation is a systematic process of assessing how easy, efficient, and satisfying a product or system is to use. It involves various methods and techniques to identify usability issues and improve the overall user experience.
Usability heuristics are a set of general principles or rules of thumb used to guide the design and evaluation of user interfaces, ensuring they are intuitive, efficient, and user-friendly.
A Usability Lab is a controlled environment designed for conducting user research and usability testing, equipped with specialized tools and technology to observe and analyze how users interact with products or interfaces.
A usability task is a specific action or set of actions that a user is asked to perform during a usability test to evaluate the effectiveness, efficiency, and satisfaction of a product or system.
Usability testing is a research method used to evaluate how easy and intuitive a product or system is to use by observing real users as they interact with it.
A use case in user research is a detailed description of how a user interacts with a product or system to achieve a specific goal. It outlines the steps, actions, and potential scenarios a user might encounter while using a product or service.
User Acceptance Testing (UAT) is a critical phase in software development where end-users verify that a system meets their requirements and functions as expected in real-world scenarios before it's released.
User Activation in User Research refers to the process of engaging and motivating users to take specific actions or adopt key features within a product or service, typically measured during the early stages of user interaction.
User Behavior Analysis is a systematic approach to understanding how users interact with a product, website, or application by collecting and analyzing data on their actions, preferences, and patterns.
User Behavior Forecasting is a predictive technique in user research that analyzes historical data and patterns to anticipate future user actions, preferences, and needs within a product or service.
User Centered Categorization is a method in user research where information or content is organized based on how users think and behave, rather than following predetermined or business-centric structures. This approach ensures that the categorization system aligns with users' mental models, making it easier for them to find and understand information.
User-centered co-creation is a collaborative approach in user research where users actively participate in the design and development process, working alongside designers and researchers to create products or services that meet their needs and expectations.
User-centered Design (UCD) is an iterative design approach that focuses on understanding and meeting the needs, preferences, and limitations of end-users throughout every stage of the design process.
User Centered Design Evaluation is a systematic approach to assessing and improving the usability, effectiveness, and user satisfaction of a product or system by involving real users throughout the design process.
User Centered Design (UCD) is an iterative design approach that focuses on understanding and meeting the needs, wants, and limitations of end users throughout every stage of the design and development process.
User data gathering is the process of collecting information about users' behaviors, preferences, and interactions with a product or service to inform design decisions and improve user experience.
A User Empathy Diagram is a visual tool used in user research to map out and understand a user's thoughts, feelings, behaviors, and pain points. It helps researchers and designers gain deeper insights into their target audience's experiences and needs.
User engagement refers to the level of interaction, involvement, and interest that users have with a product, service, or platform. It measures how actively and frequently users interact with and derive value from a digital experience.
User Experience (UX) refers to the overall interaction and satisfaction a person has when using a product, system, or service. It encompasses all aspects of the end-user's interaction with the company, its services, and its products.
User Experience Design (UX Design) is the process of creating products, systems, or services that provide meaningful and relevant experiences to users. It involves the design of the entire process of acquiring and integrating the product, including aspects of branding, design, usability, and function.
User Experience Mapping is a strategic process in user research that visually represents a user's journey through a product or service, highlighting their interactions, emotions, and pain points at each stage.
User Experience Research is a systematic investigation of users and their requirements, aiming to add context and insight into the process of designing the user experience of a product or service.
User Experience Research (UXR) is a systematic investigation process that aims to understand user behaviors, needs, and motivations through various research methods to inform the design and development of products or services.
User Experience (UX) is the overall feeling and satisfaction a person has when interacting with a product, system, or service. It encompasses all aspects of the end-user's interaction with the company, its services, and its products.
User feedback is information provided by users about their experiences, opinions, and satisfaction with a product, service, or system. In user research, it's a valuable source of insights that helps designers and developers understand user needs, preferences, and pain points to improve the overall user experience.
A user flow is a visual representation of the path a user takes to complete a specific task or goal within a digital product or website. It outlines the steps, decisions, and interactions a user encounters from the starting point to the desired outcome.
A User Flow Diagram is a visual representation of the path a user takes to complete a specific task or goal within a digital product or website. It illustrates the steps, decision points, and interactions a user encounters from the starting point to the end goal.
User Groups are distinct segments of users who share common characteristics, behaviors, or needs relevant to a product or service. In user research, these groups are identified and studied to gain insights into different user types and their specific requirements.
User Interaction Tracking is a method in user research that involves monitoring and recording how users interact with a product, website, or application. It captures data on user behaviors, actions, and patterns to gain insights into user experience and inform design decisions.
