Design
Accessibility
The design of products, devices, services, or environments for people with disabilities.
Aesthetic-Usability Effect
The phenomenon where users are more tolerant of minor usability issues when they find an interface visually appealing.
Aesthetic–usability Effect
Phenomenon observed in user experience design and human-computer interaction that refers to the tendency of users to perceive aesthetically pleasing designs as more usable than less attractive ones, even if the actual usability is the same. This effect suggests that visual appeal can influence users' perceptions and interactions, leading them to overlook minor usability issues in favor of a more visually pleasing experience. Consequently, a well-designed aesthetic can enhance user satisfaction, increase trust, and improve overall user experience, making it an important consideration in the design of products and interfaces.
Affordances
An object or system's properties that show the possible actions that can take be taken with it, thereby suggesting how they may interact with that system or object. For example, a button can look as if it needs to be turned or pushed, those characteristics communicating its affordances.
Anti-Pattern
A common response to a recurring problem that is usually ineffective and risks being highly counterproductive.
Cathedral Effect
The laboratory-measured positive effect on creativity that high ceilings exhibit.
Common Fate
A Gestalt principle that stimulus elements are likely to be perceived as a unit if they move together.
Contour Bias
In design and psychology, the tendency to prefer contoured or rounded objects, where sharp angles and pointed features evoke a threat response.
Dark Pattern
A user interface that has been intentionally designed to trick or deceive user activity, wherein they purchase goods or sign-up for an unwanted service.
Design Pattern
The reusable form of a solution to a design problem.
Design System
A series of components that can be reused in different combinations — allowing for consistency, scaling, and efficiency.
Design Thinking
Creative Capacity-Building
An umbrella term for the cognitive, strategic and practical processes by which design concepts (proposals for new products, buildings, machines, etc.) are developed around cooperative efforts in general, and likely a human-centered design process more specifically.
Desire Line
Desire Path · Social Trail · Herd Path · Use Trail
An unofficial path created as a consequence of active use caused by heavy traffic, usually representing the shortest or most easily navigated route between an origin and destination. Desire lines can be physical paths as well as paths to achieving particular outcomes in a system usability context (such as navigating websites or using a smartphone).
Doherty Threshold
Conceived by Walter Doherty and Ahrvind Thadani, the Doherty threshold is an objective for keeping the user thoroughly engaged when interacting with a computer. If a response appears after the 400 ms threshold, users eventually become disinterested according to a study done in the late 1970s.
Ducks Vs. Decorated Shed
In architecture, 'ducks' are buildings that explicitly represent their function through their shape and construction. "Decorated sheds", on the other hand, are generic structures that use signs and imagery to convey their purpose.
Eierlegende-Wollmilchsau
Egg-laying wool milk sow.
Ensō
In Zen, a circle that is hand-drawn in one or two uninhibited brushstrokes to express a moment when the mind is free to let the body create.
Figure-Ground Relationship
A type of perceptual grouping of identifying a figure from the background.
Fitts's Law
Fitts' Law
A predictive model of human movement primarily used in human–computer interaction and ergonomics (such as moving a mouse cursor on a screen). This scientific law predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target.
Flexibility-Usability Tradeoff
The design principle that as the flexibility of a system increases, its usability decreases. The tradeoff exists because accommodating flexibility requires satisfying a larger set of requirements, which results in complexity and usability compromises.
Form Follows Function
A principle which says that the shape of a building or object should primarily relate to its intended function or purpose.
Gestalt Laws of Grouping
Principles of Grouping
The observation that humans naturally perceive objects as organized patterns and objects. These principles are generally organized into the five categories of Proximity, Similarity, Continuity, Closure, and Connectedness.
Graceful Degradation
The ability of a system, machine, or product to maintain a limited functionality even when a large portion of it no longer works or has broken down.
Gruen Effect
Gruen Transfer
In shopping mall design, the moment when consumers enter a shopping mall or store and, surrounded by an intentionally confusing layout, lose track of their original intentions, making consumers more susceptible to make impulse buys.
Gutenberg Diagram
A user behavior known as reading gravity, i.e. the western habit of reading left-to-right, top-to-bottom.
