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Glossary · 95 terms

Design and research terms, in plain English

The vocabulary of product design teams, user research and A/B testing, explained without jargon. Each entry gives you a one-line answer first, then the detail, an example and the mistake people most often make with it.

01

Roles and teams

Who does design work, how teams are shaped, and how big they should be.

02

Design and product work

The activities that fill a design or product week, from discovery to launch.

03

Value and outcomes

What design work buys a business, and how to tell a real number from folklore.

04

Research methods

Ways to learn how people think and behave before you build.

05

Experimentation

Testing changes with real traffic, and reading the result honestly.

A

B

C

Card sorting

A research method where participants group a set of items into categories that make sense to them, to inform how a site or app is organised.

Research methods

Closed card sort

A card sort where participants place items into categories you have already defined. It tests whether a proposed structure makes sense.

Research methods

Company stage

Where a company is in its life, from finding product-market fit to running many teams on one product. Each stage needs a different design team.

Roles and teams

Competitive analysis

Studying how competitors and adjacent products solve the same problem, to learn what users already expect and where there is room to differ.

Design and product work

Component library

A collection of reusable interface building blocks, such as buttons, inputs and cards, available in design files and in code.

Design and product work

Confidence interval

A range of plausible values for the true effect of a change, such as 'conversion up by between 0.4 and 2.1 per cent'.

Experimentation

Consistency

Similar things looking and behaving the same way across a product, so people can apply what they learned in one place everywhere else.

Value and outcomes

Conversion rate

The percentage of people who complete a goal, such as buying, signing up or upgrading, out of everyone who could have.

Value and outcomes

Correlation vs causation

Two things moving together (correlation) does not prove that one causes the other (causation). Only a controlled test can show cause.

Value and outcomes

Cost of change

The idea that a problem costs more to fix the later it is found: little in design, more in development and most after release.

Value and outcomes

Craft

The quality of the making itself: how well a design is executed in its detail, from spacing and type to motion, copy and edge cases.

Design and product work

Customer satisfaction (CSAT)

A measure of how happy customers are with a product or interaction, usually the share who rate it 4 or 5 on a five-point scale.

Value and outcomes

D

De-risking

Reducing the chance that a product bet fails, by testing its riskiest assumptions before investing heavily in it.

Value and outcomes

Delivery velocity

How quickly a team turns decisions into shipped work. Design affects it through clear specs, shared components and fewer late changes.

Value and outcomes

Dendrogram

A tree diagram from card sort analysis that shows how items cluster, from pairs that almost everyone grouped together up to broad sections.

Research methods

Design critique

A structured session where designers review each other's work against its goals, to improve it before it ships.

Design and product work

Design debt

The accumulated cost of shortcuts and inconsistencies in a product's design, which makes every future change slower and the experience worse.

Value and outcomes

Design handoff

Passing a design to engineering with everything needed to build it: specs, states, assets, behaviour and the reasoning behind decisions.

Design and product work

Design manager

The person responsible for a team of designers: their growth, their hiring and the quality bar, rather than designing screens themselves.

Roles and teams

Design maturity

How well a company uses design: from treating it as decoration at the end, to involving it in strategy from the start.

Roles and teams

Design QA

Checking the built product against the design before it ships, to catch differences in layout, behaviour, content and states.

Design and product work

Design ROI

The business return from investing in design, such as higher conversion, lower support costs or faster delivery, compared with what the design work cost.

Value and outcomes

Design system

A shared set of reusable components, patterns, rules and documentation that teams use to build a product consistently.

Design and product work

Design systems designer

A designer whose users are other designers and engineers: they build and maintain the shared components and rules a whole product is made from.

Roles and teams

Design tokens

Named values for basic design decisions, such as colours, font sizes and spacing, shared between design files and code.

Design and product work

Designer-to-engineer ratio

How many engineers each designer supports. It is the most common starting point for deciding how big a design team should be.

Roles and teams

Diminishing returns

Each extra unit of effort adds less value than the one before. The tenth hour of research in a week teaches you less than the first.

Value and outcomes

Directness

In tree testing, the share of participants who reached the answer without going back up the tree. It shows how confidently people found it.

Research methods

Domain expert (SME)

Someone who knows what correct looks like in a specialised field, such as medicine, tax or airline pricing, and checks that the product gets it right.

Roles and teams

Double-barrelled question

A question that asks about two things at once, such as 'Was the app fast and easy to use?', so a single answer cannot be interpreted.

Research methods

E

F

G

H

I

K

L

M

O

P

P-value

The probability of seeing a difference at least as large as the one you observed if there were actually no difference between the versions.

Experimentation

Product analyst

An analyst who turns product data and requirements into decisions a squad can act on: metrics, analyses, user stories and the read-out of experiments.

Roles and teams

Product backlog

The ordered list of work a team could do next, with the most valuable items at the top and ready to start.

Design and product work

Product designer

A designer who owns the end-to-end experience of a product area, from understanding the problem through to checking what engineering built.

Roles and teams

Product discovery

The work of deciding what to build: understanding the problem, the people who have it and whether a solution is worth building, before committing engineering time.

Design and product work

Product manager (PM)

The person accountable for whether a product area moves its business metric: they decide which problems to solve, in what order, and check that it worked.

Roles and teams

Product owner (PO)

The person who owns one squad's backlog: they turn the roadmap into user stories and acceptance criteria and decide what goes into each sprint.

Roles and teams

Product roadmap

A plan of what a product team intends to work on and roughly when, and the reasoning for choosing those problems over others.

Design and product work

Product trio

The product manager, designer and tech lead who share responsibility for what a team builds and why.

Roles and teams

Prototyping

Building a working simulation of a design, from paper sketches to clickable mockups, to test an idea before it is built for real.

Design and product work

R

S

T

U

V

Rather put these ideas to work?

The free tools use most of these terms in practice: plan a design team, run a card sort or tree test, check your survey questions, or read an A/B test properly.

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