A User Interface (UI) is the visual and interactive elements of a digital product that allow users to interact with and control the system. It includes components like buttons, menus, icons, and layouts that users see and interact with on a screen.
A User Interface (UI) is the point of interaction between users and a digital product or system, encompassing all visual and interactive elements that allow users to interact with and navigate through the product.
A user interview is a qualitative research method where a researcher asks questions to individual users to gather in-depth insights about their experiences, needs, and behaviors related to a product or service.
User interviews are a qualitative research method where researchers engage in one-on-one conversations with target users to gather in-depth insights about their experiences, needs, and behaviors related to a product or service.
A User Journey is a visual representation of the steps a user takes when interacting with a product or service, from initial contact through the process of engagement and into a long-term relationship.
A User Journey Map is a visual representation of a user's experience with a product or service over time, highlighting their interactions, emotions, and pain points at each stage of their journey.
User Journey Mapping is a visual representation of a user's experience with a product or service over time, highlighting their interactions, emotions, and pain points at each stage of their journey.
A user mental representation is a cognitive model or conceptual framework that users develop to understand and interact with a product, system, or interface based on their experiences, knowledge, and expectations.
User Needs Analysis is a systematic process in user research that involves identifying, understanding, and prioritizing the requirements, preferences, and pain points of target users to inform product design and development decisions.
User onboarding is the process of guiding new users through the initial steps of using a product or service, helping them understand its features, benefits, and how to get started effectively.
A User Panel is a group of pre-selected individuals who agree to participate in ongoing user research studies over an extended period, providing consistent feedback and insights for product development and improvement.
A user persona is a fictional representation of an ideal customer or user, based on real data and research, that helps teams understand and empathize with their target audience in user-centered design and marketing.
User research is the systematic process of gathering and analyzing information about users' needs, behaviors, and preferences to inform the design and development of products, services, or experiences.
A User Research Education Program is a structured curriculum designed to teach individuals or teams the principles, methodologies, and best practices of user research in the context of product development and user experience design.
A User Research Repository is a centralized digital storage system that collects, organizes, and maintains user research data, insights, and artifacts from various studies and methodologies, making it easily accessible for teams to reference and utilize in product development and decision-making processes.
User research tools are software applications, platforms, or methods used by researchers and designers to gather, analyze, and interpret data about users' behaviors, needs, and preferences in order to inform product design and development decisions.
A user scenario is a detailed narrative that describes how a specific user interacts with a product or service to achieve a particular goal. It outlines the context, motivations, and steps a user takes, helping designers and researchers understand user needs and behaviors.
User segmentation is the process of dividing users or customers into distinct groups based on shared characteristics, behaviors, or needs to better understand and target specific audiences within a larger user base.
A user session in user research is a defined period of time during which a participant interacts with a product, website, or application while being observed or tracked for research purposes.
User stories are concise, informal descriptions of a software feature from the perspective of the end user. They typically follow a simple template: "As a [type of user], I want [an action] so that [a benefit/a value]."
A user story is a concise, informal description of a software feature from the perspective of the end user. It typically follows the format: "As a [type of user], I want [an action] so that [a benefit/a value]."
A User Testing Script is a structured document that guides researchers through the process of conducting user tests, ensuring consistency and thoroughness in gathering user feedback on a product or service.
A User Testing Survey is a structured questionnaire designed to gather feedback and insights from users during or after they interact with a product, website, or application. It helps researchers and designers understand user experiences, preferences, and pain points to improve the overall user experience.
Utility in user research refers to the usefulness and practical value of a product or service in meeting users' needs and goals. It measures how well a design solution solves real problems for its intended audience.
A UX Audit is a comprehensive evaluation of a product's user experience, identifying usability issues and areas for improvement to enhance overall user satisfaction and product effectiveness.
UX Benchmarking is a systematic process of measuring and comparing a product's user experience against industry standards, competitors, or previous versions to identify areas for improvement and track progress over time.
UX Design, or User Experience Design, is the process of creating products, systems, or services that provide meaningful and relevant experiences to users. It involves the design of the entire process of acquiring and integrating the product, including aspects of branding, design, usability, and function.
A UX Maturity Model is a framework used to assess and improve an organization's user experience capabilities, processes, and integration of UX practices across different levels of maturity.
UX Metrics are quantitative and qualitative measurements used to evaluate and improve the user experience of a product or service. These metrics help designers and researchers assess how well a design meets user needs, expectations, and business goals.
