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.