Lemma

The Index

112 entries

Every term, in one calm place

112 foundational concepts across UX, UI, product, research, strategy, and visual design. Search or filter to find your way.

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112 Entries

001

A/B Testing

A/B testing is an experiment that compares two versions of something by showing each to different users and measuring which performs better.

User Research
002

Accessibility

Accessibility (often shortened to a11y) is the practice of designing products that people with disabilities can perceive, understand, and use.

UX Design
003

Accordion

An accordion is a stack of sections that each expand to reveal content and collapse to hide it. Several sections can often be open at once.

UI Design
004

Affordance

An affordance is a property of an object that suggests how it can be used. A button looks pressable; a slider looks draggable.

UX Design
005

Alpha (Transparency)

Alpha is the transparency component of a color, separate from its hue. Full alpha is fully opaque, while lower alpha lets the surface behind show through.

Visual Design
006

Asymmetry

Asymmetry is a layout where elements are intentionally unequal in placement, size, or weight. It balances a composition through contrast rather than mirroring.

Visual Design
007

Atomic Design

Atomic design is a methodology for building interfaces from the smallest pieces up: atoms, molecules, organisms, templates, and pages.

Design Systems
008

Badge

A badge is a small label attached to another element, often showing a count or status, that conveys information at a glance.

UI Design
009

Border Radius

Border radius is the amount of rounding applied to a corner, from a sharp right angle to a soft curve. A larger radius means a rounder corner.

Visual Design
010

Breadcrumb

A breadcrumb is a small trail of links showing where the current page sits within a site or app's hierarchy. Each step usually links back to a higher level.

UI Design
011

Breakpoint

A breakpoint is the screen width at which a layout changes to fit the space better. Below it the design might stack into one column; above it, it might spread into several.

UI Design
012

Button

A button is a clickable element that triggers an action, such as submitting a form, saving changes, or moving to the next step.

UI Design
013

Call to Action

A call to action (CTA) is the element — usually a button — that prompts the user to take a specific, desired step.

UI Design
014

Card

A card is a contained surface, usually with a background, border, or shadow, that groups related pieces of content into a single unit.

UI Design
015

Card Sorting

Card sorting is a research method where users group and label topics to reveal how they expect content to be organized.

User Research
016

Carousel

A carousel is a row of items that scrolls horizontally, showing a few at a time while the rest sit off-screen.

UI Design
017

Churn

Churn is the share of users who stop using a product over a given period. It is the inverse of retention: the people who leave rather than the people who stay.

Strategy
018

Cognitive Load

Cognitive load is the amount of mental effort required to use an interface or complete a task.

UX Design
019

Color Space

A color space is the defined range of colors a medium or file can describe. sRGB is the long-standing standard for screens, while P3 is a wider space that looks more vivid on modern displays.

Visual Design
020

Color Theory

Color theory is the set of principles for combining colors to create harmony, contrast, and meaning.

Visual Design
021

Color-Only State

A color-only state is when an interface uses color as the single signal for meaning, such as a field turning red to indicate an error. Anyone who cannot perceive that color difference misses the message entirely.

UX Design
022

Component

A component is a reusable, self-contained interface building block — a button, input, card, or menu — used across a product.

Design Systems
023

Confirmation Dialog

A confirmation dialog is a prompt that appears before a destructive or irreversible action, asking the person to approve it. It adds a deliberate pause so serious actions are not triggered by accident.

UI Design
024

Contrast

Contrast is the visible difference between elements — in color, size, weight, or shape — that makes them distinguishable.

Visual Design
025

Conversion Rate

Conversion rate is the share of visitors who complete a desired action, like making a purchase or creating an account. It is usually written as a percentage of everyone who had the chance to act.

Strategy
026

Dark Mode

Dark mode is an interface built on dark surfaces with light text and elements. It is offered as an alternative to the traditional light, paper-like background.

Visual Design
027

Design Critique

A design critique is a structured session where designers share work and gather focused, constructive feedback.

Product Design
028

Design System

A design system is a shared set of reusable components, patterns, and guidelines that keep a product consistent and faster to build.

