Google UX Design study materials
Google UX Design study resources

Google UX Design key terms

Google UX Design · Get comfortable with the vocabulary.

User-centered design

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.

Related: Empathy map, Usability
Design thinking

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.

Related: Empathize, Ideation, Low-fidelity prototype
UX vs. UI

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.

Related: Design system, Usability
Usability

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.

Related: User-centered design, Usability test
Equity-focused design

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.

Related: Universal design, Accessibility
Universal 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.

Related: Accessibility, Equity-focused design
Accessibility

The practice of making products perceivable, operable, understandable, and robust for people with disabilities, commonly guided by WCAG contrast, keyboard, and screen-reader requirements.

Related: Universal design, Color contrast
Empathize

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.

Related: User interview, Empathy map, Design thinking
User interview

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.

Related: Leading question, Empathize
Empathy map

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.

Related: User persona, Empathize
User persona

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.

Related: Empathy map, Problem statement
Problem statement

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.

Related: User persona, Ideation
User journey map

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.

Related: Pain point, User flow
Ideation

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.

Related: How Might We, Crazy Eights, Design thinking
How Might We

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.

Related: Problem statement, Ideation
Crazy Eights

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.

Related: Ideation, Low-fidelity prototype
Pain point

A specific friction, frustration, or unmet need a user encounters while pursuing a goal, which a design should reduce or remove.

Related: User journey map, Problem statement
User flow

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.

Related: Information architecture, Wireframe
Information architecture

The organization, labeling, and structural hierarchy of content and features so that users can find what they need and predict where things live.

Related: User flow, Sitemap
Wireframe

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.

Related: Low-fidelity prototype, Mockup
Low-fidelity prototype

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.

Related: Wireframe, Usability test
Mockup

A static, high-fidelity visual representation of a screen that shows final typography, color, imagery, and spacing but does not yet include working interactions.

Related: Wireframe, High-fidelity prototype, Design system
High-fidelity prototype

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.

Related: Mockup, Usability test
Usability test

A moderated or unmoderated session in which representative users attempt realistic tasks while observers record successes, errors, and comments, revealing where the design fails.

Related: Think-aloud protocol, Usability
Think-aloud protocol

A research technique in which participants speak their thoughts continuously while working, exposing expectations and confusion that silent observation would miss.

Related: Usability test, Moderator
Moderator

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.

Related: Think-aloud protocol, Leading question
Leading question

A question phrased so that it suggests or encourages a particular answer, biasing research data; neutral wording such as 'How was that?' avoids it.

Related: User interview, Moderator
Research plan

A document stating the study's goals, research questions, methods, participant criteria, timeline, and how findings will be shared, agreed before data collection starts.

Related: Usability test, Recruiting screener
Recruiting screener

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.

Related: Research plan, User interview
Affinity diagram

A synthesis method in which observations are written on separate notes and clustered by theme, turning scattered qualitative data into grouped, named findings.

Related: Usability test, Insight
Insight

A meaningful, actionable conclusion drawn from research data-often explaining why users behave as they do-that can directly inform a design decision.

Related: Affinity diagram, Pain point
Design system

A shared library of reusable components, styles, and usage rules that keeps screens consistent and speeds up collaboration between designers and developers.

Related: Component, Mockup
Component

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.

Related: Design system, Auto layout
Auto layout

A Figma feature that makes frames resize and reposition their children automatically as content or screen size changes, supporting consistent spacing and responsive behavior.

Related: Component, Responsive design
Responsive design

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.

Related: Breakpoint, Mobile-first design, Auto layout
Breakpoint

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.

Related: Responsive design, Mobile-first design
Mobile-first design

Designing the smallest screen and tightest constraints first, then progressively adding features and layout complexity for larger viewports, which forces clear content priorities.

Related: Breakpoint, Responsive design
Color contrast

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.

Related: Accessibility, Design system
Portfolio case study

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.

Related: Insight, High-fidelity prototype