
Glossary of CPUX terms and definitions
All definitions are authored by the UXQB unless specified below; other definitions are direct quotations unless specified as:
- Inspired by – at a conceptual level, the source has provided inspiration for a description, definition or explanation.
- Adapted from – the meaning remains the same but slight changes have been made to paraphrase or reflect the context.
A
A/B testing
A way to test changes to the design of an interactive system against the current design and determine which changes produce positive results.
Accessibility
The extent to which an interactive system enables users to interact with it effectively, efficiently and with satisfaction, regardless of their level of vision, hearing, dexterity, cognition, physical mobility, etc.
Accessibility evaluation
A process through which information about the accessibility of an interactive system is gathered in order to improve the accessibility of the interactive system, usually a usability inspection.
Action
A specific activity the user performs or initiates in the user interface to achieve a goal (intended outcome). Different actions may become necessary across the subtasks performed to achieve a goal.
Adaptive design
A development approach that employs several static, tailor-made layouts. The appropriate layout is selected and displayed based on the screen width of the device used to view it.
Administrator
A person who administers the usability tests.
Aesthetic and minimalist design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
Aesthetics of interaction
Results from the harmony between the execution of actions by the user and the intended experience during the interaction.
Affinity diagram
A structured format for documenting results from the analysis of qualitative data. Ideas or statements belonging together are sorted into groups in a bottom-up fashion, with each group assigned a heading. The grouping and subsequent naming of related groups make up the typical structure.
Affinity diagramming
A hierarchical technique for organising and grouping the issues and insights across large quantities of qualitative data and showing it in a visual display, usually posted on the wall of a room.
Affordance
An aspect of an object that makes it obvious how the object can be used.
Agile usability evaluation
A usability evaluation approach that is suited to a development process where working but incomplete software is delivered early and frequently.
Analysis of usability findings
The process that extracts usability findings from observations during usability test sessions.
Annotation
A note in the form of a commentary on a design decision, which is inserted directly, for example, in a prototype. It may contain both specific
As-is scenario
A narrative text description of how a user currently completes one or more tasks in the current context of use.
CPUX-UR: As-is scenarios describe the current context of use and serve as a basis for identifying user needs and deriving user requirements.
Assistive technology
Software or hardware that can be added to an interactive system to support users with specific impairments in performing tasks.
Avoidance of harm from use
The extent to which negative consequences to health, safety, finances or the environment that result from use of the interactive system are minimised.
B
Behaviour pattern
A standardised recurring approach to completing tasks which guides a multitude of human decisions and stands in contrast to the concepts of rational decisions.
Bias
Inclination or prejudice for or against a person or system in a way considered to be unfair.
Briefing
The first activity in an interview or a usability test session where the participant is informed about the purpose of the interview or usability test and what their role and contribution will be.
Briefing (Usability Test)
The first activity in a usability test session where the test participant is informed about the purpose of the usability test and what their role and contribution will be.
Business goal
An achievable outcome for an organisation that is typically broad and long-term.
Business objective
A specific, measurable target for an organisation to achieve a business goal.
Business strategy
A long-term plan for helping the business achieve specific business goals.
Business value
All forms of value that determine the health and well-being of the organisation in the long run.
C
Card sorting
A method for structuring information – such as menus in a navigation structure – that involves writing key concepts onto different cards and asking users to sort these cards into groups.
CPUX-DS: Card sorting can be used to identify existing mental models of the user and validate the information architecture. A card sorting activity can be either open (where users create terms and categories themselves) or closed (where users sort terms according to prescribed categories).
Centralised HCD model
An organisational HCD model where UX professionals report to a UX manager, but receive specific requests from a product team where they work as temporary internal consultants.
Classic context of use analysis
A systematic approach to context of use analysis where context of use information is initially collected without making any assumptions. User needs are then identified, and user requirements are derived from the user needs.
Classification and rating of usability finding
Measure that helps to understand a usability problem by showing what kind of problem it is, how serious it is and what impact it has on users.
Closed question
An interview question that requires an answer from a predetermined set of alternatives.
Closed usability test task
A usability test task that defines the goal of the task in detail.
Clue
Information in a usability test task that is unknown to most test participants and inadvertently helps them to solve the task.
Co-discovery
A usability test session where two test participants carry out usability test tasks together.
Cognitive walkthrough
A usability inspection of a user interface in the context of one or more specific user tasks.
Communication of usability findings
The process of informing stakeholders and others about the usability findings from a usability test.
Communicator
A user experience professional who communicates the usability findings from a usability test, for example by moderating a KJ-session or by writing and presenting the usability test report.
Competency need
A user need for a user group to possess a specific competency or skill.
Conceptual model
The designer’s understanding of how each user’s task should be performed and supported by the interactive system.
Conceptual modelling
An activity that determines the task models for design, the interaction specifications, the task objects and their attributes, and the executable functions, and transforms them into tangible use scenarios for evaluation with users and other stakeholders.
Confidence interval
An estimate of a range of values that includes the true value.
Confirmation to test participant
Short, usable information that is sent to the test participant ahead of the usability test session by email or letter.
Conformity with user expectations
The interactive system’s behaviour is predictable based on the context of use and commonly accepted conventions in this context.
