GoDesign Technologies LLP

13 UX and UI Terms Every Designer and Client Should Know

UI UX terminology is the shared vocabulary designers, developers and clients use to talk about how a product works (UX) and how it looks (UI). The thirteen terms below come up in almost every website and app project we run, from user flow and information architecture to wireframe, mockup and prototype, and a one-line glossary at the end covers thirty more.

By Usman · · Updated 28 October 2026 · 7 min read

UI and UX design terminology: wireframes, prototypes, spacing and navigation terms

What is the difference between UX and UI?

UX (user experience) design is about whether a product works for the person using it: what they came to do, the steps it takes, where they get stuck. UI (user interface) design is about what they see and touch on each screen: layout, type, colour, buttons and the way elements respond. A UX designer decides that a checkout needs three steps instead of six; a UI designer decides how each of those three screens looks.

The two overlap constantly, which is why most job titles now say "UI/UX designer" and why the vocabulary below mixes both. A beautiful interface on a confusing flow still loses users, and a well-planned flow with unreadable buttons does too.

Contents card listing the sections of this article: What is the difference between UX and UI?; UX design terms; UI design terms; Wireframe, mockup and prototype: what is the difference?; More UI and UX terms in one line; How to use these terms in a design review
What this article covers.

UX design terms

These are the words you hear early in a project, before anything is drawn.

1. User persona

A short profile of a typical user: who they are, what they are trying to do and what gets in their way. A good persona is built from real research (interviews, analytics, support questions), not imagination. It keeps the team designing for an actual person rather than for themselves.

2. User flow

The path a user takes to finish one task, drawn as boxes and arrows: landing page, product page, cart, checkout, confirmation. Mapping the flow shows extra steps and dead ends before they are designed. A user journey is the wider version, covering what happens before and after the screens, such as an email or a phone call.

3. Information architecture

How content is organised, grouped and labelled: the menu structure, the categories, what sits on which page. Usually shown as a sitemap diagram. When users say a site is "confusing", the information architecture is often the cause, not the visual design.

4. Usability testing

Watching real people try to complete tasks on a design or prototype, without helping them. Five testers will usually reveal the biggest problems. It can be done in person or remotely with tools such as Maze or Lookback.

5. Affordance

A visual clue that tells people what they can do with an element. A raised button looks pressable; an underlined word looks clickable; a handle looks draggable. When an element has weak affordance, such as a text link styled exactly like body text, people miss it.

UI design terms

These come up once screens are being designed and reviewed.

6. Visual hierarchy

The order in which the eye reads a screen, set by size, weight, colour, contrast and position. The most important thing on the page should be the first thing people notice. If everything is bold, nothing is.

7. Padding, margin and white space

Padding is the space inside an element, between its edge and its content. Margin is the space outside, between one element and the next. White space (or negative space) is the overall empty space on a screen. Used consistently, on a scale such as 4, 8, 16, 24 and 32 pixels, spacing is most of what makes an interface look deliberate. It also groups content: elements placed close together read as related, which is the law of proximity at work.

8. Grid

The invisible columns and gutters that elements line up to. Websites often use a 12-column grid on desktop, collapsing to four columns on mobile. A grid is why a well-designed page looks tidy even when every section is different.

9. Call to action (CTA)

The element that asks the user to do the main thing: "Get a quote", "Add to cart", "Book a call". A page should have one primary CTA, styled to stand out, and secondary actions styled more quietly.

10. Breadcrumbs

The small trail near the top of a page (Home / Work / S-Line) showing where the page sits in the site. Breadcrumbs help users on deep pages find their way back, and breadcrumb markup helps Google show the page's position in search results.

Wireframe, mockup and prototype: what is the difference?

These three words describe stages, and mixing them up is the most common cause of confused design feedback.

11. Wireframe

A low-detail layout made of grey boxes and labels, with no colour or imagery. It settles what goes where and in what order. Comment on structure and content at this stage, not fonts.

12. Mockup

A static, full-colour design of the screen with real type, colours and images. It looks like the finished page but does nothing when clicked. In graphic design the word also means a realistic preview of artwork on an object; see our guide to graphic design mockups.

13. Prototype

A clickable version of the mockups, linked so you can move through a flow as if it were the real product. On client projects we build prototypes in Figma so people can try the flow on their own phone before any code is written, as we did on the S-Line project.

StageLooks likeAnswers the question
WireframeGrey boxes and labelsWhat goes where?
MockupThe finished design, staticWhat will it look like?
PrototypeClickable screensHow will it work?

More UI and UX terms in one line

A quick glossary of other user interface terms you will meet in briefs, reviews and developer handovers.

