Google Glossary Flashcards

1
Q

Advertising agencies

A

Teams of creatives hired by clients to build marketing campaigns

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2
Q

Apprenticeships

A

Provides on-the-job training to help people develop real skills

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3
Q

Assets

A

Everything from the test and images to the design specifications, like font style, color, size, and spacing

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4
Q

Design Agency

A

A one-step shop for the look of brands, products, and services

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5
Q

Freelancers

A

Designers who work for themselves and market their services to businesses to find customers

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6
Q

Generalist

A

A UX designer with a broad number of responsilibilies

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7
Q

Graphic Designers

A

Create visuals that tell a story or message

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8
Q

Information Architecture

A

The framework of a website or how it’s organized, categorized, and structured

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9
Q

Interaction designers

A

Focus on designing the experience of a product and how it funtions

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10
Q

Motion Designers

A

Think about what it feels like for a user to move through a product.

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11
Q

Product

A

A good, service, or feature

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12
Q

Production designers

A

Make sure first and final designs match in the finished project materials and that the assets are ready to be handed off to engineering team

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13
Q

Prototype

A

An early model of a product that demonstrates functionality

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14
Q

Specialist

A

A designer who dives deep into one particular type of user experience, like interaction design, visual design, or motion design.

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15
Q

Startup

A

A new business that wants to develop a unique product or service and bring it to market.

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16
Q

T-shaped designer

A

A designer who specializes in one kind of user experience (e.g., interaction, visual, motion) and has a breadth of knowledge in other areas.

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17
Q

User experience

A

How a person, the user, feels about interaction with, or experiencing a product

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18
Q

UX Engineers

A

Translate the design’s intent into a functioning experience

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19
Q

UX Program managers

A

Ensure clear and timely communication so that the process of building a useful product moves smoothly from start to finish.

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20
Q

UX Research

A

Understand users and learn about their backgrounds, demographics, motivations, pain points, emotions, and life goals

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21
Q

UX Researchers

A

A type of researcher that conducts studies or interviews to learn about the users of a product and how people use a product.

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22
Q

UX Writers

A

Create the language that appears through a digital product, like websites or mobile apps

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23
Q

Visual Designers

A

Focus on how the product or technology looks

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24
Q

Wireframe

A

An outline or a sketch of a product or a screen

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25
Accessibility
The design of products, devices, services, or environments for people with disabilities
26
Alternative text (alt text)
Text that helps translate something visual, such as an image or graph, into a description that can be read by screen readers
27
Assets
Everything from the text and images to the design specifications, like font style, color, size, and spacing
28
Assistive technology
Any products, equipment, or systems that enhance learning, working, and daily living for people with disabilities.
29
Bias
Favoring or having prejudice against something based on limited information
30
Brand Identity
The visual appearance and voice of a company
31
Call-to-action (CTA)
A visual prompt that tells the user to take action, like to click a button
32
Color modification
Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode
33
Define
The phase of Design Thinking that involves leveraging the insights gained during the empathize phase to identify the problem you’ll solve with your design
34
Design Agency
A one-stop shop for the look of brands, products, and services
35
Design Thinking
A UX design framework that focuses on the user throughout all five phases: empathize, define, ideate, prototype, and test.
36
Digital Literacy
A user's level of ability related to using digital information and technologies
37
Empathize
The phase of Design Thinking that involves getting to know your user through research
38
Equality
Providing the same amount of opportunity and support
39
Equity-focused design
Designing for groups that have been historically underrepresented or ignored when building products
40
Framework
Framework: Creates
41
Freelancers
Designers who work for themselves and market their services to businesses to find customers
42
Ideate
The phase of Design Thinking that involves brainstorming all potential solutions to the user’s problem
43
Ideation
The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them
44
Inclusive design
Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender
45
Information Architecture
The framework of a website or how it’s organized, categorized, and structured
46
Insight
An observation that helps you understand the user or their needs from a new perspective
47
Iterate
Revise the original design to create a new and improved version
48
Iterate
The medium that users experience your product on
49
Product
A good, service, or feature
50
Production designers
Make sure the first and final designs match the finished project materials and that the assets are ready to be handed off to the engineering team
51
Responsive web design
A design approach that allows a website to change automatically depending on the size of the device
52
Screen reader
Software that reads aloud any on-screen text, interactive elements, or alternative text
53
Speech to text
Software that allows users to compose text by speaking into their device
54
Switch device
An assistive technology device that replaces the need to use a computer keyboard or a mouse
55
Test
The phase of Design Thinking that involves facilitating and observing user tests with your design prototypes
56
Universal design:
The process of creating one product for users with the widest range of abilities and in the widest range of situations
57
User-centered design
Puts the user front-and-center
58
Voice control
Allows users to navigate and interact with the buttons and screens on their devices using only their voice
59
Bias
Favoring or having prejudice against something based on limited information
60
Brand Identity
The visual appearance and voice of a company
61
Design Agency
A one-stop shop for the look of brands, products, and services
62
Design Sprint
A time-bound process, with five phases typically spread over five full 8-hour days. The goal of design sprints is to answer critical business questions through designing, prototyping, and testing ideas with users
63
Digital Literacy
A user's level of ability related to using digital information and technologies
64
Equity-focused design
Designing for groups that have been historically underrepresented or ignored when building products
65
Retrospective
A collaborative critique of the team’s design sprint
66
Sprint Brief
A document that you share with all your attendees to help them prepare for the sprint
67
Confirmation Bias
Occurs when you start looking for evidence to prove a hypothesis you have
68
Digital Literacy
A user's level of ability related to using digital information and technologies
69
False consensus bias
The assumption that others will think the same way as you do
70
Foundational research
Answers the questions: What should we build? What are the user problems? How can we solve them?
71
Implicit bias
The collection of attitudes and stereotypes you associate with people without your conscious knowledge
72
Inclusive design
Making design choices that take into account personal identifiers like ability, race, economic status, language, age, and gender
73
Insight
An observation that helps you understand the user or their needs from a new perspective
74
Key Performance Indicators (KPIs)
Critical measures of progress toward an end goal
75
Primacy bias
Remembering the first user more than others
76
Post-launch research
Answers the question: Did we succeed?
77
Qualitative research
Focuses observations on why and how things happen
78
Quantitative research
Focuses on data that can be gathered by counting or measuring
79
Recency bias
Most easily remembering the last thing you heard
80
Sunk cost fallacy
The idea that the deeper we get into a project we’ve invested in, the harder it is to change course