Glossary of Terms
By Pritesh Yadav 4 min read —
Plain-language definitions for the core vocabulary used across this guide. Skim it now; return whenever a term feels fuzzy.
- Product sense
- The skill of judging what to build and why it matters to a real person, before and during the build.
- User empathy
- The ability to see and feel a product from the user's point of view — their goal, confusion, and fear — rather than your own.
- Affordance
- What an object lets you do; a button affords pressing, a slider affords dragging — the action it physically or visually invites.
- Signifier
- The visible cue that tells you an affordance exists, like an underline that says "this text is a link" or a handle that says "drag me."
- Mental model
- The picture in a user's head of how something works; software feels obvious when it matches that picture and confusing when it fights it.
- Gulf of execution
- The gap between what the user wants to do and figuring out how to do it in the interface ("How do I refund this order?").
- Gulf of evaluation
- The gap between the system doing something and the user understanding that it happened ("Did my changes actually save?").
- Jobs To Be Done (JTBD)
- The idea that people "hire" a product to make progress in their lives, so you design for the goal, not the feature.
- Cognitive load
- The total mental effort a screen demands; the more a user must hold in their head, the harder the product feels.
- Hick's Law
- The more choices you show, the longer a decision takes — so trim or stage the options.
- Miller's Law
- People can hold only about seven (give or take two) items in short-term memory at once, so group and chunk information.
- Fitts's Law
- The bigger and closer a target, the faster and easier it is to hit — make important buttons large and reachable.
- Jakob's Law
- Users spend most of their time on other products, so they expect yours to work like the ones they already know.
- Recognition vs recall
- It is far easier to recognize an option that is shown than to recall it from memory — so show choices instead of expecting users to remember them.
- Progressive disclosure
- Showing only what is needed now and revealing advanced options later, so beginners aren't overwhelmed and experts aren't blocked.
- Heuristic evaluation
- Reviewing an interface against a short list of usability rules of thumb (like Nielsen's ten) to catch problems without a full study.
- Friction
- Anything that slows a user down or makes a task feel harder — extra steps, vague labels, forced decisions, or waiting.
- Dogfooding
- Using your own product the way a real user would, so you feel its rough edges firsthand.
- Dark pattern
- A design that tricks or pressures users into actions against their interest, like a hidden unsubscribe or a sneaky pre-checked box.
- Peak-end rule
- People judge an experience mostly by its most intense moment and its ending, not its average — so design strong peaks and clean endings.
- Curse of knowledge
- Once you know how something works, you can't imagine not knowing — which makes experts blind to what confuses beginners.
- Constraint
- A deliberate limit that prevents errors by making the wrong action impossible, like greying out "Submit" until a form is valid.
- Default
- The pre-set choice a user gets without doing anything; a good default is what 90% of people want, so most never have to configure.
- Discoverability
- How easily a user can find a feature or figure out what's possible without being told.
- Feedback
- The system's response that confirms an action happened, in plain language ("Saved" not "200 OK").
- The Mom Test
- A way of interviewing users about their real past behavior, never your idea, so even your mom couldn't accidentally lie to you.
- Emotional design
- Shaping how a product feels — trust, calm, delight — not just whether it works.