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

Edge Case

1 story

An uncommon scenario that may cause issues in a system. Considering edge cases improves reliability.

Empathy Map

A collaborative, four-quadrant visual tool used in design thinking to synthesise research and understand user needs by mapping what they say, think, do, and feel.

Empty State

1 story

The design shown when no data is available. It guides users on the next steps.

End User

The actual person who interacts with a product or service, shaping how design and product teams define success, usability, and value. UX design prioritises their needs and goals.

Engagement Metrics

Data points measuring user interaction levels. Examples include session duration and feature usage.

Error Prevention

1 story

Designing systems that reduce the likelihood of user mistakes. It improves satisfaction and efficiency.

Error State

1 story

A visual or textual response that informs users when something goes wrong. Clear error states reduce frustration and guide recovery. This could be a UI screen, message, or indicator shown when a system fails to complete an action, such as invalid input, network failures, or broken links.

Ethnographic Research

A deep, immersive qualitative research method originating in anthropology. A research method involving Long-term immersion (weeks, months, sometimes years) observing users in their natural environments (homes, workplaces) to gain deep, contextual insights into their behaviours, motivations, culture, social structures and pain points.

Eye Tracking

A research method that measures where users focus their attention on a screen. Specialised cameras or sensors are used to record where users look and how long they focus on different elements. The data helps generate visual reports like heatmaps (showing areas with the most attention) or gaze plots (tracking the path of the user's eye movements).

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