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UX Atlas

Plain-language definitions, cross-linked to the library

Glossary

Every term a designer meets in a standup, defined once and connected to the deeper resource.

137 entries across 16 categories

Glossary137
Category

137 terms

A10

A/B Test

Showing two versions to different people and comparing the results.

Above the Fold

What you see before you scroll.

Acceptance Criteria

The list that says when something is actually done.

Accessibility (a11y)

Making sure disabled people can use the product too.

Activation

The moment a new user actually gets something out of the product.

Affordance

What something lets you do, whether or not you can tell.

Alt Text

A description of an image for people who cannot see it.

ARIA

Extra code labels that tell screen readers what something is.

Assistive Technology

Tools people use to operate a computer in a different way.

Atomic Design

A way of naming components by how small or composite they are.

B2

Benchmark

A starting measurement so you can tell whether things improved.

Breakpoint

The width where the layout switches to a different arrangement.

C16

Canonical URL

The one official address for a page.

Chunking

Breaking a long string into groups so it is easier to remember.

Churn

How many people leave.

Cognitive Load

How hard your brain has to work to get something done.

Cohort

A group of users who started at the same time.

Colour Vision Deficiency

Difficulty telling some colours apart, affecting around one in twelve men.

Command Palette

A search box for everything the app can do.

Component

A reusable building block of the interface.

Component Library

The set of prebuilt components you can use.

Conceptual Model

How the designers wish you would think the product works.

Consent

Someone actively agreeing, knowing what they are agreeing to.

Container Query

A rule that responds to how much space a component actually has.

Contrast Ratio

A number saying how easy text is to read against its background.

Conversion Rate

How many people did the thing you wanted, out of everyone who could have.

Core Web Vitals

Google's three measurements of whether a page feels fast and stable.

Cumulative Layout Shift

How much the page jumps around while loading.

D11

Data Minimisation

Only collect the data you actually need.

Deceptive Pattern

A design that tricks you into doing something you did not mean to.

Definition of Done

The team's agreed checklist for finishing anything.

Deprecation

Announcing that something is going away and helping people move off it.

Design Critique

A meeting where people give useful feedback on design work.

Design Debt

The mess that builds up when design decisions are rushed or never revisited.

Design Pattern

A known way of solving a common problem.

Design QA

Checking that what got built matches what was designed.

Design System

The shared toolkit and rules a team designs and builds with.

Design Token

A named value like a colour or spacing step, defined once and used everywhere.

Double Diamond

A model that says explore widely, then narrow down, twice.

E5

Edge Case

An unusual situation that still happens to real people.

Effect Size

How big the difference actually is.

Elevation

How high something appears to float above the page.

Empty State

What you see when there is nothing there yet.

Evaluative Research

Research to check whether what you built is any good.

F5

Feature Flag

A switch that turns a feature on for some people.

Fidelity

How finished something looks or behaves.

Findability

Whether people can find the thing.

Focus Order

The order things get selected as you press Tab.

Focus Trap

Focus gets stuck inside one part of the page.

G6

GDPR

The EU law about handling people's personal data.

Generative Research

Research to work out what to build.

Gestalt Principles

The rules your eye follows automatically when grouping things.

Graceful Degradation

When something breaks, the rest still works.

Grid

The invisible columns that things line up to.

Gutter

The gap between columns.

H4

Handoff

Passing designs to developers to build.

Happy Path

The version where everything works.

Heuristic

A rule that is usually right, used to spot problems quickly.

Heuristic Evaluation

Experts reviewing a design against a checklist of principles.

I7

Inclusive Design

Designing so more people can use it, not just the average user.

Infinite Scroll

The page keeps loading more as you scroll.

Information Architecture

How the content is organised and named so people can find it.

Information Scent

How well a link tells you whether it goes where you want.

Interaction Design

Designing what happens when you do things.

Interaction to Next Paint

How quickly the page reacts when you click or type.

Internationalization (i18n)

Building it so it can be translated later without breaking.

J2

Jobs to Be Done

What someone is really trying to get done.