Consensual agreement
A process for reaching a consensus decision with a party; for example, the stakeholders. Making a decision does not require the explicit approval of each individual, but it does depend on the there being no strong disapproval. It does not need any formal or symbolic acts to cement the obligation.
Consistency
The same information is presented in the same way throughout the interactive system, in accordance with the user’s expectation.
Constructed information
Information that is derived from empirical information.
Context of use
A combination of users, goals and tasks, resources and environments.
CPUX-UR: It specifically describes the components of the context of use that are relevant for the use of the interactive system.
Context of use analysis
The process of planning, gathering, and documenting authentic context of use information, identifying the user needs contained within them, and specifying user requirements.
Context of use description
A set of deliverables describing the users, goals, tasks, resources and environments identified through the analysis of observations, contextual interviews, focus groups and user surveys.
Context of use for design
A subset of the context of use, used as a basis for the design of an interactive system.
Context of use information
Part of a context of use description containing user needs.
Contextual interview
An interview that takes place at the location where users usually perform tasks related to the interactive system.
Controllability
The interactive system allows the user to maintain control of the user interface and the interactions, including the speed and sequence and individualisation of the user-system interaction.
Conversion rate
The number of visitors to an online service that achieve a goal desired by the organisation out of the total number of visitors.
CPRE
The “Certified Professional for Requirements Engineering” certificate from IREB e.V.
Creation of usability test tasks
The process of writing and improving usability test tasks.
Cultural probe
A specific case of observation where the user observes themself and collects “probes” (traces) of their activity in the context of use, which they then provide for analysis, for example, photos, notes and sketches.
Customer journey map
A graphical or tabular description of all encounters customers have with a product, service brand, or company, covering all touchpoints that influence the customer experience, making the over-all customer experience tangible for others.
D
Dark pattern
A method of persuasive design to manipulate users into performing actions that run counter to the interests of users and primarily serve the interests of system designers or providers.
Data Privacy
The protection of any personal data that test participants disclose in the context of a usability test session – when arranging the session, during the session and afterwards.
Data Privacy Statement (DPS)
A statement that discloses the ways an organisation gathers, uses, discloses, and manages a test participant’s data.
Debriefing
An activity in a usability test session where the test participant answers questions about their general impression of the interactive system’s usability.
Decentralised HCD model
An organisational HCD model where UX professionals are permanent members of product teams.
Default
A setting pre-selected by the system unless the user explicitly changes it.
Derogative task
A usability test task that asks the test participant to pretend that he or she sometimes behaves foolishly.
Design activity
A step in the multistep process of Designing Solutions. Each step focuses on specific design decisions.
Design Darwinism
An approach in which different variants of work products are created in parallel and the best solution prevails against other solutions through several continuous iterations involving different parties (the internal team, users, and other stakeholders).
Design debt
The additional cost of rework caused by rushing a compromised solution rather than taking the time to produce an appropriate solution.
Design decision
A decision made during the execution of design activities regarding the interaction of the user with the user interface.
Design pattern
A solution to a commonly occurring design problem within a given context of use that describes the design problem, a general solution and examples of how to apply it.
Design thinking
A systematic approach to solution finding for complex problems of all areas of life, focussing on human values before considering technological or business constraints. It is a tool to tackle the unknown and is as such used to create products, services, or process innovations.
Designing solutions
A field of action within human-centred design where solutions are designed based on the results of context of use analysis, to meet user requirements.
DesignOps
Processes, tools and skills that support designers in creating consistent, quality designs.
Dialogue step
Each individual action of the user (making a choice, making an input) and the resulting reaction at the user interface.
Diary study
A specific case of observation in which participants record specific events, feelings, behaviours and interactions into a mobile app or paper diary to provide insight into the user experience of an interactive system.
Disability
A physical or mental impairment which has a substantial and long-term adverse effect on that person’s ability to carry out normal day-to-day activities.
Disaster rate
The percentage of all attempts to solve a usability test task that are disastrous.
Discount usability test
A qualitative usability test where the usability tester puts emphasis on keeping costs down without compromising too much on the quality of the usability evaluation.
Documentation of design decisions
Written or other stored information that allows the consistent implementation and the re-use of successful design decisions or user interface elements.
Domain knowledge
System independent knowledge about tasks, processes, and people involved within a certain application field.
Domain-specific requirement
A requirement that defines the attributes of a correct and complete output of a task.
E
Effectiveness
The accuracy and completeness with which users achieve specified goals.
Efficiency
The resources used in relation to the results achieved.
Empathy
The ability to understand and share the feelings of the test participant.
Empirical information
Factual information that has been collected in the context of use through contextual interviews or observations.
Environment
The physical, social and technical conditions in which a user interacts with an interactive system.
CPUX-UR: It describes all of the circumstances or conditions under which a user performs their tasks.
Error culture
The handling of errors and their consequences.
Ethical design
A behavioural principle that prioritises user needs over personal or organisational objectives.
Ethical rule
A statement that describes a commonly accepted norm for decent behaviour.
Evaluation method
A section in a usability test report that describes how the usability test was conducted.
Executable function
A means in the user interface that allows users to create a task object, modify a task object, or gather specific information contained in a task object.
Executive summary
A section in a usability test report that provides a brief overview of what was usability tested and the most important usability findings from the usability test.
