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Product Design Glossary: 60 UI/UX Terms Founders Hear From Designers

60 UI/UX terms founders hear from designers, defined in plain English with a SaaS product example for each: research, flows, layout, components and handoff.

By Mehdi Hassan12 min read

The short answer

UI/UX terms are the working vocabulary designers use to describe research, structure, screens and the build. UX terms describe how a product works for people, such as user flows, usability testing and information architecture. UI terms describe how it looks and behaves, such as components, states, grids and design tokens. This glossary defines 60 of them in plain English.

Key takeaways

  • UX terms describe how a product works for people. UI terms describe what they see and touch.
  • Most confusion comes from near-synonyms: wireframe vs mockup vs prototype, component vs pattern.
  • Ask designers which state a screen is in: empty, loading, error and success all need designing.
  • Design tokens and components are where design meets code, so they matter for build cost.
  • Marketing and SEO terms live in our separate growth glossary, this one is product terms only.

Part of SaaS Product Design: The Complete Guide for Founders and Product Teams

Designers use a lot of shorthand, and founders often nod along in reviews without being sure what a 'modal', a 'token' or 'progressive disclosure' means for the product. This glossary covers the product design vocabulary: the terms you'll hear while building a SaaS app, a dashboard or a mobile product. Each term has a plain definition and an example from a typical SaaS product.

It sits under our SaaS product design guide, which explains how these pieces fit together into a process. Marketing, SEO and website terms such as conversion rate or schema markup are defined in our web design, SEO and AEO glossary instead.

What UI/UX terms do founders hear most often?

The UI/UX terms founders hear most are the ones that show up in every design review: user flow, wireframe, prototype, component, state and design system. If you only learn ten words, learn these. They describe what's being shown, how finished it is and what it will take to build.

Term

Plain meaning

SaaS example

UX (user experience)

How it feels and works to use a product, from first visit to daily use.

Whether a new admin can invite their team without asking support.

UI (user interface)

The visible layer people interact with: screens, controls, text and visuals.

The buttons, inputs and layout of the invite screen.

User flow

The sequence of steps a user takes to complete one task.

Sign up, verify email, create workspace, invite teammates.

Wireframe

A low-detail sketch of a screen's structure, without final visuals.

Gray boxes showing where the table, filters and actions sit.

Mockup

A static, high-fidelity picture of a screen as it will look.

The finished billing page in Figma with real type and color.

Prototype

A clickable simulation of a flow, used to test or demo before building.

A Figma link where clicking 'Upgrade' opens the plan picker.

Component

A reusable interface piece built once and used everywhere.

One button component used across every page.

State

A version of a component or screen in a given condition.

A project list that's empty, loading, failed or full.

Design system

The shared set of components, rules and tokens a product is built from.

Buttons, inputs, colors and spacing documented in Figma and code.

Handoff

Passing finished design to developers for building.

A Figma file plus specs sent to the engineering team.

Which research and discovery terms should you know?

Research and discovery terms describe how designers learn what users need before deciding what to build. They matter because they tell you how confident a team is in a direction: an idea backed by usability testing is a different bet from one backed by a hunch.

Term

Plain meaning

SaaS example

User research

Any structured way of learning from real users, by talking to them or watching them.

Five calls with ops managers about how they track approvals today.

User interview

A one-to-one conversation about a person's past behavior and problems.

Asking a customer to walk through the last time an invoice went wrong.

Usability testing

Watching people try to complete tasks with a design to find where they struggle.

Asking testers to export a report and noting where they hesitate.

Persona

A profile representing a group of users, their goals and context.

'Priya, finance lead at a 50-person company, closes the books monthly.'

Jobs to be done (JTBD)

A framing that focuses on the progress a user is trying to make, not who they are.

'When month-end comes, I want to reconcile fast so I can report on time.'

Journey map

A diagram of a user's steps, thoughts and feelings over a longer experience.

From discovering the tool to their first successful payroll run.

Pain point

A specific problem or frustration a user experiences.

Having to re-enter the same customer details in two places.

Synthesis

Turning raw research notes into patterns and decisions.

Grouping 40 interview quotes into five themes on a board.

Heuristic evaluation

An expert review of a design against established usability principles.

Checking a settings page for consistency, feedback and error prevention.

A/B test

Showing two versions to different users and comparing results.

Testing two onboarding checklists to see which leads to more activations.

To see where research fits in a full build, our guide on how to design a SaaS app from scratch walks through each stage.

What do structure and flow terms like information architecture mean?

