Glossary

Glossary


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Affordance

Definition: A property of an object or interface that suggests how it can be used, such as a button implying it should be clicked.
Context: In user interface design, a raised button provides an affordance that tells users they can press it to perform an action.


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Constraint

Definition: A limitation or control built into a design that guides user behavior or prevents errors.
Context: A grayed-out button that cannot be clicked until required fields are filled demonstrates a constraint that keeps the user on the correct path.


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Define

Definition: The second phase of the Double Diamond model, where designers analyze gathered information to identify patterns, clarify insights, and frame a clear problem statement.
Context: Define follows Discover by narrowing broad observations into a specific problem to solve, ensuring that the design effort has a clear target before moving into development.


nclusions about solutions.


Double Diamond of Design

Definition: A visual model from the British Design Council showing the design process as two diamonds—one for finding the right problem and one for designing the right solution—each moving from divergence to convergence.
Context: The Double Diamond of Design is introduced in Week 2 as a way to move from uncertainty to clarity, first exploring a problem space (Discover and Define), then creating and refining solutions (Develop and Deliver).


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Feedback

Definition: A system’s visible or audible response to user input, confirming that an action has occurred or providing corrective information.
Context: When a form submission triggers a confirmation message or animation, that visual cue is feedback letting the user know the action succeeded.


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Human-Centered Design Loop

Definition: An iterative design process that keeps people at the center by continuously observing their needs, generating ideas, creating prototypes, and testing solutions to refine usability and value.
Context: In Week 2, the Human-Centered Design Loop is described as the repeating cycle of Observe, Ideate, Prototype, and Test—used to keep design grounded in human behavior and feedback.


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Ideate

Definition: The creative stage of the Human-Centered Design loop focused on generating a wide range of possible solutions to a defined problem.
Context: During ideation, designers brainstorm freely, exploring as many potential ideas as possible before selecting those to prototype.


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Observe

Definition: The first step in the Human-Centered Design loop, where designers watch users in context to understand their behaviors, pain points, and motivations.
Context: Observation allows designers to move beyond assumptions and uncover genuine user needs through real-world evidence.


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Prototype

Definition: A simplified version or model of a design used to explore, test, and validate ideas before final production.
Context: Prototyping helps designers visualize solutions early, allowing them to test functionality and user reactions with minimal investment.


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Test

Definition: The stage where prototypes or products are evaluated by users to gather feedback and insights that drive refinement and improvement.
Context: In testing, designers observe users interacting with the design to see what works, what fails, and how the solution can evolve to better meet real needs.


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