UX fundamentals
Research methods
Design tools & processes
Dev & design
UX in the wild
200

This term describes the ease with which a user can accomplish a goal on a product.

Usability

200

In this research method, a participant is asked to speak their thoughts out loud while completing a task.

Think-Aloud (Protocol)

200

This deliverable is a low-fidelity, rough sketch or layout used to explore structure before visual design begins.

Wireframe

200

These CSS units scale relative to font size rather than being fixed like pixels - making them preferable for accessibility and responsiveness.

rem (or em)

200
Dark pattern or good UX? A checkout flow that auto-adds travel insurance unless you untick a box.

Dark pattern 

400

Jakob Nielsen's 10 general principles for interaction design are called this.

Heuristics

400

This type of research uses numbers and statistics to measure user behaviour at scale.

Quantitative research

400

The stage in the Double Diamond where skipping it most commonly leads to building the right solution for the wrong problem.

Define

400

This term describes the space around and between UI elements - a frequent source of designer-developer disagreements.

Padding (or whitespace / margin)

400

This global tech giant famously ran 41 shades of blue on their toolbar to test which performed best - sparking debate about data vs. design instinct.

Google

600

This term describes the effort required to understand and use an interface - good UX design aims to reduce it.

Cognitive Load

600

This research technique involves observing users in their own environment rather than a lab setting.

Field study (or contextual inquiry)

600

In design systems, this is a reusable building block, like a button or input field, that can be combined to build UI.

Component
600
This design principle describes the visual weight and order in which a user's eye is guided through a page - and is one of the most common conversations between designers and devs when a layout "feels off" 

Visual Hierarchy

600

This airline app is frequently cited as a notorious example of poor UX. Name the airline.

Ryanair (or Delta)

800

This UX concept describes the phenomenon where users form opinions about a website's credibility within the first 50 milliseconds of viewing it.

Aesthetic-Usability Effect (or First Impressions / The 50ms Rule)

800

This term refers to a question that steers the respondent towards a particular answer.

Leading question

800

This Figma feature allows designers to define reusable styles and properties that update globally when changed.

Variables (or styles)

800

The two CSS layout models - one for one dimension, one for two - used to control alignment and spacing on screen.

Flexbox (or CSS Grid)

800

This bank was the first in Australia to launch a full mobile banking app, setting a global benchmark for mobile UX in financial services.

Commonwealth Bank (CBA)

1000

One of Nielsen Norman's 10 usability heuristics, this principle states that a well-designed interface should stop problems from occurring in the first place - rather than just giving users a good error message after something goes wrong.

Error Prevention

1000

In this research method, participants are recruited and asked to complete tasks independently in their own time, logging their experience over days or weeks.

Diary study (or longitudinal study)

1000

The term for the accumulation of design compromises, inconsistencies, and usability issues in a product that builds over time - often from prioritising speed-to-market over quality.

UX debt

1000

If an animation looks "janky", it's often because it's dropping below this frame rate, which is the gold standard for smooth UI motion.

60fps (60 frames per second)

1000

This company's map app had a launch so bad in 2012 that its CEO issued a public apology and recommended users use competitor products instead.

Apple Maps