Structure and flow terms describe how a product is organized and how people move through it. They come up when a product grows past a handful of screens and people start saying they can't find things. Our guide to SaaS information architecture goes deeper on all of them.

Term

Plain meaning

SaaS example

Information architecture (IA)

How content and features are grouped, labeled and arranged.

Deciding whether 'Integrations' lives under Settings or in the main nav.

Navigation

The menus and links users rely on to move between areas.

A left sidebar with Projects, Reports and Settings.

Card sorting

A research method where users group items to reveal how they expect things organized.

Users sorting 25 feature names into groups that make sense to them.

Happy path

The ideal route through a flow where nothing goes wrong.

A user signs up, connects data and sees a chart on the first try.

Edge case

An unusual situation the design must still handle.

A workspace with 2,000 members, or a name with 80 characters.

Onboarding

The first-run experience that gets a new user to value.

A checklist guiding a new account to connect its first data source.

Activation

The moment a new user first gets real value from the product.

The first report successfully shared with a teammate.

Progressive disclosure

Showing basic options first and revealing advanced ones on demand.

An 'Advanced filters' link that expands a longer filter panel.

Which layout and visual design terms come up in reviews?

Layout and visual terms describe how a screen is arranged and how it guides the eye. They're the language of UI feedback. When a designer says the hierarchy is off or the spacing is inconsistent, they mean the screen is harder to scan than it should be, not just that it looks wrong.

Term

Plain meaning

SaaS example

Visual hierarchy

Using size, weight, color and position to show what matters most.

The account balance is larger and bolder than the transaction list.

Grid

An invisible column structure that keeps layouts aligned.

A 12-column grid used for every dashboard page.

White space

Empty space around and between elements that improves readability.

Extra space separating the plan cards on a pricing screen.

Typography scale

A fixed set of text sizes used across a product.

Six sizes from caption to page title, nothing in between.

Contrast

The difference in brightness between text and its background.

Gray table text checked against WCAG so it stays readable.

Density

How much information fits on a screen.

A compact table view for power users with tighter rows.

Responsive design

Layouts that adapt to different screen sizes.

A table that becomes stacked cards on a phone.

Dark mode

A color theme with dark backgrounds and light text.

A theme toggle that follows the operating system setting.

What are the common UI component and pattern terms?

Component and pattern terms name the building blocks on screen. A component is one reusable piece, like a button. A pattern is a reusable solution to a common problem, like a confirmation step before deleting something. Our guide to web app UI design shows how they combine on real screens.

Term

Plain meaning

SaaS example

Modal (dialog)

A window that appears over the page and blocks it until closed.

'Delete project?' with Cancel and Delete buttons.

Drawer / side panel

A panel that slides in from the side, keeping the page visible.

Clicking a ticket opens its details on the right.

Toast

A small, temporary message confirming an action.

'Invite sent' appearing briefly in the corner.

Tooltip

A short label that appears on hover or focus.

Hovering an icon shows 'Export as CSV'.

Dropdown / select

A control that reveals a list of options to choose from.

Choosing a time zone from a list.

Combobox

An input that combines typing with a filtered list of options.

Typing a teammate's name to assign a task.

Command palette

A keyboard-opened search box for jumping to pages or running actions.

Pressing Cmd+K and typing 'new invoice'.

Data table

A grid of rows and columns for scanning and acting on records.

A customer list with sort, filter and bulk actions.

Call to action (CTA)

The main action a screen asks the user to take.

'Connect your bank' as the primary button on an empty dashboard.

What do interaction and state terms mean for your product?

Interaction and state terms describe what happens when people act and what the product shows in each condition. These are where unfinished designs usually fall short. A design that shows only the full, happy screen leaves developers guessing about the rest, and guesses become bugs.

Term

Plain meaning

SaaS example

Empty state

What a screen shows when there's no data yet.

A projects page that explains what a project is and offers 'Create your first project'.

Loading state

What users see while content is being fetched.

Skeleton rows that match the shape of the table.

Error state

What users see when something fails, with a way forward.

'We couldn't load reports. Try again' with a retry button.

Success state

Confirmation that an action worked.

A check mark and 'Payment method updated'.

Microcopy

The small bits of interface text: labels, hints, errors and buttons.

'Use your work email' under the email field.

Affordance

A visual cue that suggests how something can be used.

A raised button that clearly looks clickable.

Optimistic UI

Updating the interface instantly before the server confirms.

A comment appears immediately, then syncs in the background.

