All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Dark Pattern

A deceptive design tactic that manipulates users into actions they might not otherwise take. Ethical UX avoids such practices.

Dashboard

A centralised interface or visual tool displaying important data and metrics at a glance. Dashboards provide insights, prioritise clarity and quick decision-making.

Data Visualisation

The graphical representation of information and metrics. Effective visualisation improves comprehension.

Decision Fatigue

1 story

Mental exhaustion caused by excessive choices. UX reduces decision fatigue through simplification.

Default Settings

Pre-selected options provided by a system. Smart defaults improve efficiency and reduce friction.

Design

16 stories

Creating products or solutions that are user-centred and solve real problems while being useful, usable, desirable, accessible, and valuable, both for the user and the business.

Design Brief

A document outlining project objectives, constraints, target audience, and deliverables. It serves as a foundation for alignment among stakeholders.

Design Constraints

Limitations such as budget, time, or technology that affect design decisions. Constraints encourage creative problem-solving.

Design Debt

1 story

Represents accumulated user experience (UX) and interface inconsistencies resulting from shortcuts, rapid, or incomplete design decisions made to meet short-term goals. It creates long-term maintenance issues, reduces team velocity, and lowers user satisfaction by making products clunky or inconsistent over time.

Design Handoff

The process of transferring finalised designs to developers. Clear documentation ensures smooth implementation.

Design Iteration

Repeated refinement of a design based on feedback. Iteration improves quality and usability.

Design Maturity

The level at which UX processes are integrated within an organisation. Higher maturity leads to user-driven innovation.

Design Sprint

A time-boxed, structured workshop used to solve problems and test ideas rapidly. It is to build and test a prototype in just five days.

Design Thinking

2 stories

A human-centred methodology focused on empathy, ideation, prototyping, and testing. It encourages creative problem-solving and innovation.

Desirability Testing

Desirability testing evaluates the emotional and visual appeal of a product, measuring how users perceive its aesthetics, branding, and overall "feel"

Digital Accessibility Standards

Guidelines ensuring digital content is usable by people with disabilities. Compliance supports inclusivity.

Digital Experience (DX)

The overall quality of user interactions within digital environments. It encompasses usability, performance, and emotional impact.

Discoverability

The ease with which users can find features or content. Good discoverability reduces reliance on instructions.

Drag and Drop

An interaction pattern allowing users to move elements visually. It simplifies complex tasks.

Drop-Down Menu

A list of options that appears when triggered. It saves space while offering choices.

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