UI/UX design: Product designer

Sefism.

A to Z

Glossary

Every concept in this sheet, plus the smaller terms it uses. Select a concept to open its card.

B
Breakpoints
The screen widths at which a layout changes, for example from one column to two.
C
Colour palette
A planned set of colours: neutrals for text and surfaces, one primary colour for actions, and semantic colours for success, warning and error, each in several shades.
D
Design roles
The usual jobs around design: product designers own flows and screens, UX researchers run studies, content designers own words, and design engineers build interfaces and prototypes in code.
Double Diamond
A model of the design process in two phases that each widen then narrow: discover and define the right problem, then develop and deliver the right solution.
G
Gestalt principles
Rules describing how people perceive groups: proximity, similarity, common region, continuity and closure.
I
Icon usage
Using symbols to aid recognition, from one consistent set with the same stroke, size and style.
L
Layout grid
Columns separated by gutters inside outer margins, used to align content.
Line length and line height
Line length is the number of characters per line; line height is the vertical space per line.
P
Problem statement
One or two sentences naming who is struggling, with what, and why it matters, without naming a solution.
Prototype
A version of a design people can interact with, from linked paper sketches to realistic Figma or code prototypes.
Proximity
The principle that items placed close together are seen as related.
S
Spacing scale
A fixed set of distances, often multiples of 4 or 8 pixels (4, 8, 12, 16, 24, 32, 48, 64), used for all padding and gaps.
System Usability Scale
A standard ten-question questionnaire about perceived usability, scored from 0 to 100.
T
Task success rate
The share of participants who complete a given task, often reported with time on task and error count.
Type scale
A small fixed set of font sizes, such as 12, 14, 16, 20, 24, 32 and 40, each clearly different from the next.
U
UX and UI
User experience (UX) is how well someone gets a job done with a product, end to end.
V
Visual hierarchy
The order in which the eye reads a screen, controlled by size, weight, colour, contrast, position and space.
W
Wireframe
A simple layout of a screen in grey boxes and placeholder text, showing structure and content priority without visual styling.
09 · Glossary, A to Z9 / 9