Explicit approach
An approach when designing user interfaces where important design decisions are explicitly formulated or documented. Design decisions are documented in the form of a user interface specification or annotations of prototypes so that they can be traced, implemented, and reused by third parties.
Eye tracking
Tracking and recording test participants’ eye movement during a usability test.
F
Failure rate
The percentage of all attempts to solve a usability test task that are failures.
Feedback culture
An organisational culture where every co-worker’s feedback to another co-worker or team is acknowledged, appreciated and considered seriously no matter where they may fall on the organisational chart.
Focus group
A moderated discussion of predetermined subjects and questions between members of one or more user groups.
Formative evaluation
The process through which information about the usability of an interactive system is gathered in order to improve the interactive system.
G
Gestalt laws
Rules that describe how people perceive individual shapes – lines, surfaces, edges, colours – as a single unit, due to shared characteristics such as proximity and similarity.
Goal
The intended outcome.
Goal catalogue
A tabular display of all identified goals that are relevant for user behaviour in the context of use. Each goal associated with a valid user group or persona must be included. The goal catalogue helps verify whether relevant goals have been identified and described for a user group and identify any comprehension problems or gaps.
H
HCD evangelisation
A process where UX professionals promote UX and HCD internally and persuade co-workers that UX and HCD can be beneficial to meeting the co-workers’ business goals.
HCD infrastructure
The basic organisational structures, facilities, tools, staff, core knowledge and quality assurance standards needed for the operation of HCD in an organisation.
HCD maturity
The level of understanding and implementation of a systematic human-centred design process that helps an organisation to achieve business goals.
HCD maturity scale
A ranked measurement scale of HCD maturity levels that covers the full spectrum of HCD maturity levels from lowest to highest HCD maturity.
HCD strategy
A long-range plan for helping the business achieve specific business goals through HCD activities.
HCD tactic
The day-to-day HCD activities applied within a HCD strategy to reach a business objective.
Heuristic
A generally recognised rule of thumb that helps to achieve usability.
Heuristic >> Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
Heuristic >> Error prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
Heuristic >> Flexibility and efficiency of use
Accelerators – unseen by the novice user – may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
Heuristic >> Help and documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large.
Heuristic >> Help users recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
Heuristic >> Match between system and the real world
The interactive system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
Heuristic >> Recognition rather than recall
Minimise the user’s memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the interactive system should be visible or easily retrievable whenever appropriate.
Heuristic >> User control and freedom
Users often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
Heuristic >> Visibility of system status
The interactive system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
Heuristic evaluation
A usability inspection in which one or more evaluators compare an interactive system to a list of heuristics and identify where the interactive system does not follow those heuristics.
High-fidelity prototype
A prototype that mirrors the user interface of an interactive system as closely as possible, often displaying pixel-perfect user interface elements and visual design.
CPUX-DS: A high-fidelity protoytpe is a sophisticated work product for the evaluation of the user experience of the system’s screen design in the Refined design phase. It is a digital representation, usually created in only one version that resembles the product closely and may contain any number of detailed views, and includes interactivity and a navigational structure.
Honest interface
A user interface that considers the interests of users even over the (mostly economic) goals of the provider.
Human-centred design
An approach to design that aims to make interactive systems more usable by focusing on the use of the interactive system and applying human factors, ergonomics and usability knowledge and methods.
Human-centred quality
The extent to which requirements for usability, user experience, accessibility and avoidance of harm from use are met.
Human-centred quality objective
An intended outcome of the development of an interactive system for the user, relating to usability, accessibility, user experience, or avoidance of harm from use.
Hybrid HCD model
An organisational HCD model that comprises a central team for HCD infrastructure, combined with local dedicated UX teams embedded within autonomous product divisions.
I
Illusion of control
A feeling of control among users, even though they have little or no objective influence on the behaviour of the interactive system.
Immunisation trap
An unconsciously chosen approach for specifying requirements where, instead of being derived from user needs in the context of use and being independent of any solution, requirements represent known or imagined solutions.
Implicit design task
A design task that often is not mentioned in a project briefing, and goes beyond the immediate task-related design. Coherent implementation of implicit design tasks is essential for users to be able to achieve their goals, and therefore, it is the responsibility of the designer to address them.
Imprecise, hazy task
A usability test task whose goal is unclear, making it difficult to determine when the task is completed.
Inadvertent clue
An unintended hint provided by the moderator that helps a test participant to solve a usability test task.
Incentive
A reward or compensation that motivates a participant to participate in a usability test, in exchange for their effort and time.
Indirect user
A user who uses the output of the interactive system, but who does not interact directly with the interactive system.
Information architecture
The naming and structuring of the information that must be available to the user.
CPUX-DS: Based on the conceptual model.
Information design
Designing the presentation of meaningful information (text, labels, icons, symbols, etc.) to support the comprehensibility and interpretability of the contents presented in the task objects.
Informational need
A user need that states the specific information needed to complete a task.
Informed consent
Permission granted in full knowledge of the possible consequences.
Intellectual Property (IP)
The intangible results of creativity, such as patents, copyrights etc.
Interaction design
The design activity of structuring the user interface in views, pages / screens as well as determining the interaction sequences.
Interaction principles
General goals for the design of useful and usable user-system interactions.
CPUX-DS: The designer can use these principles from ISO 9241-110 and the recommendations contained to make appropriate design decisions from the viewpoint of appropriate interaction design.
