Low-fidelity visual schematics conveying basic structure and behaviour without detailed interface or visual design.
A sequence of events and experiences showing steps, choices, and resulting actions during product or service use.
A technique for generating ideas around specific topics, typically involving written association on paper or digital platforms.
A qualitative assessment of how learnable and easy a system is to use, key to good user experience.
What You See Is What You Get — an acronym for interfaces allowing user input rendered similarly to the final output.