TermWhat it means
60-30-10 ruleA colour balance guide: 60% dominant colour, 30% secondary, 10% accent for actions
A/B testShowing two versions to different users and measuring which performs better
Above the foldThe part of a page visible before scrolling
Accessibility (a11y)Designing so people with visual, motor, hearing or cognitive impairments can use the product, measured against WCAG
Alt textA text description of an image, read aloud by screen readers
CardA contained block grouping an image, title and action, often in a grid
ComponentA reusable UI element, such as a button or input, built once and used everywhere
Contrast ratioHow much text stands out from its background; WCAG asks for at least 4.5:1 for body text
Dark patternA design that tricks users into something they did not intend, such as a hidden unsubscribe link
Design systemThe documented set of components, tokens and rules a product is built from
Design tokensNamed values for colour, spacing and type shared between design files and code
Empty stateWhat a screen shows when there is no data yet, such as an empty cart
Focus stateThe visible outline showing which element is selected when using a keyboard
Hamburger menuThe three-line icon that opens a hidden navigation menu
Heuristic evaluationAn expert review of a design against established usability principles
Hover stateHow an element changes when a mouse pointer is over it
MicrocopySmall interface text: button labels, hints, error messages
Micro-interactionA small animated response to an action, such as a heart filling when tapped
ModalA window that opens over the page and must be dealt with before continuing
MVPMinimum viable product: the smallest version that can be released to learn from real users
OnboardingThe first-run screens or hints that teach a new user the product
Responsive designOne layout that adapts to phone, tablet and desktop screen widths
Skeleton screenGrey placeholder shapes shown while content loads
StepperA progress indicator such as "Step 2 of 4" in a multi-step form
ToastA brief message that appears and disappears on its own, such as "Saved"
TooltipA small label that appears on hover or tap to explain an element
Vertical rhythmLine heights and spacing set to multiples of one base unit so content aligns down the page
WizardA multi-step flow that asks for one thing per screen, such as checkout or onboarding

Accessibility deserves a special mention. In the EU, the European Accessibility Act has applied to many online shops and digital services since June 2025, so clients selling into Europe increasingly ask for WCAG-level contrast, keyboard navigation and alt text by default.

How to use these terms in a design review

You do not need the whole vocabulary to brief a designer, but a few terms make feedback much faster. Before a review, ask which stage you are looking at:

  • On a wireframe, comment on order, content and what is missing. "The pricing section should come before testimonials" is useful; "I don't like grey" is not.
  • On a mockup, comment on visual hierarchy, colour, type and imagery. Say what you want people to notice first.
  • On a prototype, try to complete a real task, such as booking a call, and note where you hesitated.

Describe problems rather than solutions. "I couldn't find the contact button" lets the designer fix the cause, which may be weak affordance or poor hierarchy; "make the button red" fixes one symptom. Our posts on common UI design mistakes and the UX design process show these terms in context.

Sources

  • W3C: Web Content Accessibility Guidelines (WCAG) 2.2 (w3.org)
  • Nielsen Norman Group: Why You Only Need to Test with 5 Users, Jakob Nielsen (nngroup.com)
  • European Commission: European Accessibility Act, Directive (EU) 2019/882, applying from 28 June 2025 (commission.europa.eu)

Common questions

What do UI and UX stand for?
UI stands for user interface: the screens, buttons, text and visuals a person interacts with. UX stands for user experience: how easy and satisfying it is to get something done with the product as a whole. UI is one part of UX.
Which UI design terms should a beginner learn first?
Start with the ones you will hear in every review: wireframe, mockup, prototype, padding, margin, grid, visual hierarchy and call to action. Then learn the accessibility terms, such as contrast ratio, focus state and alt text, because clients and developers will ask about them.
Do clients need to know UI and UX terms?
Not to hire a designer. Knowing wireframe, mockup and prototype does make reviews faster, because you know what stage you are commenting on and what kind of feedback helps.
What is a design system?
The full set of reusable components, design tokens and usage rules a product is built from, documented so designers and developers make the same decisions. Brand guidelines are the print-era equivalent.
What is the difference between padding and margin?
Padding is the space inside an element, between its border and its content. Margin is the space outside it, separating it from neighbouring elements. Both should come from one spacing scale so the layout stays consistent.
What is affordance in UX design?
Affordance is any visual clue that shows how an element can be used, such as a button that looks pressable or a link that looks clickable. Weak affordance is a common reason users miss important actions.

Keep reading

Start a project

Want this applied to your business?

Tell us what you are working on. You get a reply from the team within one working day, usually a short call and then a fixed quote.

An email or a phone number is enough; we reply on whichever you give.

Start a project

Tell us what you are building