Interaction sequence
The translation of dialogue steps specified in the interaction specification for each task into a sequence of interactions in a logical order in the user interface. If necessary, an interaction sequence will have multiple views which together represent the user interface structure.
Interaction specification
A specification of all dialogue steps to be enabled between the user and the intended interactive system adhering to the task model for design and the user requirements.
Interactive system
A combination of hardware, software and services that users interact with in order to achieve specific goals.
Intercultural usability testing
A form of usability testing in which a product is tested in different cultures. Various teams with representatives from relevant user groups are involved.
Intercultural user interface design
A process of adequately designing an interactive system considering the cultural aspects of the context of use.
Interface design
The selection, combination, arrangement, and the definition of the behaviour of user interface elements for all views as required for the interaction between user and user interface.
Interface metaphor
The attempt to match the user's prior knowledge with the functionality of the interactive system by activating specific domain knowledge directly through the user interface elements used and the type of interaction.
International usability test
A usability test that is conducted in several countries.
Internationalisation
The process of building up a platform for software application so that an interactive system can be adapted to various languages and regions without any change in the technical platform. Internationalisation is often abbreviated as I18N (18 letters between I and N).
Interview
A data-gathering method where carefully selected individuals are asked questions to gain a deep understanding of the context of use.
Interview checklist
A written list of suitable questions and cues used by an interviewer during an interview to make sure that all relevant topics are covered.
Interview guide
A written list of suitable questions and cues used by the interviewer during an interview to make sure that all relevant topics are covered.
Interview of test participant
An activity in a usability test session where the test participant answers questions about their background and previous experience with the interactive system and related interactive systems.
Invalid measurement
A usability test task measurement that cannot validly be included in the results of a quantitative usability test because of such reasons as equipment malfunction, software malfunction, procedural error, test participant error or irrelevant interruption.
Inverted pyramid approach
A guideline for the structuring of information within a text which states that the most important (often summarising) information should be placed at the beginning of the text, followed by supporting details and background information.
Involving stakeholders
A part of the process of making acceptance of usability problems smoother.
IREB
A non-profit organisation with the name “International Requirements Engineering Board e.V.” (IREB e.V.), publishes the curriculum for the “Certified Professional for Requirements Engineering” (CPRE).
Iterative process
An iterative process repeats steps in the human-centred design process until a usability evaluation of the user interface shows that the user requirements have been adequately met.
K
Kano scheme
A classification model for prioritising qualitative user requirements or functions of an interactive system (that might be derived from these requirements), from the users’ point of. view.
Key Performance Indicator (KPI)
A quantifiable measurement used to gauge an organisation's overall long-term performance.
Key usability test task
A usability test task whose easy completion is essential to the success of the product.
KJ-method
A brainstorm-based method for quickly establishing consensus among stakeholders regarding the most important usability findings from a usability test.
L
Leading question
A question in an interview that signals a preference for certain possibilities or attempts to direct the reply in a certain direction.
Lean UX
An approach to human-centred design that integrates principles and methods for usability and user experience into agile development, thereby achieving economic advantages. Lean UX is based on a combination of different approaches: agile development, design thinking, and lean start-up.
Learnability
The interactive system supports discovery of its capabilities and how to use them, allows exploration of the interactive system, minimises the need for learning and provides support when learning is needed.
Legal or regulatory requirement
A stakeholder requirement enforced by law or by a regulatory document (for instance, a harmonised ISO standard, a specification from a regulatory authority) that needs to be respected when designing an interactive system.
Localisation
The process of adapting the internationalised interactive system for a specific region or language by translating text and adding or replacing locale-specific components by parameterisation. Localisation is often abbreviated as L10N (10 letters between L and N).
Low-fidelity prototype
A low-cost illustration of a design or concept used to gather feedback from users and other stakeholders during the early stages of design.
CPUX-DS: It is based on preceding work products and advances them. In the First drafts phase its purpose is for internal and external evaluation of the draft system’s screen design. It is a hand-crafted or digital visualisation, often based on wireframes that resemble the product and include one or more views containing detailed content as required.
M
Market requirement
A requirement for an interactive system based on marketing policy aimed at maximising business opportunities, sales and use.
Master-apprentice model
A technique for a successful interview: The interviewer treats the user as the master while the interviewer is the apprentice. The goal of the master-apprentice model is to understand users’ goals and tasks in detail by learning them as an apprentice would.
Mental model
The concept people have built of themselves, others, the environment and how things with which they interact work.
Metrics
A set of quantitative data points used to measure, compare, and track the human-centred quality of an interactive system over time.
Minimum Viable Product (MVP)
A version of a product with just enough features to be usable by early users.
Mobile-first
An approach in which the version that is optimised for mobile devices – in other words, smaller screens – is created first, and extensions for bigger screens (for example, desktop application) are designed later.
Model-based context of use analysis
An approach to context of use analysis where open questions about the context of use are collected based on: Known context of use information; Given task models; Known user requirements and use scenarios and/or; Existing prototypes. Empirical information about the context of use is then gathered in a focused manner with the help of contextual interviews and/or observations.
Moderation
The activity carried out by a moderator in a usability test.
Moderator
A neutral UX professional who conducts a usability test session or a focus group session.