Undo

Letting users reverse an action instead of confirming it in advance.

'Task archived. Undo' instead of a confirmation modal.

Most of these are as much about words as visuals. Our guide to UX writing for SaaS covers how to write empty, error and success messages that help. For AI features, the same states multiply, and our guide to AI product UX covers patterns like visible plans and citations.

Which design system and handoff terms matter for the build?

Design system and handoff terms describe how design becomes code and stays consistent as the product grows. They matter to founders because they drive build cost and speed. A product with a clear system ships new screens faster, while one without it re-designs the same button every sprint.

Term

Plain meaning

SaaS example

Design tokens

Named values for colors, spacing, type and radii shared by design and code.

'color-danger' used for every destructive button and error.

Variant

A version of a component with different properties.

Primary, secondary and ghost versions of one button.

Style guide

Rules for visual identity: colors, type, logo and imagery.

A page listing brand colors and when to use each.

Figma variables

Figma's built-in way to store token values and themes.

Light and dark color sets switched with one setting.

Dev Mode

Figma's inspection view for developers.

Developers copying spacing values and CSS from a frame.

Accessibility (a11y)

Designing so people with disabilities can use the product.

Every action reachable by keyboard and labeled for screen readers.

Role-based access (RBAC)

Showing or hiding features based on a user's role.

Only admins see the billing page. See our roles and permissions guide.

How do commonly confused UI/UX terms differ?

The most commonly confused terms are near-synonyms that describe different levels of finish or scope. Mixing them up causes real problems: a founder who expects a prototype and receives a wireframe will think the work is behind, when it's simply at an earlier stage.

Pair

The difference

Why it matters

Wireframe vs mockup vs prototype

Structure vs static final look vs clickable simulation

Sets expectations for how finished a review is

Component vs pattern

One reusable piece vs a reusable solution made of pieces

Patterns need rules, not just parts

User flow vs journey map

Steps in one task vs the whole experience over time

Flows guide screens, journeys guide strategy

Persona vs job to be done

Who the user is vs what progress they want

Jobs usually lead to sharper product decisions

Usability test vs A/B test

Watching why people struggle vs measuring which version wins

One explains, the other counts

Design system vs style guide

Components, tokens and rules vs visual identity only

A style guide alone won't speed up building

For example, suppose a design review uses ten of these terms in one sentence

For example, suppose your designer says: 'The wireframe for the invite flow is done, and the prototype covers the happy path, but we still need the empty and error states, and the modal should probably be a drawer so people keep context.'

Translated: the structure of the invite steps is agreed, there's a clickable version for the ideal route, but nobody has designed what the screen looks like with no teammates yet or when an invite fails. They also want the invite form to slide in from the side rather than block the page. That tells you the work is roughly halfway, and that the remaining pieces are the ones developers would otherwise have to guess.

For the principles behind good use of all these terms in complex products, read our B2B SaaS UX principles.

Frequently asked questions

What is the difference between UX and UI in one sentence?
UX is how a product works and feels to use, covering research, flows and whether people can complete tasks, while UI is how it looks and responds on screen, covering layout, type, color and components. You need both: a beautiful interface with a confusing flow fails, and so does a logical flow on screens nobody can read.
What is a design system in simple terms?
A design system is the shared kit a product is built from: reusable components such as buttons and inputs, design tokens for colors and spacing, and rules about when to use what. It lives in both the design tool and the codebase. Its job is to keep the product consistent and make new screens faster to design and build.
What does high fidelity mean in design?
High fidelity means a design looks close to the finished product, with real typography, colors, content and spacing. Low fidelity means a rough version focused on structure, such as a wireframe or sketch. Teams usually start low fidelity to agree on structure quickly, then move to high fidelity once the flow is settled.
Why do designers care so much about states?
Because users spend a lot of time in states other than the ideal one: waiting for data, seeing nothing yet, or hitting an error. If those states aren't designed, developers improvise them, and the product feels unfinished exactly when users need help most. Asking 'what does this look like empty, loading and broken?' is one of the best review questions.
Are UI/UX terms different for mobile apps?
Most terms are the same across web and mobile. Mobile adds a few of its own, such as bottom sheets, tab bars, gestures and safe areas, and platform guidelines from Apple and Google that define native patterns. The underlying ideas, including flows, states, components and hierarchy, apply equally to both.

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Copywriter, designer and developer, and founder of Designify Studio. Over five years, 60+ projects across 14+ industries, for startups that have raised $300M+.

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