Glossary

Entrance Area

These are fields where the user is asked to enter text or numeric data (alphanumeric) - username, password, number of items, etc. Input fields allow users to enter text into a user interface. They usually appear in forms and dialog boxes.

Eye Tracking

It is the measurement of the user's eye activity during the process of viewing the screen. Eye tracking software (as well as onboard/external camera hardware) allows the user to track which areas, how often and in what order they look at the screen after it is opened.

Ethnography / Ethnographic Research

It is the study of users (or target users) in their own settings through methods such as observation or face-to-face interviews. Ethnography provides the researcher with an understanding of how these users see the world and how they interact with everything around them.

Error Rate

It is the ratio of the frequency of occurrence of errors in a given time interval. In UX design, user error rate is defined as the number of times a user logs in incorrectly. User error rate can be calculated in different ways.

Error Analysis

Error analysis is a part of task analysis that identifies the frequency and types of errors that occur for a set of task flows. Errors occur when certain actions in an application or website cannot be completed. It should be your main task as a designer to identify errors well, to anticipate their solutions and to consider that users are only human and can make mistakes.

End User

It is the general name given to people who use the mobile app or website or participate in research studies. The meaning of the end user varies depending on what the product or service is. End users are not necessarily the people who buy products. However, end users are the ones who influence whether a product should be purchased or not. In order for end-users to be able to make accurate analysis on the product, it is of great importance that products are optimized with usability tests.

Eighty/Twenty Rule

It is based on the Pareto principle. According to this, in any UI (mobile / web) 20% of the functionality and features will be responsible for 80% of the results. The idea behind this rule is this:

80% of the impact of any process comes from 20% of the effort put into that process. If we think about this rule in the context of UX;

  • 80% of your users use 20% of your features
  • For example, 20% of the code causes 80% of the errors.

Export

It is the export of a developed software and/or a module within the software to be used later or to be used on a different device/workspace.