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framework
Glossary

UX and product terms

Short, plain-language definitions. Each one links to the lesson where it's explained in depth.

A

A/B test
Showing two versions to different users at random to see which performs better on a chosen metric.
Action line
In the Fogg model, the curve above which a prompt leads to the behaviour and below which it fails. Fogg Behavior Model →
Activation
The moment a new user first gets real value from a product — their “aha” moment. AARRR Pirate Metrics →
Affinity mapping
Grouping research notes into themes to find patterns. Double Diamond →
Assumption test
A small, fast experiment that checks whether something must be true for a solution to work. Opportunity Solution Tree →

B

Black hat / white hat
In Octalysis, drives that create urgency (black) versus drives that make people feel good and in control (white). Octalysis →

C

Cohort
A group of users who share a starting point, such as signing up in the same week. Used to measure retention fairly.
Converge / diverge
Narrowing down to the best option versus opening up to many options. Double Diamond →
Core drive
One of the 8 basic motivations in Octalysis. Octalysis →

D

Dark pattern
A design that tricks people into doing things they didn't intend, like hidden fees or fake scarcity.
Delighter
A feature people don't expect but love when they find it. Called “attractive” in the Kano Model. Kano Model →

E

Emotion curve
A line on a journey map showing how a person feels at each stage. Customer Journey Map →
Extrinsic / intrinsic motivation
Doing something for a reward versus doing it because it's enjoyable in itself.

F

Fake-door test
Showing a button for a feature that doesn't exist yet to measure interest before building it. Opportunity Solution Tree →
Forces of progress
Push, pull, anxiety and habit — the forces that decide whether someone switches to a new solution. Jobs To Be Done →

H

Heuristic evaluation
An expert review of an interface against a set of usability principles. Nielsen's 10 Heuristics →
How might we (HMW)
A question format that turns a problem into an invitation for ideas. Double Diamond →

I

Internal trigger
A feeling or situation that prompts someone to use a product without an external reminder. Hooked Model →

J

Job story
When [situation], I want to [motivation], so I can [outcome]. Jobs To Be Done →

M

Must-be
A basic feature people expect; missing it causes frustration, having it earns no praise. Kano Model →

O

Opportunity
A customer need, pain point or desire discovered through research. Opportunity Solution Tree →
Outcome vs. output
An outcome is a change in behaviour or results; an output is the thing you ship. Opportunity Solution Tree →

P

Persona
A research-based description of a type of user, used to keep their needs in mind.
Point of view (POV)
[User] needs [need] because [insight] — a statement that frames the problem. Design Thinking →
Prompt
The cue that tells someone to act now. Can be a spark, a facilitator or a signal. Fogg Behavior Model →

R

Retention
The share of users who keep coming back over time. AARRR Pirate Metrics →

S

Service blueprint
A journey map extended with the staff, systems and processes behind each step. Customer Journey Map →
Severity rating
A 0–4 score for how serious a usability problem is. Nielsen's 10 Heuristics →
Signal
In HEART, a user behaviour or attitude that shows whether a goal is being met. HEART Metrics →
SUS score
A 0–100 usability score from the 10-item System Usability Scale. 68 is average. System Usability Scale →

U

Usability test
Watching real people try to complete tasks with a design to find problems.

V

Variable reward
A reward that changes each time, which keeps people checking. Hooked Model →