process & strategy
Process & strategy quiz
Test your grip on process & strategy in UX. Read each definition and name the term; this quiz leads with the process & strategy entries and rounds out with a few from across the glossary. Every question comes from the live entries, so it grows as the glossary does.
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Revise the process & strategy terms first
The process & strategy entries in the glossary, in brief. Open any one for the interactive demo behind it.
- Double diamond
- The double diamond model shows design as two diamonds: the first explores then defines the right problem, the second explores then delivers the right solution. Each diamond opens wide before narrowing to a point.
- Design tokens
- Design tokens are named values for the small decisions a design repeats - colours, spacing, corner radius, type sizes - stored once and referenced everywhere. Change the token and everything built from it changes at once.
- Information architecture
- Information architecture is how a product’s content is organised, labelled and connected so people can find things and know where they are. It’s the floor plan beneath the interface - invisible when it works, maddening when it doesn’t.
- User journey map
- A user journey map lays out the steps someone takes to reach a goal and plots how they feel at each one. The feeling is the point: it turns a flat list of stages into a curve where the low spots - the moments worth fixing - stand out.
- User persona
- A user persona is a short, research-based profile of a representative user - their goals, context, and frustrations - given a name and a face. It turns the vague, shifting idea of 'the user' into one specific person you can design for.
- UX vs UI
- UI is the surface - the visible, interactive layer you see and touch: colours, type, buttons, layout. UX is the entire experience of using the thing, including screens and everything around them: finding it, the flow, the wait, the recovery when it goes wrong. UI is part of UX, not a synonym for it.
- Design thinking
- Design thinking is a human-centred way to tackle messy problems: understand real people, sharply define their problem, generate lots of ideas, build rough prototypes and test them - looping back as you learn. The point is to start from the human, not the solution.
- Design system
- A design system is the single source of truth for an interface: the design tokens, reusable components and written guidelines that let many people build a consistent product quickly. Define something once, use it everywhere, change it in one place.
- Jobs to be done
- Jobs to be done is the idea that people don't want your product, they want the progress it gives them - they "hire" it to do a job. Focus on the job, not the feature or the demographic, and you design for what people are actually trying to achieve.