UX Glossary

All | A B C D E F G H I J K L M N O P Q R S T U V W
There are currently 9 names in this directory beginning with the letter E.
Edge case:
An atypical, unusual, or rare circumstance that falls outside the “normal” range or boundaries of a product or service; e.g., a user (or bot) that attempts to log in 10 times in a row in a short period of time

Empathy:
The ability to put aside one’s own biases and relate to and understand the thoughts, feelings, and experiences of others

End user(s):
The set of users that a product or service is intended to serve

Equitable design:
Design that takes into account the needs of people from diverse backgrounds who have traditionally been underrepresented, along the lines race, gender, class, religion, sexual identity, sexual orientation, and nationality

Error message:
The alert or message presented to a user when something goes wrong

Error rate:
Error frequency over a certain period of time

Error recovery:
The ability for a user to course-correct and continue to complete a task or goal after some type of error is encountered

Ethnographic field study:
A qualitative research method of observing users in their natural environment over a period of time to understand their activities and behaviors

Eye tracking software:
Software that uses invisible near-infrared light and high-definition cameras to project light onto the eye to record and measure where a person looks, what they look at, and for how long