Moderator (Contextual Interview)
The interviewer in a contextual interview can be considered the moderator.
N
Navigation elements
User interface elements that serve as signposts, such as navigation bars (vertical or horizontal), functional navigation, breadcrumbs, contextual links or contextual buttons, or in-page links are used to navigate through the interactive system. Some user interface elements are typically used to create navigation systems. Frequently used user interface elements can appear as design patterns for navigation.
Navigation structure
The logical organisation of the units of displayed information that comprise the user interface.
CPUX-DS: Navigation structure is a part of the information architecture and forms the structure within which task objects and executable functions can be found specifically through signposts.
Navigation system
An arrangement of information that provides users with their location in the interactive system. It serves the user to determine their position and helps them find their way through the interactive system (Where am I? What is nearby? What is related to what here?).
Net Promoter Score (NPS)
A satisfaction metric that quantifies how many more people are likely to promote a product compared to those likely to criticise it.
Neutral question
A question in an interview that has no built-in assumptions, and no frame that excludes anything or directs the reply in a certain direction.
Non-Disclosure and Release Declaration (NDRD)
A declaration in which a test participant declares that they will not disclose any ideas and concepts they learned in a usability test session and that they release intellectual property pertaining to any ideas they voice in the usability test session to the organisation.
Note-taker
A UX professional who takes notes of usability findings during a usability test session, focus group or interview.
Note-taker (Usability Test)
A user experience professional who makes notes of usability findings during a usability test session.
Nudge
Designing the user interface for a situation in which decisions have to be made with the aim of changing human behaviour in a predictable way, without prohibiting decision options or seriously changing their economic benefit.
Number of test participants
The number of test participants required to obtain reasonably reliable results from a usability test.
O
Objectives and Key Results (OKR)
A goal-setting framework consisting of significant, clearly defined objectives and 3-5 key results that define the achievement of each objective.
Observation
A method for gathering contextual information relating to user needs in which a UX professional watches users who carry out tasks using the interactive system.
Observer
A person who watches users in an observation, usability test session or focus group.
Open question
A question in an interview that does not give any indication of the expected format or content of the answer.
Open-ended usability test task
A usability test task that leaves it up to the test participant to define parts of the goal for the task.
Opinion war
A serious disagreement where the key arguments are unsubstantiated opinions rather than evidence-based data or facts.
Opportunity
A factor that could result in future events with positive consequences.
Organisational culture
A set of shared assumptions that guide behaviours
Organisational HCD model
A description of how UX professionals are organised in an organisation.
Organisational requirement
An organisational rule that users have to follow when conducting their tasks.
Organisational silos
The isolation that occurs when departments within an organisation do not want to, or do not have the adequate means to share information or knowledge across departments.
P
Participatory design
The engagement of users, members of the interdisciplinary team, and stakeholders in the conception and evaluation of the system to be designed.
Persona
A description of a fictitious but realistic user and what they intend to do when using an interactive system.
Personal data
Any information about a particular person, or information that can be used to identify the person.
Persuasive design
A way of designing an interactive system based on psychological and sociological theories about how to influence the user’s attitudes or behaviours.
Pilot usability test session
A usability test session that is conducted in accordance with the usability test script in order to test the usability test script and the usability test setup.
Positive usability finding
Something that test participants liked about the user experience or that clearly helped them achieve their goals.
Post-test interview
An activity in a usability test session where the usability test participant answers questions about their user experience and general impression of the interactive system.
Pre-test interview
An activity in a usability test session where the usability test participant answers questions about their background and previous experience with the interactive system and related interactive systems.
Preparation of usability test session
The activities that happen before the test participant arrives for a usability test session.
Pretender task
A usability test task that asks the test participant to pretend to be someone they are not. Doing so creates an invalid context for the task solution and the test participant may even perceive it as an insult.
Primary user
A user who uses the interactive system for its intended purpose.
Principles for the presentation of information
Principles whose application in the development of user interfaces ensures good usability and a positive user experience from the viewpoint of presenting the information.
Prioritisation
An activity which involves determining if and when a requirement is implemented.
Problem space
Collective term for the current context of use and the user needs within the context of use.
Product manager
An individual who is responsible for the market success of a product.
Product roadmap
A representation of how a product is supposed to develop across releases in defined time periods with regard to its functionality.
Prototype
A representation of all or part of an interactive system that, although limited in some way, can be used for analysis, design and usability evaluation.
CPUX-DS: Prototypes fall into two types: low-fidelity prototypes and high-fidelity prototypes.
Q
Qualitative usability test
A usability evaluation that involves representative users performing specific tasks with the interactive system to enable identification and analysis of usability problems, focusing on understanding user needs, goals, and reasons for the observed user behaviour.
Qualitative user requirement
A statement of what users must be able to recognise, select or input as part of conducting a task with the interactive system to meet identified user needs in a specified context of use.
Qualitative user survey
A user survey through which questions are answered in free text form.
Quality
The degree to which the interactive system meets requirements.
Quality of a usability evaluation
The degree to which a usability evaluation fulfils commonly accepted requirements for professional usability evaluation.
Quantitative usability test
A usability evaluation that focuses on obtaining figures for the effectiveness, efficiency, or satisfaction of an interactive system.