Design Systems
029

Design Thinking

Design thinking is a human-centered, iterative approach to problem-solving: empathize, define, ideate, prototype, and test.

Strategy
030

Design Token

A design token is a named value for a design decision — like a color, spacing unit, or font size — stored in one place and reused everywhere.

Design Systems
031

Double Diamond

The Double Diamond is a design process model with two phases — finding the right problem, then finding the right solution — each involving divergent and convergent thinking.

Strategy
032

Duration

Duration is how long an animation takes from start to finish, usually measured in milliseconds. It sets the pace of an interface's motion.

UI Design
033

Easing

Easing is the way an animation speeds up or slows down rather than moving at a constant rate. It shapes how natural a motion feels.

UI Design
034

Empty State

An empty state is what a screen shows when there's no content yet — before a user has added data or when results are absent.

UI Design
035

Error State

An error state is what the interface shows when something goes wrong — invalid input, a failed action, or a missing page.

UI Design
036

Feedback

Feedback is the system's response that confirms an action has been received and tells the user what happened.

UX Design
037

Fidelity

Fidelity is the level of detail and realism in a design artifact, from rough low-fidelity sketches to polished high-fidelity mockups.

Product Design
038

Flat Design

Flat design is a minimal visual style that avoids realistic effects like shadows and gradients in favor of simple shapes and solid colors.

UI Design
039

Focus State

A focus state is the visible indicator showing which element currently has keyboard focus, often drawn as an outline or ring. It tells people using a keyboard where they are on the page.

UI Design
040

Front-Loading

Front-loading means putting the most important word or idea first, because people scan interfaces rather than read them word by word. The key information lands before attention drifts.

UX Design
041

Funnel

A funnel is the sequence of steps users move through toward a single goal, such as signing up or buying something. It is called a funnel because fewer people remain at each step than the one before.

Strategy
042

Gestalt Principles

Gestalt principles describe how people naturally perceive groups and patterns — seeing the whole rather than separate parts.

Visual Design
043

Gradient

A gradient is a smooth transition between two or more colors across a shape or background. It can run in any direction or radiate out from a point.

Visual Design
044

Grid System

A grid system is an invisible framework of columns and rows used to align and organize content consistently.

Visual Design
045

Handoff

Handoff is the point where a finished design moves to engineering to be built. It covers the specs, assets, and shared understanding the developer needs to turn a layout into a working product.

Product Design
046

Heatmap

A heatmap is a visualization that uses color to show where users click, tap, or scroll on a page, with warmer colors marking heavier activity. It aggregates many sessions into one picture of attention.

User Research
047

Heuristic Evaluation

A heuristic evaluation is a review where experts inspect an interface against a set of established usability principles to find problems.

User Research
048

Hover State

A hover state is the visual change an element shows when the cursor moves over it, such as a button shifting color or an underline appearing on a link. It signals that the element can be interacted with.

UI Design
049

Information Architecture

Information architecture (IA) is the practice of organizing, structuring, and labeling content so people can find what they need and understand where they are.

UX Design
050

Input

An input is a field where a person types information, such as a name, email address, or search term.

UI Design
051

Jobs to Be Done

Jobs to Be Done (JTBD) is a framework that frames products around the underlying 'job' a customer is hiring them to accomplish.

Strategy
052

Journey Map

A journey map is a visualization of the steps, thoughts, and emotions a person experiences while trying to accomplish a goal with a product or service.

User Research
053

Kerning

Kerning is the adjustment of space between two specific letters to make their pairing look even. It is done pair by pair, not across a whole word.

Visual Design
054

Layout Shift

A layout shift is when elements jump or move unexpectedly while a page is still loading. Content that has already appeared gets pushed around as more arrives.

UI Design
055

Leading

Leading is the vertical space between lines of text, measured from one baseline to the next. It controls how open or compact a paragraph feels.

Visual Design
056

Line Length

Line length is how wide a column of text runs before it wraps to the next line. It is often measured in characters per line rather than pixels.

