Glossary

UI/UX Glossary

239 terms used in UI and UX design, from accessibility, layout and navigation to forms, interaction states, research and design systems.

Updated 25 October 2026 · By RunDemLabs · 239 terms

How to use this glossary

Terms are listed alphabetically. Use the A–Z menu, which stays at the top of the page as you scroll, to jump to any letter. Follow the # link beside a term to copy its address. Definitions are short enough to paste into a design review, a ticket or a style guide.

A

A/B testing #
Comparing two versions of a screen or flow with real users to see which performs better on a chosen goal.
Above the fold #
The part of a page visible without scrolling on a given device.
Accessibility #
Designing products so people with disabilities can perceive, understand, navigate and use them.
Accessibility tree #
Structured representation of interface elements that assistive technologies read.
Accordion #
Vertically stacked sections that expand and collapse to reveal content.
Action button #
Button that performs the primary task on a screen, often styled to stand out.
Active state #
Visual style shown while a control is being pressed or activated.
Affordance #
Visual cue that suggests how an element can be used, such as a raised button.
Alt text #
Text description of an image that screen readers announce and that shows when an image fails to load.
Link that jumps to a specific section of the same page.
Animation easing #
Curve that controls how an animation accelerates and decelerates over time.
Aria label #
Accessible name added to an element so assistive technology can describe it.
Aspect ratio #
Proportional relationship between width and height of an element or media.
Auto-complete #
Suggestions that complete a query or entry as the user types.
Auto-save #
Automatically saving user input so work is not lost.
Avatar #
Image or initials that represent a user in an interface.

B

Back button #
Control that returns the user to the previous screen or step.
Full-width message or promotional area placed at the top of a page or section.
Baseline grid #
Vertical rhythm of evenly spaced lines that aligns text and components.
Bottom navigation #
Persistent navigation bar at the bottom of a mobile screen for main destinations.
Bottom sheet #
Panel that slides up from the bottom of a mobile screen with contextual options.
Bounce rate #
Percentage of visitors who leave a site after viewing only one page.
Brand guidelines #
Rules for logo, color, type and voice that keep interfaces consistent with the brand.
Trail of links showing where the current page sits in the site hierarchy.
Sequence of linked locations shown as a path through the site.
Breakpoint #
Screen width at which a layout changes to suit a different device size.

C

Call to action (CTA) #
Element that prompts the user to take a specific next step.
Card #
Container that groups related content and actions into one visual unit.
Card grid #
Layout that arranges cards in rows and columns for browsing.
Set of items shown one at a time that the user can move through.
Checkbox #
Control that selects one or more independent options.
Chip #
Compact element that represents an input, filter or tag.
Cognitive accessibility #
Designing so people with memory, attention or learning differences can understand and complete tasks.
Cognitive load #
Amount of mental effort a screen demands from the user.
Color blindness #
Reduced ability to distinguish certain colors, which designs should not rely on alone.
Color contrast #
Difference in luminance between foreground and background, which determines readability.
Color token #
Named color value, such as primary or surface, used instead of hard-coded colors.
Compact mode #
Denser view of a list or table that shows more items at once.
Component library #
Collection of reusable interface components with documented behavior.
Confirmation dialog #
Message asking the user to confirm an action, often before a destructive step.
Consistency #
Using the same patterns, terms and behavior across a product so users can predict outcomes.
Container #
Element that holds and constrains the width of content.
Contextual help #
Guidance shown within the task at the moment it is needed.
Contrast ratio #
Numerical measure of the difference in brightness between two colors.
Conversion rate #
Percentage of users who complete a desired action such as sign-up or purchase.
Copywriting #
Writing short text for interface elements such as buttons, labels and messages.
Core Web Vitals #
Google metrics for loading speed, interactivity and visual stability.
Corner radius #
Degree of rounding on the corners of an element.
Cursor #
Pointer that shows where input will occur and can signal interactivity.

D

Dark mode #
Interface theme with dark backgrounds and light text, which can reduce glare.
Dashboard #
Screen that summarizes key data and status for quick monitoring.
Data table #
Grid of rows and columns for comparing and sorting structured information.
Debounce #
Delaying an action until input has stopped changing for a set time.
Default state #
Appearance of a component when no interaction has happened.
Density #
How tightly spacing and sizing are arranged in an interface.
Design system #
Shared set of components, tokens, patterns and guidelines used across products.
Design token #
Named design decision, such as a color, spacing or font size, stored as a reusable value.
Destructive action #
Action that deletes or cannot easily be undone, usually styled as a warning.
Dialog #
Window that asks for input or shows information and interrupts the current task.
Disabled state #
Appearance of a control that cannot currently be used.
Drag and drop #
Interaction that lets users move items by dragging them to a new place.
Drawer #
Panel that slides in from a screen edge to show additional content or options.
Menu that opens from a control to show a list of options.

