Domain UX
Domain UX is designing for the rules of a specific industry: what people risk, who decides, what the law requires and what a mistake costs. The same pattern can be right in a shop and wrong in a bank, so domain knowledge changes the design.
Example. A one-tap purchase is a good idea in a music app and a risky one in a payment app, where the same tap moves real money.
Also called: designing for domains, industry UX
B2C UX
B2C UX is designing products for individual consumers, who found the product a minute ago, owe it nothing and will leave the moment it asks too much. There is no training and no procurement, so the first session and the time to first value decide almost everything.
Example. A meditation app lets people start a three-minute session before creating an account, and asks for an email only after the first session ends.
Also called: consumer UX, B2C UX design
Time to First Value
Time to first value is how long it takes a new user to get the first real benefit from a product. In consumer products it often decides whether people come back, so good onboarding shortens it before adding anything else.
Example. A photo editor opens with one of the user's own photos already improved, instead of a five-screen tour.
Also called: TTFV, time to value
E-Commerce UX Design
E-commerce UX design shapes how people find, compare and buy products online, from the storefront to the product page, cart and checkout. People spend their own money, so clear costs and trust signals matter on every screen.
Example. A shop shows delivery cost and the arrival date on the product page, so nothing new appears at the last step of checkout.
Also called: ecommerce UX, e-commerce UX, online store UX
Checkout UX
Checkout UX is the design of the cart and payment steps of an online purchase. The DesignPath E-commerce UX course puts basket abandonment at about 70%, with a cost that appears only at the last step as the biggest fixable reason.
Example. Showing taxes and delivery fees in the cart, before the payment form, removes the surprise that makes people close the tab.
Also called: cart abandonment, checkout design
SaaS UX Design
SaaS UX design is designing subscription software that people use for work, often every day: onboarding, dashboards, settings, roles and billing. Most SaaS products are bought by a team, so the person who pays and the person who uses the product can be different people.
Example. A project tool lets an admin invite the team and set permissions, while each member sees only the projects they work on.
Also called: UX design for SaaS, SaaS UX
B2B UX
B2B UX is designing products that companies buy for their teams. The person who signs is rarely the person who uses the product, and months can pass between the two, so the design has to serve buyers, admins and everyday users along the whole journey.
Example. A finance tool gives the buyer a clear security page, the admin a simple setup and the accountant a fast daily workflow.
Also called: B2B UX design, enterprise UX
Buying Group
A buying group is the set of people inside a company who decide on a B2B purchase together: users, managers, IT, security and finance. Each one needs different information at a different moment of the journey.
Example. A team lead wants a free trial, the security officer wants a data processing document, and finance wants clear pricing per seat.
Also called: B2B buying committee, decision makers
Fintech UX Design
Fintech UX design is designing products that move or show money, where trust and accuracy come first. The DesignPath course notes that most money lost to payment fraud is sent by the account holder through an interface that worked as designed, so the design must help people stop and check.
Example. Before a first transfer to a new recipient, the app shows the name registered to the account and asks the person to confirm it.
Also called: fintech UX, banking UX, trust-critical UX
Confirming Irreversible Actions
Confirming irreversible actions means adding a deliberate check before something that can't be undone, such as sending money or deleting records. A good confirmation names the consequence in plain words instead of asking «Are you sure?».
Example. «Send 1,200 EUR to Anna Kovalenko? This payment can't be cancelled» works better than a generic OK button.
Also called: irreversible action, high-stakes confirmation
Healthcare UX Design
Healthcare UX design is designing health products where a confused user doesn't just abandon a purchase: they may take a wrong dose, miss an appointment or share a record they meant to keep private. It relies on plain language, informed consent and designing for stress.
Example. A medication reminder shows the dose in large text with a clear «Taken» button, and lets a caregiver see whether it was taken.
Also called: healthtech UX, medical UX, UX design healthcare
Informed Consent
Informed consent in UX means people understand what they agree to before they agree: what data is shared, with whom and why. In health products it's a design task, because a long legal text people scroll past is consent in name only.
Example. Before sharing test results with a new clinic, the app lists exactly which results will be shared and lets the patient untick any of them.
Also called: consent UX, consent design
EdTech UX
EdTech UX is designing learning products. Most products serve people who already know what they want; a learning product serves someone trying to become different, which changes what a wrong answer means and what progress has to look like.
Example. A language app treats a wrong answer as a hint and a repeat later, and shows progress as skills gained instead of points.
Also called: learning UX, education UX