Journey Map

A map of what someone goes through, start to finish.

K1

Kerning

Fine-tuning the gap between two particular letters.

L6

Largest Contentful Paint

How long until the main thing on the page appears.

Lazy Loading

Only loading images when you scroll near them.

Leading

The space between lines of text.

Live Region

A part of the page that screen readers announce when it updates.

Localisation (l10n)

Actually translating and adapting it for a country.

Longitudinal Study

Studying the same people over weeks or months.

M10

Measure

How long each line of text is.

Mental Model

What someone believes is going on inside the product.

Metadata

Information about the content rather than the content itself.

Microcopy

The little bits of text that tell you what to do.

Microinteraction

A tiny interaction like a toggle switching or a like button filling in.

Minimum Lovable Product

The smallest version people would actually be pleased to use.

Minimum Viable Product

The smallest thing you can build to find out whether the idea works.

Mockup

A picture of what it will look like, but you cannot click it.

Modal

A box that takes over the screen until you deal with it.

Moderated Testing

A researcher is there and can ask follow-up questions.

N1

North Star Metric

The one number the whole team is trying to move.

O2

OKLCH

A way of writing colours where equal numbers look equally different.

Optimistic UI

Showing the result straight away and fixing it if the request fails.

P6

Perceived Performance

How fast it seems, rather than how fast it is.

Persona

A short profile of a typical user, based on real research.

Plain Language

Writing so people get it straight away.

Progressive Disclosure

Show the basics, hide the extras until asked.

Progressive Enhancement

Make it work everywhere, then make it nicer where you can.

Prototype

Something you can click through to test an idea.

Q2

Qualitative Research

Research that tells you why, usually by watching or talking to people.

Quantitative Research

Research that tells you how many and how often.

R3

Responsive Design

One design that reflows to fit any screen.

Retention

How many people keep coming back.

Right-to-Left (RTL)

Languages like Arabic and Hebrew, where everything flips.

S13

Sample Size

How many people you studied.

Screen Reader

Software that reads the screen aloud.

Semantic Color

Colours that always mean the same thing.

Semantic Versioning

Version numbers that tell you whether an update will break things.

SEO

Making your content findable in search results.

Service Design

Designing everything around the product, including the parts staff use.

Severity

How bad a problem is, so you know what to fix first.

Signifier

The visual hint that tells you something is clickable.

Single Source of Truth

One place where the real version lives.

Skeleton Screen

Grey blocks showing where content will appear.

State

What condition something is currently in.

Statistical Significance

The difference is probably real, not luck.

Structured Data

Extra code that tells search engines what the content is.

T10

Tabular Figures

Numbers that line up neatly in a column.

Taxonomy

The agreed set of categories things get filed under.

Technical Debt

Shortcuts taken now that cost more to fix later.

Theming

Changing the look without changing the components.

Think-Aloud Protocol

Asking people to say what they are thinking as they use something.

Toast

A small message that pops up and then goes away.

Touchpoint

Any moment where someone deals with the company.

Tracking

How tightly the letters sit together.

Triangulation

Checking a finding more than one way before believing it.

Type Scale

The fixed list of text sizes a design is allowed to use.

U7

Universal Design

Designing one thing that works for everyone rather than a special version.

Unmoderated Testing

The participant does it on their own, with no researcher present.

Usability

Whether people can actually do what they came to do, without too much trouble.

User Experience (UX)

Everything about how it feels to use a thing, not just how it looks.

User Flow

The path someone takes through a task, including the wrong turns.

User Interface (UI)

The part of the product you actually see and touch.

User Story

A one-line description of something a user needs and why.

V5

Vanity Metric

A number that looks good and tells you nothing.

Variable Font

One font file that contains every weight instead of separate files.

Viewport

The part of the page you can see without scrolling.

Visual Hierarchy

What your eye notices first, second and third.

Voice and Tone

How the product talks, and how that changes depending on the situation.

W3

WCAG

The official rules for making digital content accessible.

Whitespace

The empty space between things, which is doing a job.

Wireframe

A rough sketch of what goes where.