Quantitative user requirement
A required level of human-centred quality to meet identified user needs expressed in terms of measures of usability, accessibility, user experience and avoidance of harm from use in a specified context of use.
Quantitative user survey
A user survey through which questions are answered by selecting an answer from a set of alternative replies.
Questionnaire
A set of questions that is used to collect data from users, often in a user survey.
R
Rapid Iterative Testing and Evaluation (RITE)
A qualitative usability test where changes to the user interface are made as soon as a usability problem is identified and a solution is clear.
Rating
A measure given to a usability finding from a usability evaluation to indicate the impact and criticality on the usability and the consequences.
Reading of information
An interplay of three ways for capturing content:
1. Scanning: User’s attention during task completion is guided by the content;
2. Skimming: Scanned contents are systematically passed over to get their gist;
3. Reading: If a skimmed piece of content is recognised as helpful for task completion, the user reads its information systematically and completely.
Reading scheme
A pattern describing the typical chronological order in which users place their attention on a page. The intended reading scheme for a page or set of pages depends on the basic layout, the design guidelines followed, and the extent to which single user interface elements get the user’s attention on the page.
Recommendation for improvement
An optional suggestion for how a usability problem can be solved.
Recruiting
A process for selecting candidates that have the appropriate characteristics to participate in an HCD activity such as a focus group, contextual interview, or usability test.
Recruiting (Usability Test)
A process for selecting candidates that have the appropriate characteristics to participate in a usability test, and scheduling the usability test sessions.
Recruitment screener
CPUX-UR: A set of criteria derived from the user group profile that participants in a context of use analysis must meet, and a set of questions that allow verification that the criteria are met.
CPUX-UT: A series of questions for prospective test participants to identify whether they represent the intended users and therefore qualify to participate in a human-centred activity, for example, a usability test, an interview or a focus group.
Remote usability test
A usability test where the test participant and the moderator are at different locations.
Request
A user want or a stipulation stated by one or more stakeholders for the interactive system.
Requirement
A condition or capability that must be met or possessed by an interactive system to satisfy an agreement, standard, specification or other formally imposed documents.
ResearchOps
Processes, tools and skills that support user researchers in planning, conducting and applying quality research at scale.
Resource
All means required to achieve an intended outcome in the context of use.
Resource need
A user need that states the specific resource needed to complete a task.
Responsive design
A development approach that results in dynamic changes to the appearance of a website or an app, depending on the screen size and the orientation of the device used to view it.
Retrospective recall
An activity that takes place after a usability test session. The test participant watches the video of the usability test session and comments on their deliberations and actions during the usability test session.
Return On Investment (ROI)
A performance measure used to evaluate the profitability of an investment or compare the profitability of different investments.
Risk
Combination of the probability of occurrence of harm and the severity of that harm. br> CPUX-M: A factor that could result in future events with negative consequences.
Role
A duty or function that a person carries out within an organisation.
S
Satisfaction
The extent to which the user’s physical, cognitive and emotional responses that result from the use of an interactive system meet the user’s needs and expectations.
Secondary user
A user who carries out support tasks with the interactive system, for example to maintain it or to train primary users.
Selecting a usability evaluation method
The process of determining the most appropriate usability evaluation method in a given context.
Self-descriptiveness
The interactive system presents appropriate information, where needed by the user, to make its capabilities and use immediately obvious to the user without unnecessary user-system interactions.
Selling usability findings
The process of convincing stakeholders in organisations with low usability maturity that usability findings from a usability test should be taken seriously and acted upon.
Sensitive personal information
A usability test task that encourages or forces the test participant to reveal sensitive personal information.
Sensory design
Designing the way users perceive the user interface across the available sensory channels. Sensory channels are also referred to as “modalities” and include visual (seeing), auditory (hearing), tactile/haptic (touching), olfactory (smelling), and gustatory (tasting).
Signpost
A hint – often realised as a navigation element – that supports the user in finding a particular task object or an executable function in the interactive system.
Silly task
A usability test task that attempts to entertain the test participant, often by using “humorous” names of persons, places or products.
Sketch
A short-lived work product for the designer’s use or for rapid team-internal iterations of first solution ideas in Early design that is used in preparation for other work products. It is a quick line drawing, usually created by hand. It comprises placeholders for content areas of just one view but is drawn in many variants.
Solution
One or more related product characteristics that are specified or implemented and are supposed to fulfill one or more requirements.
Solution space
Collective term for the user requirements and future solutions that meet the user needs in the context of use for an interactive system.
Sponsor
Stakeholder who provides the budget for the development project.
Stakeholder
An individual or organisation with an active interest in an interactive system.
Stakeholder requirement
What the interactive system should be capable of from the point of view of the stakeholders.
Storyboard
A sequence of visual frames illustrating the interplay between a user and an interactive system.
Style guide
A collection of user interface guidelines used to ensure consistency in the appearance and behaviour of user interfaces across interactive systems produced by the same organisation.
CPUX-DS: A style guide might contain user interface guidelines for user interface elements, view/page/screen layouts, the behaviour of the user interface (not specific to single user interface elements), colours (the colour palette) to be used throughout the user interface, typography, the use of images, graphics, sound, and video. Style guides are more and more located in design systems.
Subtask
A step undertaken to complete a task.