Hierarchy
An arrangement of items (objects, names, values, categories, etc.) in which the items are represented as being "above", "below", or "at the same level as" one another.
Horror Vacui
In visual art, the filling of the entire surface of a space or an artwork with detail.
Inflection Point
A point on a curve at which the curve changes from being concave to convex, or vice versa.
Interface Bloat
Making an interface so wieldy that it is extremely difficult to implement.
Jakob's Law
User experience design principle that states that users expect websites or applications to follow the design patterns and conventions that they are already familiar with, to reduce cognitive load and increase usability.
Jugaad
A non-conventional solution or hack to a problem — often both frugal in nature and demonstrating a degree of creativity.
Jury Rigging
Describing makeshift repairs made with only the tools and materials at hand.
Kaizen
Japanese term that refers to the practice of continuous improvement and incremental change, emphasizing the importance of small and frequent adjustments to increase efficiency, productivity, and quality.
Kinetic Depth Effect
The phenomenon whereby the three-dimensional structural form of an object can be perceived when the object is moving, such as a rotating wire shape cast onto a screen.
Kintsugi
Golden Repair · Kintsukuroi
The Japanese art of repairing broken pottery with lacquer mixed with powder of a precious metal. The repair is seen as part of the object's delightful history and not something to hide.
Kludge
Spaghetti Code · Jugaad
A workaround or quick-and-dirty solution that is clumsy, inelegant, inefficient, difficult to extend and hard to maintain, yet nonetheless is operational.
Knolling
The process of arranging different objects so that they are at 90-degree angles from each other, and then often photographing them from above, but could also be used as a method for organizing, packing, and arranging more broadly.
Law of Good Continuation
The design aesthetic phenomenon where figures with edges that are smooth are more likely seen as continuous than edges that have abrupt or sharp angles.
Law of Prägnanz
Good Figure · Law of Simplicity
A fundamental principle of gestalt which says that people will perceive and interpret ambiguous or complex images as the simplest form(s) possible.
Möbius strip
Möbius Band
A surface with only one side and only one boundary (as a ring of paper that has been cut, one part turned 180 degrees, and reassembled), making it unorientable.
Most Advanced Yet Acceptable (MAYA)
An industrial design principle which seeks to give users the most advanced design, but not more advanced than what they were able to accept and embrace.
Omotenashi
Japanese concept of hospitality that brings ones whole self to the satisfaction of the guests.
Omotenashi
Japanese term used to describe a style of hospitality that emphasizes anticipating and fulfilling the needs of guests with a warm and attentive attitude.
Orientation Sensitivity
A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Parti Pris
Often in architecture, the basic form, diagram, or statement of a design decision.
Performance Vs. Preference
The phenomenon where preferences are not always aligned by more efficient performance, i.e. designs that help people perform optimally are often not the same as the designs that people find most desirable. For example, the Dvorak keyboard allows for 30% improved typing efficiency, yet people continue to prefer the QWERTY keyboard layout.
Principle of Least Astonishment
Law of Least Surprise
The notion that a component of a system should behave in a way that most users will expect it to behave; the behavior should not astonish or surprise users.
Progressive Disclosure
An interaction design technique often used in human computer interaction and journalism to help maintain the focus of a user's attention by reducing clutter, confusion, and cognitive workload.
Prominence-Interpretation Theory
The usability observation that people determine a site's credibility by judging prominent attributes of the site that grab their attention.
Rule of Thirds
A rule of thumb which applies to the process of composing well-design visual images such as designs, films, paintings, and photographs.
Snap-to-Grid
Typically applied in digital graphic design, snap-to-grid is a function used to guide design work, nudging and constraining inputs to a fixed grid.
Urawaza
Japanese term that refers to a clever or unconventional solution or hack that solves a problem in a simple and efficient way, often using everyday items or resources.
Wabi-Sabi
The Japanese concept of a worldview centered on the acceptance of transience and imperfection.
Wayfinding
The design term describing how one orients themselves and navigates within a space, which could refer to compasses and maps as well as graphic design, tactile elements, and architecture.