E

Edge case #
Unusual condition, such as an empty list or very long text, that the design must handle.
Empty input #
Field left blank, which should be validated and explained rather than silently failing.
Empty state #
Screen or area shown when there is no content yet, often with guidance on what to do next.
Error message #
Text that explains what went wrong and how to fix it.
Error state #
Appearance of a field or component when input is invalid.
Expandable section #
Area that reveals more content when the user activates it.
Eye tracking #
Method that records where users look on a screen, used in usability research.

F

F-pattern #
Eye movement pattern that scans across the top, then down the left side of content.
Fitts's law #
Time to reach a target depends on its distance and size, so larger, closer targets are faster to hit.
Focus indicator #
Visible outline that shows which element currently has keyboard focus.
Focus order #
Sequence in which keyboard focus moves through interactive elements.
Font weight #
Thickness of characters, such as regular or bold, used to show hierarchy.
Area at the bottom of a page with secondary links, legal text and contact details.
Form validation #
Checking user input against rules and giving feedback on errors.

G

Gestalt principles #
Rules describing how people group visual elements by proximity, similarity, continuity and closure.
Gesture #
Touch action such as swipe, pinch or long press used to control an interface.
Google Analytics #
Web analytics tool that measures traffic and user behavior.
Grid system #
Structure of columns and gutters that organizes layout.
Gutter #
Space between columns or grid items.

H

Hamburger menu #
Three-line icon that opens a hidden navigation menu.
Happy path #
Most common, error-free route a user takes through a flow.
Haptic feedback #
Vibration that confirms an action on a touch device.
Heatmap #
Visual showing where users click, move or scroll most on a page.
Heuristic evaluation #
Expert review of an interface against established usability principles.
Hick's law #
Decision time increases with the number and complexity of choices.
Hierarchy #
Visual ordering of content by importance using size, weight, color and position.
Hit area #
Invisible or visible region that responds to input, larger than the visible element when needed.
Hover card #
Preview panel that appears on hover, showing extra information about a link or item.
Hover delay #
Short pause before a hover effect or tooltip appears, which prevents accidental triggering.
Hover state #
Appearance of an element when a pointer is over it.

I

Icon #
Simple graphic symbol that represents an action, object or idea.
Icon button #
Button that uses an icon alone, which needs a text label for accessibility.
Infinite scroll #
Pattern that loads more content automatically as the user scrolls.
Information architecture #
Structure and labeling of content so users can find what they need.
Link within running text that takes the user to related content.
Inline validation #
Checking input as the user types or leaves a field.
Input field #
Area where users type or enter data.
Interaction design #
Design of how users and the interface respond to each other over time.
Interaction state #
Set of visual states an element moves through, such as default, hover, focus and pressed.

J

Jakob's law #
Users expect a site to work like the sites they already know.
Journey map #
Diagram of the steps, emotions and touchpoints a user experiences with a product.

K

Kerning #
Spacing between specific pairs of letters.
Keyboard navigation #
Using a keyboard alone to move through and operate an interface.
Keyboard shortcut #
Key combination that performs an action quickly.

L

Landing page #
Standalone page built to move visitors toward one action.
Layout #
Arrangement of elements on a screen or page.
Leading #
Vertical space between lines of text.
Learnability #
How quickly new users can complete basic tasks.
Light mode #
Interface theme with light backgrounds and dark text.
Words that describe where a link goes, which should make sense out of context.
Live region #
Part of the page that announces content changes to screen readers without moving focus.
Load more button #
Control that adds the next set of items to a list on demand.
Loading spinner #
Animated icon that shows that something is loading.
Loading state #
Feedback shown while content or a process is in progress.
Localization #
Adapting an interface to a language, region and cultural conventions.
Visual mark that identifies a brand.