Success rate
The percentage of all attempts to solve a usability test task that are successful. The success rate is a measure of the effectiveness of the interactive system.
Suitability for the user’s tasks
The interactive system supports the users in the completion of their tasks – that is, when the operating functions and the user-system interactions are based on the task characteristics (rather than the technology chosen to perform the task).
Sustainable design
An approach to design that prioritises people and planet by minimising the resources required for the use of interactive systems.
System image
All parts of an interactive system that are perceivable for the user, including associated information about the interactive system that is provided to the user before and during usage.
System of design recommendations
A selection of principles, heuristics, rules, design patterns, and/or guidelines (often compiled in style guides) that serve as guidance and as a basis for designing the solution for an interactive system.
System requirement
A requirement specifying what the interactive system must be technically capable of to meet one or more of the stakeholder requirements.
System Usability Scale (SUS)
A simple, ten-item attitude scale providing a global view of subjective UX assessments.
System-oriented task
A usability test task that is relevant from the system’s but not the test participants’ point of view.
T
Talkative moderator
A moderator who talks too much during moderation.
Task
A set of activities undertaken in order to achieve a specific goal.
Task completion time
End time minus start time for a test participant’s completion of a usability test task.
Task model
A description of a task consisting of the reason for starting the task, the goal it supports, and the subtasks that have to be carried out in order to complete it.
CPUX-DS: Task models form the basis for the development of interaction specifications and use scenarios are identified in the context of use analysis.
Task model for design
An adaption of the task model from the context of use analysis that is made for one of the following reasons:
1) The context of use for design has been limited (for example, by focusing on a special
user group)
2) There are added subtasks because of the use of a certain technology
3) Users’ tasks were optimised during the conceptual modelling
The adaptation can include deleting, adding, or changing tasks and subtasks.
Task object (context of use)
The objects that are created, modified, or inspected by a person to achieve the intended outcome(s) of a task.
Task object (solution design)
An object and its attributes presented in the user interface are required during the completion of one or more tasks with the interactive system. The attributes can be derived directly by analysing the user requirements and/or by the dialogue steps (user actions and system reactions) within an interaction specification.
Task-related operation
The interaction of the user with task objects and executable functions of the interactive system during task completion as intended by the manufacturer.
Technology-centred quality
The degree to which the interactive system meets system requirements.
Test location
The place where the usability test is conducted.
Think aloud
A technique where test participants are encouraged to speak out loud what they are thinking while working on test tasks.
Touchpoint
Any point of contact enabling interaction with the interactive system or the supplier of the interactive system across various channels (for example, website, product flyer, mobile app, PC software, telephone…) during the entire product life cycle (from the very first interaction to the last contact with the interactive system and/or its supplier).
Tree testing
CPUX-DS: A method for evaluating the retrievability of information during task completion within a given navigation structure. The user moves through the navigation structure in order to perform a given test task successfully.
CPUX-UT: A method for evaluating the navigation structure of an interactive system.
U
UMUX-LITE
A very simple, two-item attitude scale providing a global view of subjective assessments of usability.
Unmoderated usability test
A usability test where usability test participants solve usability test tasks without a moderator.
Unmoderated usability test
A usability test where test participants solve the usability test tasks without a moderator.
Usability
The extent to which an interactive system can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
Usability evaluation
A process through which information about the usability of an interactive system is gathered in order to improve the interactive system or to assess the usability of an interactive system.
CPUX-UT: The process through which information about the usability of an interactive system is gathered in order to improve the interactive system (known as formative usability evaluation) or to assess the merit or worth of the interactive system (known as summative usability evaluation).
Usability finding
A result from a usability evaluation.
Usability findings and recommendations
A section in a usability test report that describes the 5–50 most important usability findings from the usability test and associated recommendations for improvement of the interactive system.
Usability inspection
A usability evaluation based on the judgment of one or more evaluators who examine or use an interactive system to identify potential usability problems and deviations from user requirements and established interaction principles, heuristics and user interface guidelines.
CPUX-UT: A usability evaluation based on the judgment of one or more evaluators who examine or use an interactive system to identify potential usability problems based on usability inspection criteria.
Usability inspection criteria
Generally accepted or agreed rules or rules of thumb for usable user interfaces.
Usability inspection report
A document that describes the usability findings from a usability inspection.
Usability lab
Two or more rooms that are specially equipped for usability tests.
Usability problem
A difficulty in using the user interface that affects the ability of the user to achieve their goals effectively, or efficiently, or with satisfaction.
Usability test
A usability evaluation that involves representative users performing specific tasks with the interactive system to enable identification and analysis of usability problems, or the measurement of effectiveness, efficiency and user satisfaction.
Usability test guide
A guide used by a moderator in a usability test to prepare for and conduct a usability test session.
Usability test participant
A representative user who carries out usability test tasks in a usability test session.
Usability test plan
A brief description of the purpose and extent of a usability test.
Usability test report
A document reporting the results of a usability test.
Usability test script
A checklist used by a moderator in a usability test session.
Usability test session
A part of a usability test where one usability test participant carries out representative usability test tasks using the interactive system or a prototype of the interactive system.
Usability test task
A description of a task that a moderator asks a usability test participant to carry out during a usability test.
Usability test task scenario
A description of a usability test task phrased as a story or situation that test participants can put themselves in during a usability test.
