Glossary
The vocabulary, in plain language
Every term the courses use, defined the same way twice: one plain-language line, then the detail. 57 terms so far – seeded from the design-foundations research note; each new course adds its own.
All categories
- 12-column gridLayoutA layout convention dividing content width into 12 equal columns with gutters, so elements can span flexible fractions – halves, thirds, quarters – of one grid.
- 5-second testShow a design for five seconds, take it away, ask what it was for – isolates first impressions and tests whether the hierarchy landed.
- 60-30-10 ruleColourA colour-proportion heuristic borrowed from interior design – 60% dominant colour, 30% secondary, 10% accent, spent only on what most needs attention.
- 8pt gridLayoutA spacing discipline where every margin, padding and gap is a multiple of 8px (with 4px as a permitted half-step for tight spots).
- Aesthetic-usability effectPerceptionPeople perceive attractive designs as more usable than they measurably are – and forgive real flaws in things they find beautiful.
- AffordanceInteractionThe possible actions an object's form suggests – a handle affords pulling; a raised, shadowed rectangle looks pressable.
- APCAColourA newer, more perceptually accurate contrast method proposed for WCAG 3 – not yet a standard, and its scores are not compatible with WCAG 2's ratios.
- Atomic designSystemsBrad Frost's five-level model – atoms → molecules → organisms → templates → pages – describing how interface pieces combine hierarchically.
- Brand guidelinesSystemsThe broader document describing what a brand looks like, sounds like and stands for – across digital and physical surfaces. Upstream of a design system.
- Code ownership (shadcn model)SystemsA component-distribution approach where source code is copied directly into your project at install time – it's your code from that second on – rather than installed as an external dependency.
- Common regionPerceptionThings sharing an enclosed area – a card, a bordered box, a background block – are perceived as a group, even more strongly than proximity alone.
- Component anatomySystemsA labelled breakdown of a component's parts – container, label, icon slot, content area – documenting what each part is for and how it can vary.
- Component registrySystemsA shareable, installable collection of components that any team can publish and any developer can pull from via CLI – shadcn's Registry 2.0 generalisation of copy-owned code.
- ComposabilitySystemsThe capacity of small components to combine and nest into larger structures with capabilities neither piece had alone. Portability is a side-effect of doing this well – not the definition.
- Container queryLayoutCSS that lets a component respond to the size of its own containing box, rather than the size of the whole browser window.
- Contrast ratioColourWCAG's measure of the luminance difference between two colours – 4.5:1 is the legal-strength minimum for normal text against its background.
- Design pattern (UX pattern)SystemsA reusable solution to a recurring user-facing problem – onboarding, error recovery, empty states – one abstraction level above the components it's built from.
- Design systemSystemsThe code-connected toolkit – tokens, components, patterns, rules – built from brand guidelines to construct consistent product UI at scale.
- Design tokenSystemsA named variable for one design decision – a colour, a spacing value, a radius – stored in one place and referenced by name everywhere it's used.
- Empty stateInteractionWhat a screen shows when there's no data yet. Designed well, it doubles as onboarding; designed lazily, it's just blank and confusing.
- F-pattern / Z-patternPerceptionThe two dominant paths eyes take across a page – F for text-dense pages (down the left edge), Z for sparse marketing layouts (corner to corner).
- Figure/groundPerceptionThe brain automatically splits a scene into the thing being looked at (figure) and the backdrop it sits on (ground) – designers push and pull that boundary deliberately.
- FindabilitySystemsWhether a person can locate what they need using only the labels and structure the product actually gives them.
- Gestalt principlesPerceptionThe brain's automatic rules for grouping separate visual elements into one perceived whole – designers steer them deliberately rather than fighting them.
- Governance modelWho is allowed to change a design system, and how a contribution gets approved – centralised, federated, or a hybrid of the two.
- Gulf of execution / evaluationInteractionThe two gaps a user has to cross – between what they intend and what the interface lets them do, and between what happened and how well they understand it.