M

Magic number #
Hard-coded value without explanation, which design systems replace with tokens.
Mega menu #
Large navigation panel that shows many links in organized columns.
List of options or commands that a user can choose from.
Micro-interaction #
Small, contained moment of feedback, such as a toggle animation or a confirmation tick.
Microcopy #
Short interface text such as labels, hints, button text and error messages.
Mobile navigation #
Menu patterns designed for small screens, such as bottom bars and drawers.
Mobile-first design #
Designing for small screens first, then adding layout for larger screens.
Dialog that appears over the current page and requires attention before the user continues.
Keeping keyboard focus inside an open dialog until it is closed.
Motion design #
Use of movement to explain change, guide attention and add personality.
Motion sensitivity #
Reaction to animation that can cause discomfort, which designs can reduce with reduced-motion settings.

N

Means by which users move between sections, pages and tasks.
Persistent bar that holds the main links of a product.
Negative space #
Empty area around elements that helps group and separate content.
Nielsen's heuristics #
Ten general principles for interaction design, such as visibility of system status and error prevention.
Notification #
Message that informs the user of an event or update.

O

Offline state #
Interface shown when the connection is lost, which should explain what still works.
Onboarding #
Introductory experience that helps new users learn the product and reach their first success.
Onboarding checklist #
List of setup steps that guides a new user toward key actions.
Optimistic UI #
Showing the expected result immediately while the action completes in the background.

P

Pagination #
Splitting long lists into pages with controls to move between them.
Passwordless login #
Sign-in method that uses a link, code or device instead of a password.
Pattern library #
Collection of reusable interaction and layout patterns with usage guidance.
Persona #
Fictional representation of a user group based on research, used to guide decisions.
Pill button #
Button with fully rounded ends, often used for filters and tags.
Placeholder text #
Hint text shown inside an empty field, which should not replace a label.
Popover #
Small floating panel that appears near the element that triggered it.
Primary action #
Most important action on a screen, usually given the strongest visual emphasis.
Product tour #
Guided walkthrough that highlights key features in the interface.
Progress indicator #
Visual showing how far a user has come in a task or process.
Progressive disclosure #
Showing only essential information first and revealing more on demand.
Progressive web app (PWA) #
Web app that can install on a device and work offline in part.
Prototype #
Interactive model of a design used to test flows before development.
Pull-to-refresh #
Gesture that reloads content by pulling down from the top of a list.

R

Radio button #
Control that selects one option from a group.
Rating control #
Interface element that lets users give a score, often shown as stars.
Read time #
Estimated time needed to read a piece of content.
Readability #
How easily text can be read and understood.
Reading order #
Sequence in which content is read, which should match the visual order and the code order.
Recognition over recall #
Principle that users should see options rather than remember them.
Reduced motion #
User setting that limits animation for people sensitive to motion.
Required field #
Input the user must complete, usually marked clearly.
Reset button #
Control that clears a form or restores default values.
Responsive design #
Layouts that adapt to different screen sizes and orientations.
Responsive image #
Image that loads a size or format suited to the device and screen.
Retention rate #
Percentage of users who return to a product over a set period.
Role (ARIA) #
Attribute that tells assistive technology what type of element something is.
Rounded corners #
Curved corners on elements, which affect perceived friendliness.

S

Scannability #
How easily users can pick out key information on a page at a glance.
Screen reader #
Software that reads interface content aloud for people who are blind or have low vision.
Scroll behavior #
How content moves as the user scrolls, including sticky and snapping behavior.
Scroll indicator #
Visual cue that more content can be reached by scrolling.
Input that lets users find content by typing a query.
Search filter #
Controls that narrow search results by attributes such as price or category.
Secondary action #
Less prominent action that supports the primary one.
Segmented control #
Group of options shown as connected buttons, where one is selected at a time.
Selection state #
Appearance of an item that has been chosen.
Session timeout #
Automatic sign-out after a period of inactivity.
Sign-in flow #
Steps a user takes to access an account, including password, social or passwordless options.
Sitemap #
Structured list or diagram of a site's pages.
Skeleton screen #
Placeholder layout that shows the shape of content while it loads.
Link at the top of a page that lets keyboard users jump past repeated navigation.
Slider #
Control that lets users select a value or range by dragging a handle.
Snackbar #
Brief message that appears at the bottom of a screen and disappears on its own.
Sorting control #
Control that changes the order of items in a list or table.
Spacing scale #
Set of consistent spacing values used across a design.
Splash screen #
Brief screen shown while an app starts.
Split button #
Button with a primary action and an adjacent menu of related actions.
Split view #
Layout that shows two related panels side by side.
State management #
How an interface tracks and updates what the user is doing and seeing.
Status indicator #
Visual that shows the condition of an item, such as active, pending or failed.
Stepper #
Control that moves a value up or down, or a flow through numbered steps.
Footer that remains at the bottom of the viewport when content is short.
Header that stays visible at the top while the user scrolls.
Storyboard #
Sequence of sketches that shows how a user moves through an experience.
Style guide #
Document that defines how an interface should look and behave.
Subtitles #
Text that shows speech or sound in video, which also supports accessibility.
Success message #
Feedback that confirms a task was completed.
Swipe gesture #
Quick sideways or vertical touch movement used to move between items or reveal actions.
System status #
Feedback that tells users what the system is doing.

