Google UX Design key terms
Google UX Design · Get comfortable with the vocabulary.
- User-centered design
- Related: Empathy map, Usability
A process that places the needs, goals, and limitations of the people who will use a product at the center of every design decision, validated through research rather than assumed by the designer.
- Design thinking
- Related: Empathize, Ideation, Low-fidelity prototype
A five-stage, iterative problem-solving framework-empathize, define, ideate, prototype, test-used to move from understanding users to validating solutions, with looping back between stages as learning occurs.
- UX vs. UI
- Related: Design system, Usability
UX covers the whole experience and the reasoning behind it, while UI concerns the visual and interactive surface-layout, color, type, and controls-through which that experience is delivered.
- Usability
- Related: User-centered design, Usability test
The degree to which a product lets a specific set of users achieve their goals effectively, efficiently, and with satisfaction in a given context of use.
- Equity-focused design
- Related: Universal design, Accessibility
Designing for groups that have historically been overlooked, deliberately providing support proportional to a group's needs so that outcomes, not just access, become fairer.
- Universal design
- Related: Accessibility, Equity-focused design
Creating one solution that works for the widest possible range of people, regardless of ability, age, or circumstance, rather than adding accommodations after the fact.
- Accessibility
- Related: Universal design, Color contrast
The practice of making products perceivable, operable, understandable, and robust for people with disabilities, commonly guided by WCAG contrast, keyboard, and screen-reader requirements.
- Empathize
- Related: User interview, Empathy map, Design thinking
The first design-thinking stage, in which the team observes and interviews real users to understand their context, emotions, and unmet needs before proposing any solution.
- User interview
- Related: Leading question, Empathize
A moderated conversation in which open-ended questions elicit a participant's behaviors, motivations, and frustrations, ideally without leading the participant toward a preferred answer.
- Empathy map
- Related: User persona, Empathize
A four-quadrant synthesis tool-says, thinks, does, feels-that organizes interview observations into a shared picture of a user group and exposes gaps the team still needs to research.
- User persona
- Related: Empathy map, Problem statement
A fictional but research-grounded profile of a representative user, capturing goals, frustrations, and context, used to keep decisions focused on real people rather than the team's own preferences.
- Problem statement
- Related: User persona, Ideation
A concise, human-centered description of whose need is unmet and why it matters, written without naming a solution so that the team can explore multiple directions.
- User journey map
- Related: Pain point, User flow
A visual timeline of the steps a user takes to reach a goal, annotated with actions, thoughts, and emotional highs and lows, revealing where friction occurs across the whole experience.
- Ideation
- Related: How Might We, Crazy Eights, Design thinking
The divergent stage in which the team generates many varied candidate solutions-through brainstorming, Crazy Eights, or How Might We prompts-before converging on ideas worth prototyping.
- How Might We
- Related: Problem statement, Ideation
A reframing technique that turns a problem statement into an open question starting with those three words, inviting many possible solutions without implying a single correct answer.
- Crazy Eights
- Related: Ideation, Low-fidelity prototype
A timed sketching exercise in which each participant draws eight distinct ideas in eight minutes, forcing quantity over polish so that unexpected directions surface quickly.
- Pain point
- Related: User journey map, Problem statement
A specific friction, frustration, or unmet need a user encounters while pursuing a goal, which a design should reduce or remove.
- User flow
- Related: Information architecture, Wireframe
A diagram of the sequence of screens and decisions a user passes through to complete a task, used to plan navigation and spot dead ends before visual design begins.
- Information architecture
- Related: User flow, Sitemap
The organization, labeling, and structural hierarchy of content and features so that users can find what they need and predict where things live.
- Wireframe
- Related: Low-fidelity prototype, Mockup
A simplified, low-detail layout showing placement of elements, hierarchy, and structure without final colors, imagery, or typography, meant to be fast and cheap to change.
- Low-fidelity prototype
- Related: Wireframe, Usability test
A clickable or paper-based version of a design with minimal detail, used to test structure and flow with users early, when changes are inexpensive.
- Mockup
- Related: Wireframe, High-fidelity prototype, Design system
A static, high-fidelity visual representation of a screen that shows final typography, color, imagery, and spacing but does not yet include working interactions.
- High-fidelity prototype
- Related: Mockup, Usability test
An interactive model closely matching the final product in visuals and behavior, used to test realistic flows and to hand off precise specifications to developers.
- Usability test
- Related: Think-aloud protocol, Usability
A moderated or unmoderated session in which representative users attempt realistic tasks while observers record successes, errors, and comments, revealing where the design fails.
- Think-aloud protocol
- Related: Usability test, Moderator
A research technique in which participants speak their thoughts continuously while working, exposing expectations and confusion that silent observation would miss.
- Moderator
- Related: Think-aloud protocol, Leading question
The researcher who runs a usability session: welcoming the participant, reading tasks neutrally, probing with open questions, and avoiding cues that reveal the expected answer.
- Leading question
- Related: User interview, Moderator
A question phrased so that it suggests or encourages a particular answer, biasing research data; neutral wording such as 'How was that?' avoids it.
- Research plan
- Related: Usability test, Recruiting screener
A document stating the study's goals, research questions, methods, participant criteria, timeline, and how findings will be shared, agreed before data collection starts.
- Recruiting screener
- Related: Research plan, User interview
A short survey used to filter applicants so that study participants match the target user profile while excluding people who would bias results, such as competitors or experts.
- Affinity diagram
- Related: Usability test, Insight
A synthesis method in which observations are written on separate notes and clustered by theme, turning scattered qualitative data into grouped, named findings.
- Insight
- Related: Affinity diagram, Pain point
A meaningful, actionable conclusion drawn from research data-often explaining why users behave as they do-that can directly inform a design decision.
- Design system
- Related: Component, Mockup
A shared library of reusable components, styles, and usage rules that keeps screens consistent and speeds up collaboration between designers and developers.
- Component
- Related: Design system, Auto layout
A reusable, self-contained interface element-such as a button or card-with defined variants and states, assembled into screens rather than redrawn each time.
- Auto layout
- Related: Component, Responsive design
A Figma feature that makes frames resize and reposition their children automatically as content or screen size changes, supporting consistent spacing and responsive behavior.
- Responsive design
- Related: Breakpoint, Mobile-first design, Auto layout
An approach that lets one layout adapt fluidly across screen sizes using flexible grids, relative units, and breakpoints, so content remains readable and usable everywhere.
- Breakpoint
- Related: Responsive design, Mobile-first design
A specified viewport width at which a layout changes-for example, switching from a stacked mobile column to a multi-column desktop grid-to preserve usability.
- Mobile-first design
- Related: Breakpoint, Responsive design
Designing the smallest screen and tightest constraints first, then progressively adding features and layout complexity for larger viewports, which forces clear content priorities.
- Color contrast
- Related: Accessibility, Design system
The measurable difference in luminance between text and its background; sufficient contrast is required for readability and is a core accessibility check for every design.
- Portfolio case study
- Related: Insight, High-fidelity prototype
A structured narrative of a project covering the problem, research, decisions, prototypes, testing, and outcomes, showing an employer how a candidate thinks, not just what they made.