Reference

Last updated on 2025-08-08 | Edit this page

This page highlights linked resources and term definitions referenced in this lesson.

Resources


Throughout this lesson, we link to several external resources:

Glossary


Actionable insight: An outcome of UXR describing a fingind and and an achievable, concrete step you should take next

Affinity diagraming: A qualitative data analysis technique accomplished by clustering related data or ideas together

Clicks (metric): Number of clicks participants make when completing a task; a proxy for complexity or efficiency

Coding: An aspect of qualitative data analysis, also called labeling, that involves summarizing data in short phrases

Completion time (metric): Time taken to complete a task

Drop-off rate (metric): Percentage of participants who stop a task before completing it.

Efficiency: An aspect of usability referring to how quickly they can perform tasks once they’ve learned the design

Errors (metric): Number of mistakes made while attempting a task, possibly broken down by error type

Idle time (metric): Periods of inactivity during a task, indicating confusion or hesitation.

Informed consent: Permission granted by a study participant to include them in the research, requiring their complete understanding of the risks and expectations of participating

Labeling: An aspect of qualitative data analysis, also called coding, that involves summarizing data in short phrases

Learnability: An aspect of usability referring to how easy it is for users to accomplish basic tasks the first time they encounter the design

Memoing: A technique for capturing and organizing thoughts during qualitative data analysis involving writing short notes that highlight examples and summarize ideas

Memorability: An aspect of usability referring to how easily users can reestablish proficiency after a period of not using a tool

Metrics: The quantitative or qualitative evaluation criteria used to assess user experience and usability

Quantitative data: Numerical data

Qualitative data: Non-numerical data such as quotes

Rapid usability testing: A UXR method to inform development through observatoin of a small number participants carrying out well scoped tasks

Reverse scoring: A step in quantitative data analysis needed to invert responses to a negative statement so that a higher score represents a more positive response

Self-reported ease (metric): Participants’ rating of how easy or difficult a task was to complete (e.g., using a Likert scale).

Self-reported satisfaction (metric): Participants’ rating of how satisfied they are with the interface or experience.

Self-reported usefulness (metric): Participants’ rating of how useful the tool or service is.

Snowball sampling: A recruitment technique where a potential participant refers the researcher to additional participants

Successes (metric): Number of participants who successfully complete a task

Target population: The people you want to study

Task: The work you assign to a study participant so that you can investigate how usable a tool is

Think-aloud: A technique used during participant observation, encouraging them to narrate their thoughts outloud

Usability: A multi-faceted concept that generally refers to how easily a person can use a technology or service

User experience research (UXR): the investigation of how people interact with, make sense of, and respond to technology and services

User satisfaction: An aspect of usability referring to how pleasant it is to use the design and how positive or negative users’ feelings are about the tool

Utility: An aspect of usability referring to whether or not the tool enables users to accomplish their goals

Value proposition: A statement of benefits that your product offers, distinguishing it from the competition