Visual Design
057

Mental Model

A mental model is the internal belief a person holds about how something works, based on past experience.

UX Design
058

Microcopy

Microcopy is the small, functional text scattered through an interface — button labels, error messages, placeholders, tooltips, and confirmation lines. It is the writing that guides a single action rather than explaining a whole page.

UX Design
059

Microinteraction

A microinteraction is a small, contained moment of interaction — a single animation, toggle, or response to a user action.

UI Design
060

Minimum Viable Product

A minimum viable product (MVP) is the simplest version of a product that delivers real value and can be released to learn from users.

Strategy
061

Modal

A modal is a window that appears on top of the main content and requires the user to interact with it before returning.

UI Design
062

Moodboard

A moodboard is a curated collection of visual references — images, colors, type, and textures — gathered to explore or communicate a possible design direction. It captures a feeling before any real design work begins.

Product Design
063

Navigation

Navigation is the system of menus, links, and controls that lets people move through a product and understand where they are.

UI Design
064

Net Promoter Score

Net Promoter Score, or NPS, measures how likely users are to recommend a product by asking them to rate it from 0 to 10. The answers are grouped into promoters, passives, and detractors to produce a single score.

User Research
065

North Star Metric

A North Star metric is the single measure that best captures the core value a product delivers to its users.

Strategy
066

Onboarding

Onboarding is the experience that helps new users understand a product and reach their first moment of value.

Product Design
067

Optical Center

The optical center is where something looks centered to the eye, which is often slightly different from where it sits mathematically. Our perception, not the ruler, decides whether placement feels balanced.

Visual Design
068

Optimistic Update

An optimistic update is when the interface shows the result of an action immediately, before the server has confirmed it succeeded. It assumes the request will work and updates the screen right away.

UI Design
069

Pattern Library

A pattern library is a documented collection of reusable solutions to common design problems, like forms, search, or pagination.

Design Systems
070

Persona

A persona is a fictional but research-based profile representing a key type of user, with goals, needs, and behaviors.

User Research
071

Placeholder

A placeholder is the faint hint text inside an input field that disappears the moment someone starts typing. It usually shows an example of the expected value or a short prompt.

UX Design
072

Popover

A popover is a small overlay anchored to an element, usually opened by a click, that can hold richer content including links and buttons.

UI Design
073

Progressive Disclosure

Progressive disclosure is a technique of showing only the most important options first and revealing advanced ones as needed.

UX Design
074

Prototype

A prototype is an interactive, clickable model of a product used to simulate the experience before it is fully built.

Product Design
075

Reduced Motion

Reduced motion is a system setting where a user asks for less animation across their device. Interfaces can detect this preference and tone their motion down in response.

UI Design
076

Responsive Design

Responsive design is an approach where layouts adapt fluidly to different screen sizes and devices.

UI Design
077

Retention

Retention measures how many users come back to a product after their first visit or purchase. It tracks whether people stay over time rather than just showing up once.

Strategy
078

Saturation

Saturation is how vivid or muted a color is. A fully saturated color is at its most intense; reducing saturation moves it toward grey.

Visual Design
079

Screen Reader

A screen reader is software that reads interface content aloud, letting blind and low-vision people use a device by listening instead of looking. It also lets users navigate by headings, links, and other landmarks.

UX Design
080

Semantic HTML

Semantic HTML means using the HTML element that matches the meaning of your content, such as a button for an action or a heading for a section title. The element communicates purpose, not just appearance.

UX Design
081

Sentence Case

Sentence case means capitalizing only the first word and any proper nouns, the way you would write an ordinary sentence. "Save changes" rather than "Save Changes."

UX Design
082

Session Recording

A session recording is a replay of one user's journey through a product, capturing their clicks, scrolling, and movements as a video. It lets you watch a single real visit unfold.

User Research
083

Sidebar

A sidebar is a navigation panel anchored to the left or right edge of the screen that stays in place as the main content changes.

UI Design
084

Signifier

A signifier is a visible cue that tells people where and how to act — an arrow, a label, an underline on a link.

