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UXPin Glossary: UX Design Terms | UXPin

Ben Gremillion
By Ben Gremillion on 1st July, 2016 Updated on 15th June, 2020

Common vocabulary used in both UXPin and UX design.

Adaptive Breakpoint: A canvas size that relates to a realistic viewport, like a smartphone, tablet, or widescreen website.

Advanced Animation: An interaction that moves or manipulates one or more elements across one to four steps.

Canvas: The area in which prototypes are built in the editor. The canvas is visible when viewing prototypes, as opposed to the workbench, which is hidden.

Dashboard: The project management section of UXPin.

Delay: The time between the instant users trigger an interaction and the action being executed.

Editor: The tool designers use to create mockups, lo-fis, hi-fis, and other prototypes.

Element: Item that comprises prototypes in the editor canvas.

Export: The act of saving a prototype for offline viewing.

Fixed Position: A set of coordinates in the canvas at from an element does not move as users scroll through a design. In UXPin terms, this is called “sticky.”

Group: A series of elements that act as a whole. Groups can have their own interactions and visibility.

Hi-fi: A prototype with real or realistic content, colors, typography, and layout.

Hotspot: A “blank” element that does nothing until given an interaction. Hotspots are invisible in live previews, but appear as translucent yellow boxes in the editor.

Interaction: A change that occurs automatically when users click, swipe, hover, or otherwise touch upon an element.

Iteration: A “snapshot” of a a wireframe or prototype, similar to a save state or commit in GitHub. Iterations let design teams review stages of their work over time.

Layer: Differing levels on which you can place your drawings and objects, stacked above and below each other. Every element, like a box, image, button, or icon, is its own layer in the UXPin editor.

Layout Grid: Columns in the editor that help designers keep their work horizontally aligned. Toggle the layout grid on and off with the keyboard shortcut opt/alt G.

Live Preview: A prototype outside of the editor with which stakeholders can simulate designs and leave feedback on works in progress.

Lo-fi: A rough mockup that uses boxes or placeholder content to test design ideas before committing to a more fleshed-out prototype.

Multistate Element: A group of elements with different configurations, one of which is visible at any given time. Users can switch between the configurations with interactions.

Panel: A section of the editor outside of the canvas and workbench. Panels contain different tools or properties, and can be moved around the browser screen for convenience. On the left is the Assets panel; on the right, the Properties panel.

Project Folder: A collection of prototypes and other design documents, like personas, accessible in the dashboard. Project folders themselves can be organized into groups for convenience.

Project Group: A collection of project folders used to organize work in the dashboard.

Project Status: A label that denotes at what phase in the design progress a project folder in the dashboard has reached.

Prototype: An interactive simulation of a website or app. Prototypes are useful to test design ideas before spending time and resources writing code.

Roles: Labels for different types of user, such as Owner, Creator, and Collaborator. Each role has different levels of access to projects in a team account. Each team account has exactly one owner.

Sitemap: A panel in the editor and Live Preview designers use to structure pages or views in a prototype.

Sticky: the state of having a fixed position, even when users scroll through a prototype. Sticky elements, groups, or symbols are useful for creating persistent navigation in smartphone-sized interfaces.

Team: A set of accounts with access to each other’s work, depending on individual users’ permissions.

Viewport: the visible area of a design within a user’s browser window. In UXPin terms, this is also the canvas — as opposed to the workbench, which exists outside of the viewport.

Wireframe: A very rough mockup that uses plain boxes to represent every element, including text, images, icons, and navigation.

Workbench: The area outside of the canvas in the editor. This area is not visible in live prototypes, making it great for temporarily hidden elements like off-canvas navigation.

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