UX Personas are fictional characters created to represent different user types that might use a product, service, or website. These detailed user profiles are based on research and data about real users, helping design teams understand and empathize with their target audience.
UX Research, or User Experience Research, is the systematic study of target users and their requirements, to add realistic contexts and insights to design processes.
UX Strategy is a long-term plan that aligns user experience design with business goals to create products or services that meet both user needs and organizational objectives.
A UX wireframe is a low-fidelity, simplified visual representation of a digital product's layout and structure, used in the early stages of the design process to outline the basic framework of a website or application.
UX Writing is the practice of crafting user-centered text for digital products and interfaces to guide users, enhance usability, and improve the overall user experience.
A value proposition in user research is a clear statement that explains how a product or service solves customers' problems, delivers specific benefits, and why customers should choose it over competitors. It's a key element in understanding and communicating the unique value a product offers to its target audience.
Vanity metrics are data points that appear impressive on the surface but don't provide actionable insights or accurately reflect the success of a product or user experience.
Variability in user research refers to the range of differences or variations in user behaviors, preferences, and responses observed during studies. It highlights the diversity among users and the importance of considering these differences when designing products or services.
Virtual Reality (VR) in user research is an immersive technology that creates a computer-generated 3D environment, allowing researchers to observe and analyze user behavior and interactions in simulated scenarios.
Visual attention in user research refers to the process of focusing on specific visual elements or areas within a user interface or design. It involves studying where users look, for how long, and in what order, to understand how they interact with and process visual information.
Visual Attention Analysis is a user research technique that examines where and how users focus their attention when interacting with a product or interface. It uses tools like eye-tracking to measure and analyze visual behavior, helping researchers understand user engagement and optimize design elements.
Visual design in user research is the process of creating and refining the aesthetic elements of a product or interface to enhance user experience, based on research insights and user feedback.
Voice of the Customer (VoC) is a research method that captures, analyzes, and interprets customer feedback, opinions, and expectations about a product, service, or brand. It aims to understand customer needs, preferences, and pain points to improve the overall customer experience and drive business decisions.
A Voice User Interface (VUI) is a speech-based system that allows users to interact with digital devices or applications using voice commands and spoken language, enabling hands-free and natural communication between humans and technology.
Way Finding in User Research is the process of studying how users navigate through physical or digital spaces to reach their desired destinations or complete specific tasks. It involves analyzing user behavior, decision-making processes, and the effectiveness of navigational cues to improve the overall user experience.
Wearable technology in user research refers to electronic devices or sensors that can be worn on the body, used to collect data about user behavior, preferences, and physiological responses in real-world contexts.
The Web Accessibility Initiative (WAI) is a program of the World Wide Web Consortium (W3C) that develops strategies, guidelines, and resources to make the web accessible to people with disabilities.
Web Analytics in User Research is the process of collecting, measuring, and analyzing data about website visitor behavior to understand how users interact with a site and improve their overall experience.
A website is a collection of web pages and related content that is identified by a common domain name and published on at least one web server. In the context of user research, a website serves as a digital platform for gathering data, conducting tests, and analyzing user behavior to improve the overall user experience.
In user research, widgets are interactive elements or components of a user interface that allow users to perform specific actions or view information. They are designed to enhance user experience and facilitate interaction with digital products or services.
A wireflow is a visual representation that combines wireframes and user flow diagrams to illustrate the path a user takes through a digital product, showing both the interface layout and the navigation between screens.
A wireframe is a basic visual representation of a website or app's layout and structure, used in user research to gather feedback on design concepts before investing in detailed designs.
Wireframes are low-fidelity, simplified visual representations of a website or application's layout and structure, used in user research to plan and test the basic functionality and user flow without the distraction of visual design elements.
Wireframing is a low-fidelity visual representation of a user interface, used in user research to outline the basic structure and layout of a digital product without focusing on detailed design elements.
Within Subjects Design is a research method in user studies where each participant experiences all conditions or treatments being tested, allowing for direct comparison of user responses across different scenarios.
The Wizard of Oz technique in user research is a method where participants interact with what they believe to be a fully functional system, but in reality, a human operator is simulating the system's responses behind the scenes.
A Wizard of Oz prototype is a user research technique where participants interact with what they believe to be a fully functional system, but in reality, a human operator is simulating the system's responses behind the scenes.
A workflow in user research is a structured sequence of steps or processes that researchers follow to plan, conduct, analyze, and report on user studies. It provides a systematic approach to gathering and interpreting user data, ensuring consistency and efficiency in the research process.