- Hallway testingInformal usability testing with whoever's nearby – watch a real person attempt a real task, and stay silent when they get stuck.
- Information architecture (IA)SystemsThe pre-visual work of deciding what a product contains and how it's organised, named and related – settled in lists and diagrams before any screen is drawn.
- Interactive prototypeA mockup made clickable to simulate real flows – no real code or data underneath, just enough behaviour to test with.
- Leading (line height)TypographyThe vertical space between lines of text, usually a percentage of the font size – around 145–150% is the common starting point for body text.
- Measure (line length)TypographyThe width of a block of text, counted in characters per line – 50–75 characters is the readable range.
- MockupA wireframe with the full visual design applied – real colour, type and spacing, but nothing is clickable yet.
- Modular scaleTypographyA set of sizes generated by multiplying a base value by a fixed ratio, so every size relates harmoniously to every other instead of being picked ad hoc.
- NavigationInteractionThe on-screen components – menus, tabs, breadcrumbs, filters – that expose a product's information architecture to the user.
- Primitive tokenSystemsA raw value in the token system – `blue-500`, `space-4` – with no meaning attached yet. The full set of available Lego bricks, before any are assigned a job.
- Progressive disclosureInteractionShow only what's needed now; reveal further complexity on demand – rather than presenting everything at once.
- ProximityPerceptionThings placed close together are perceived as related, and things far apart as unrelated – regardless of what they look like.
- Screen flowA user flow built from actual screens or mockups instead of abstract boxes – the most literal, walkable map of a product.
- Semantic colour tokenSystemsA colour named by its role (like `status-error`), not its value (`#D64545`) – so the value can change without renaming anything that uses it.
- Semantic tokenSystemsA token named by purpose – `color-status-error` – that references a primitive, so the underlying value can change without renaming anything that uses it.
- SignifierInteractionThe explicit cue that tells you how to act, layered on top of what's merely possible – the "push" plate on a door that affords both pushing and pulling.
- SimilarityPerceptionThings that share a visual trait – shape, colour, size – are perceived as the same category, even when scattered across the screen.
- SitemapThe visual diagram of a site's page hierarchy – an output of finished IA work, not the way you start it.
- Skeleton loadingInteractionShowing a greyed-out approximation of the incoming content while it loads, instead of a blank screen or a spinner.
- StateSystemsA live, reactive condition of a component – hover, focus, pressed, disabled, loading – entered and left automatically as the user or the data acts on it.
- Task flowA strictly linear diagram of the single ideal path through one task – no branches, no edge cases, just the happy path.
- The 5-users ruleOne test user surfaces roughly a third of usability problems; by the fifth you're mostly re-watching known ones – so run small rounds, fix, repeat.
- Type pairingTypographyCombining typefaces (usually exactly two – one voice, one workhorse) using deliberate contrast in weight, width or style rather than near-matches.
- UI (user interface)InteractionThe tangible surface a person sees and touches – layout, type, colour, icons, buttons, motion.
- Usability heuristicOne of ten product-agnostic rules of thumb (Nielsen, 1994) for judging whether any interface is usable – the standard critique vocabulary.
- User flowThe zoomed-in, step-by-step path through a product to get one specific thing done – minutes, not months.
- User journey mapThe zoomed-out story of someone pursuing a goal with a product – across channels, over time, feelings included.
- UX (user experience)InteractionThe entirety of a person's experience with a product or company – before, during and after they touch the interface.
- VariantSystemsA situational, design-time version of a component – primary vs secondary, small vs large – chosen deliberately, and unchanged while the app runs.
- Visual hierarchyPerceptionThe ranked order of importance across elements, made visible through size, weight, colour, spacing and position – so scanning in order of importance takes no conscious effort.
- Whitespace (negative space)LayoutDeliberately empty space used as an active design tool – nothing to do with the colour white, everything to do with emptiness on purpose.
- WireframeA deliberately unstyled layout – structure and hierarchy only, no colour, no real type, no imagery.
Nothing matches that – the term may arrive with a later course.