Across
- 4. The series of steps a user takes to achieve a goal within a product (10 letters - 2 Words)
- 9. A method of organizing information by having users group related items together (11 letters - 2 Words)
- 12. A visual representation of where users click or interact with a product (7 letters - 2 Words)
- 17. The organization and structure of information within a product (21 letters - 2 Words)
- 18. A set of principles used to evaluate the usability of a product (18 letters - 2 Words)
- 20. The most important component of UX research (5 letters)
- 21. The ease of use and learnability of a product (9 letters)
- 23. A method of comparing two versions of a product to determine which one performs better (9 letters)
- 26. A method of evaluating a product's ease of use by having users verbalize their thoughts while using it (18 letters - 2 Words)
- 27. A method of evaluating a product's ease of use with real users (15 letters - 2 Words)
- 28. The process of breaking down complex tasks into smaller, more manageable parts (12 letters - 2 Words)
- 29. A method of gathering qualitative data from users (9 letters)
- 30. A fictional character created to represent a user group (7 letters)
Down
- 1. Areas of a product or experience that cause frustration or difficulty for users (10 letters - 2 Words)
- 2. A record of a user's clicks and interactions with a website or app (10 letters)
- 3. A method of measuring where a user looks while interacting with a product (11 letters - 2 Words)
- 4. The process of evaluating a product with real users to identify issues and gather feedback (11 letters - 2 Words)
- 5. A method of gathering quantitative data from users (6 letters)
- 6. A method of gathering qualitative data by observing users in their natural environment (17 letters - 2 Words)
- 7. The path a user takes through a product (9 letters - 2 Words)
- 8. A design methodology that focuses on understanding the context in which a product will be used (16 letters - 2 Words)
- 10. A low-fidelity representation of a product's interface used for planning and testing
- 11. A method of gathering qualitative data by watching users interact with a product (10 letters)
- 13. A preliminary version of a product used for testing (9 letters)
- 14. A method of evaluating the effectiveness of a website's navigation structure (11 letters - 2 Words)
- 15. The process of designing a product to create a positive user experience (15 letters - 2 Words)
- 16. A tool used to understand the needs, behaviors, and emotions of users (10 letters - 2 Words)
- 19. A set of guidelines used to evaluate the usability of a product (10 letters)
- 22. A problem-solving methodology that emphasizes empathy for users and experimentation (13 letters - 2 Words)
- 24. The process of involving users in the design of a product (10 letters)
- 25. The design of products to be usable by people with disabilities (12 letters)