Usability tester
A neutral user experience professional who evaluates user interfaces in various stages of realisation.
Use error robustness
The interactive system assists the user in avoiding errors and in case of identifiable errors treats them tolerantly and assists the user when recovering from errors.
Use scenario
A narrative text description of how a user will carry out one or more tasks with the planned interactive system.
CPUX-DS: Narrative text description that describes an intended usage situation with the interactive system under development. The purpose of use scenarios is to provide a very early, tangible basis for discussions about what the intended interactive system could be like for the user, before prototypes are constructed. Use scenarios are based on a deep understanding of the context of use, user needs, user requirements as well as discussions with users and stakeholders. The specific user in the use scenario is often a persona. Use scenarios illustrate the use of the interactive system in a real context. They can be viewed as textual representations of the initial prototypes of a new interactive system. They enable developers to understand processes and context. A use scenario should avoid placing unnecessary constraints on the design by referencing specific objects, such as command buttons, in the user interface. Interaction specifications can be used as a basis to illustrate use scenarios in various forms, for example, narrative text, story board, user journey map.
User
A person who interacts with an interactive system, or who uses the output of the system.
User assistance
Information in addition to affordance and instructions that helps or guides a user in interacting with an interactive system.
User engagement
The interactive system presents functions and information in an inviting and motivating manner supporting continued interaction with the system.
User Experience
A user’s perceptions and responses that result from the use and/or anticipated use of an interactive system.
User experience evaluation
A process through which information about the user experience of an interactive system is gathered in order to improve the user experience of the interactive system.
User feedback
The user’s responses on how they perceive the system under development or any work product that it is represented by. This feedback can result, for example, from a user survey, a focus group, or a usability test.
User group
A group of users with the same or similar personal characteristics and contexts of use related to the interactive system.
User group profile
A generalised description of a user group.
User interface
All components of an interactive system (software or hardware) that provide information and controls for the user, to allow them to accomplish specific tasks with the interactive system.
CPUX-DS: The core components of the user interface are task objects and executable functions that enable effective, efficient, and satisfactory task-related operation of the interactive system.
User interface element
A basic component of a user interface that is presented to the user by the interactive system.
User interface guideline
A low-level, specific rule or recommendation for the design and implementation of a user interface that leaves little room for interpretation, allowing everyone to implement it consistently.
User interface specification
A description of the appearance and behaviour of the user interface of an interactive system. br> CPUX-DS: A precise description of relevant design decisions and of all attributes of the user interface of an interactive system. It can refer to design decisions for all design activities. As it provides the entirety of design decisions, it serves as a reference for the implementation of the user interface.
User interface structure
The arrangement of all views of the interactive system that enable users to perform their tasks.
User journey map
A linear depiction of a user’s interaction with the interactive system and the organisation behind it covering encounters that influence the user experience.
User need
A prerequisite identified as necessary for a user, or a user group, to achieve a goal, implied or stated within a specific context of use.
CPUX-UR: User needs serve as a helpful intermediate step in the transformation of the context of use information into comprehensive user requirements.
User requirement
A requirement for use that provides the basis for design and evaluation of an interactive system to meet user needs.
User research
User research incorporates all activities during analysis, design, and usability evaluation of
interactive systems where information is gathered together with users about:
1) The context of use;
2) Wants, likes and dislikes, and;
3) Usability problems during the use of interactive systems.
User survey
A data-gathering method where users are asked to report facts and opinions by completing a questionnaire.
CPUX-UT: An evaluation where users are asked to provide subjective data in a questionnaire based on their experience in using an interactive system.
User want
A desire regarding the attributes of an interactive system, stated by a user.
User-system interaction
An exchange of information between a user and an interactive system via the user interface to complete the intended task.
UX leader
An individual who proposes a viable UX vision, pushes the UX vision forward, and provides mentoring and input on HCD methods and processes.
UX manager
An individual who is formally responsible for making a UX team as effective as possible.
UX team of one
A solitary UX professional, possibly in a small organisation or start-up.
UX vision
A broad narrative statement or visualisation that communicates one or more human-centred quality objectives for a product or a project.
V
Validation
A process of determining whether all stakeholder requirements have been effectively implemented from the perspective of all stakeholders.
Verification
The process of determining if all requirements have been transferred into corresponding product characteristics.
Video summary
A video that illustrates some of the most important usability findings from a usability test through appropriate video clips from usability test sessions.
View
A composition of all the user interface elements perceived by the user in one specific temporal context (for example, at one point in time), representing one or more task objects. A view can also be a screen or a page.
W
White space
The free and undescribed areas on a display (for example, margins, gutters, and space between columns and graphics). Designers can use white space to separate unrelated user interface elements and add aesthetic and effective value to the design.
Wireflow
A work product for internal validation of the system’s navigation structure in the First drafts phase. It consists of several wireframes that show the interaction with the intended design solution and helps to iterate the navigation structure of a drafted solution.
Wireframe
A screen or page in a low-fidelity prototype for a user interface comprised of lines, rectangular boxes and text that represent the intended interaction design.
CPUX-DS: A work product for internal validation of a single view in the First drafts phase. It’s a line drawing, either created by hand or using software. It shows a rough layout of just one view, possibly in several variants, and helps the internal team and stakeholders decide on the main direction for further development of the solution.