UX Design
085

Skeleton

A skeleton is a placeholder shown while content loads, using simple gray shapes that mirror the layout of the content to come.

UI Design
086

Skeuomorphism

Skeuomorphism is a style where digital elements imitate their real-world counterparts in look and texture.

UI Design
087

Skip Link

A skip link is a hidden link, usually first on the page, that jumps straight to the main content. It becomes visible when it receives keyboard focus.

UX Design
088

Source of Truth

A source of truth is the single, agreed-upon place a team turns to for a design decision, so there is no debate about which version is correct. Traditionally this is a Figma file; increasingly it is the codebase itself.

Design Systems
089

Stagger

Stagger is animating a group of items one after another with a small delay between each, rather than all at once. The items appear in quick succession, like a ripple.

UI Design
090

Stroke Weight

Stroke weight is how thick the lines of an icon or letterform are. It is measured by the width of the stroke, much like the nib of a pen.

Visual Design
091

Style Guide

A style guide is a reference that documents the visual and content rules of a brand or product — colors, typography, tone, and usage.

Design Systems
092

Tabs

Tabs are a set of labeled controls that let people switch between related views shown in the same area of the screen. Only one view is visible at a time.

UI Design
093

Tag

A tag is a standalone label that categorizes or describes a piece of content, and is often selectable or removable.

UI Design
094

Toast

A toast is a small, temporary notification that appears briefly to confirm an action or share a quick update, then dismisses itself.

UI Design
095

Tooltip

A tooltip is a small label that appears when someone hovers over or focuses an element, offering a brief explanation or hint.

UI Design
096

Touch Target

A touch target is the area of an interactive element that responds to a tap. It can be larger than the visible icon or text it surrounds.

UI Design
097

Tracking

Tracking is letter-spacing applied evenly across a word, line, or block of text. It opens up or tightens the overall spacing without targeting any single pair.

Visual Design
098

Type Scale

A type scale is a predetermined set of font sizes that are designed to work together. The sizes usually follow a consistent ratio, like each step being 1.25 times the last.

Visual Design
099

Typography

Typography is the art of arranging type — choosing typefaces, sizes, spacing, and line lengths — to make text readable and expressive.

Visual Design
100

Usability

Usability is how easily and effectively people can use a product to achieve their goals.

UX Design
101

Usability Testing

Usability testing is watching real people attempt tasks with a product to discover where they struggle and succeed.

User Research
102

User Flow

A user flow is the path a person takes through a product to complete a task, from entry point to goal.

UX Design
103

User Research

User research is the practice of studying people's needs, behaviors, and motivations to inform design decisions.

User Research
104

Value Proposition

A value proposition is a clear statement of the benefit a product offers, who it's for, and why it's better than the alternatives.

Strategy
105

Visual Hierarchy

Visual hierarchy is the arrangement of elements to show their order of importance and guide the eye through a layout.

Visual Design
106

Visual Language

A visual language is the cohesive set of decisions about color, type, shape, motion, and tone that makes a product recognizable. It is the look and feel that holds steady across every screen and touchpoint.

Design Systems
107

Voice & Tone

Voice is a product's consistent personality in writing — the traits that stay the same everywhere. Tone is how that voice adapts to the moment, shifting with the user's situation.

UX Design
108

Wayfinding

Wayfinding is the practice of helping people understand where they are in a product, where they can go next, and how to get back. It borrows from how signage guides us through airports and buildings.

UX Design
109

WCAG

WCAG, the Web Content Accessibility Guidelines, is the widely used standard for making digital content usable by people with disabilities. It covers contrast, keyboard access, text alternatives, and much more.

UX Design
110

White Space

White space (or negative space) is the empty area around and between elements. It need not be white.

Visual Design
111

Widows & Orphans

A widow is a lone word or short line left at the end of a paragraph. An orphan is a single line stranded at the top of a column or page, cut off from the rest of its paragraph.

Visual Design
112

Wireframe

A wireframe is a low-detail visual outline of a screen, showing structure and layout without colors, styling, or final content.

Product Design