T

Tab bar #
Row of labeled tabs that switch between related views.
Tap target #
Area that responds to a tap, which should be large enough to hit comfortably.
Task flow #
Sequence of screens and actions needed to complete a task.
Template #
Reusable page layout with placeholders for content.
Temporary state #
Appearance that lasts only for a short time, such as a transient error.
Tertiary action #
Least prominent action, often shown as a text link.
Text input #
Field where users type free-form text.
Text scaling #
Ability to enlarge text without breaking the layout.
Thumb zone #
Area of a phone screen that is easy to reach with the thumb.
Thumbnail #
Small preview image representing a larger item.
Timeline #
Visual showing events or steps in order over time.
Toast #
Short, temporary message that confirms an action or reports a result.
Toggle switch #
Control that switches a setting on or off.
Tone of voice #
Consistent personality and attitude expressed through interface copy.
Tooltip #
Short label that appears when a user hovers over or focuses an element.
Touch target size #
Minimum recommended size for touchable elements, often around 44 by 44 points or 48 by 48 density-independent pixels depending on the platform guideline.
Transition #
Animated change between two states or screens.
Two-factor authentication #
Security step requiring a second verification method after a password.
Typography #
Choice and arrangement of type to make text readable and establish hierarchy.

U

Undo #
Ability to reverse a recent action.
Unsaved changes warning #
Alert that appears when a user tries to leave with unsaved input.
Usability testing #
Observing real users as they attempt tasks to find problems in a design.
User experience (UX) #
Overall experience a person has when using a product, including ease, value and emotion.
User flow #
Diagram showing the paths a user can take through a product.
User interface (UI) #
Visual and interactive elements through which people operate a product.
User research #
Methods for learning about users' needs, behaviors and goals.
Utility class #
Single-purpose style rule used to build layouts quickly.

V

Validation message #
Feedback shown when input does not meet a rule.
Vertical rhythm #
Consistent spacing between lines and blocks that gives text a steady pace.
Video autoplay #
Video that starts without user action, which should be muted and easy to stop.
Visual feedback #
Change in the interface that confirms a user action.
Visual hierarchy #
Arrangement of elements that guides the eye in order of importance.
Visual weight #
How heavy or dominant an element looks compared with others.

W

Wayfinding #
Cues that help users understand where they are and how to get where they want to go.
White space #
Empty area around content that improves readability and focus.
Wireframe #
Simple, low-detail sketch of a layout that shows structure before visual design.
Wizard #
Multi-step flow that guides users through a complex task one step at a time.

Z

Z-pattern #
Eye movement pattern across a page from top left to top right, then diagonally to bottom left and right.
Zero-state #
Screen shown before any data exists, with guidance on how to start.
Zoom #
Enlarging content, which layouts should support without losing function.
Questions

Frequently asked questions

What is UI/UX design?

UI design is the look and interactive elements of a product, such as buttons, forms and menus. UX design is the overall experience of using it, covering research, flows, usability and accessibility. The two work together.

How many terms does this glossary cover?

This glossary covers 239 terms, including accessibility, layout and grids, navigation, forms and validation, interaction states, usability testing, microcopy and design systems.

Can I use these definitions in a design review or style guide?

Yes. Each definition is written in plain English so it can be used in design reviews, tickets, style guides and onboarding documents.

Does the glossary cover accessibility?

Yes. It includes terms such as color contrast, focus order, screen reader, ARIA role, touch target size, reduced motion and keyboard navigation.

Who is RunDemLabs?

RunDemLabs is an AI agency that designs and builds AI sales automation, WhatsApp automation, AI video content and automated content systems for brands, including UI and UX work.

How do I start a project with RunDemLabs?

Book a demo call or send a brief through the contact form. We reply within one working day.

Put these principles to work

Book a demo call to talk through your project, or contact RunDemLabs with a brief. We reply within one working day.