Universal Principles of Design (reversed) Flashcards

1
Q

A high percentage of effects in any large system are caused by a low percentage of variables.

A

80/20 Rule

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2
Q

Objects and environments should be designed to be usable, without modification, by as many people as possible.

A

Accessibility

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3
Q

An instructional technique that helps people understand new information in terms of what they already know.

A

Advance Organizer

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4
Q

Aesthetic designs are perceived as easier to use than less-aesthetic designs.

A

Aesthetic-Usability Effect

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5
Q

A property in which the physical characteristics of an object or environment influence its function.

A

Affordance

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6
Q

The placement of elements such that edges line up along common rows or columns, or their bodies along a common center.

A

Alignment

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7
Q

A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing.

A

Anthropomorphic Form

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8
Q

Universal patterns of theme and form resulting from innate biases or dispositions.

A

Archetypes

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9
Q

Alignment based on the area of elements versus the edges of elements.

A

Area Alignment

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10
Q

A tendency to see attractive people as more intelligent, competent, moral, and sociable than unattractive people.

A

Attractiveness Bias

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11
Q

A tendency to see people and things with baby-faced features as more naïve, helpless, and honest than those with mature features.

A

Baby-Face Bias

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12
Q

Environments rich in nature views and imagery reduce stress and enhance focus and concentration.

A

Biophilia Effect

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13
Q

A relationship between the perceived height of a ceiling and cognition. High ceilings promote abstract thinking and creativity. Low ceilings promote concrete and detail-oriented thinking.

A

Cathedral Effect

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14
Q

A technique of combining many units of information into a limited number of units or chunks, so that the information is easier to process and remember.

A

Chunking

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15
Q

A technique used to associate a stimulus with an unconscious physical or emotional response.

A

Classical Conditioning

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16
Q

A tendency to perceive a set of individual elements as a single recognizable pattern, rather than multiple, individual elements.

A

Closure

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17
Q

A tendency to seek consistency among attitudes, thoughts, and beliefs.

A

Cognitive Dissonance

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18
Q

Used in design to attract attention, group elements, indicate meaning, and enhance aesthetics.

A

Color

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19
Q

Elements that move in the same direction are perceived to be more related than elements that move in different directions or are stationary.

A

Common Fate

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20
Q

A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.

A

Comparison

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21
Q

A technique for preventing unintended actions by requiring verification of the actions before they are performed.

A

Confirmation

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22
Q

The usability of a system is improved when similar parts are expressed in similar ways.

A

Consistency

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23
Q

The tendency to perceive objects as unchanging, despite changes in sensory input.

A

Constancy

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24
Q

A method of limiting the actions that can be performed on a system.

A

Constraint

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25
Q

A tendency to favor objects with contours over objects with sharp angles or points.

A

Contour Bias

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26
Q

The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.

A

Control

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27
Q

A process in which similar characteristics evolve independently in multiple systems.

A

Convergence

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28
Q

An activity will be pursued only if its benefits are equal to or greater than the costs.

A

Cost-Benefit

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29
Q

A space that has territorial markers, opportunities for surveillance, and clear indications of activity and ownership.

A

Defensible Space

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30
Q

A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.

A

Depth of Processing

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31
Q

A design process based on consensus building, group decision making, and extensive iteration.

A

Design by Committee

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32
Q

Traces of use or wear that indicate preferred methods of interaction with an object or environment.

A

Desire Line

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33
Q

Successful products typically follow four stages of creation: requirements, design, development, and testing.

A

Development Cycle

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34
Q

A point of physical or attentional entry into a design.

A

Entry Point

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35
Q

An action or omission of action yielding an unintended result.

A

Errors

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36
Q

A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others.

A

Expectation Effect

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37
Q

Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.

A

Exposure Effect

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38
Q

The ratio of face to body in an image that influences the way the person in the image is perceived.

A

Face-ism Ratio

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39
Q

The use of more elements than is thought to be necessary to offset the effects of unknown variables and prevent system failure.

A

Factor of Safety

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40
Q

A relationship between variables in a system where the consequences of an event feed back into the system as input, modifying the event in the future.

A

Feedback Loop

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41
Q

A sequence of numbers in which each number is the sum of the preceding two.

A

Fibonacci Sequence

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42
Q

Elements are perceived as either figures (objects of focus) or ground (the rest of the perceptual field).

A

Figure-Ground Relationship

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43
Q

The time required to move to a target is a function of target size and distance to target.

A

Fitts’ Law

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44
Q

There are five ways to organize information: category, time, location, alphabet, and continuum.

A

Five Hat Racks

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45
Q

As the flexibility of a system increases, the usability of the system decreases.

A

Flexibility-Usability Tradeoff

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46
Q

Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.

A

Forgiveness

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47
Q

Beauty in design results from the purity of function.

A

Form Follows Function

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48
Q

A technique that influences decision making and judgment by manipulating the way information is presented.

A

Framing

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49
Q

The ordered sequence of responses to acute stress in humans.

A

Freeze-Flight-Fight-Forfeit

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50
Q

The quality of system output is dependent on the quality of system input.

A

Garbage In-Garbage Out

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51
Q

A ration within the elements of a form, such as height to width, approximating 0.618

A

Golden Ratio

52
Q

Elements arranged in a straight line or a smooth curve are perceived as a group, and are interpreted as being more related than elements not on the line or curve.

A

Good Continuation

53
Q

A diagram that describes the general pattern followed by the eyes when looking at evenly distributed, homogeneous information.

A

Gutenberg Diagram

54
Q

The time it takes to make a decision increases as the number of alternatives increases.

A

Hick’s Law

55
Q

Hierarchical organization is the simplest structure for visualizing and understanding complexity.

A

Hierarchy

56
Q

In order for a design to be successful, it must meet people’s basic needs before it can attempt to satisfy higher-level needs.

A

Hierarchy of Needs

57
Q

A technique for bringing attention to an area of text or image.

A

Highlighting

58
Q

A tendency to favor filling blank spaces with objects and elements over leaving spaces blank or empty.

A

Horror Vacui

59
Q

A tendency for male children to be interested in hunting-related objects and activities, and female children to be interested in nurturing-related objects and activities.

A

Hunter-Nurturer Fixations

60
Q

The use of pictorial images to improve the recognition and recall of signs and controls.

A

Iconic Representation

61
Q

A state of mental focus so intense that awareness of the “real” world is lost, generally resulting in a feeling of joy and satisfaction.

A

Immersion

62
Q

The failure to cognitively process a stimulus that is presented in clear view, leaving the observer without any awareness or memory of the stimulus.

A

Inattentional Blindness

63
Q

A phenomenon in which mental processing is made slower and less accurate by competing mental processes.

A

Interference Effects

64
Q

A method of information presentation in which information is presented in descending order of importance.

A

Inverted Pyramid

65
Q

A process of repeating a set of operations until a specific result is achieved.

A

Iteration

66
Q

A tendency to interpret ambiguous images as simple and complete, versus complex and incomplete.

A

Law of PrÌ_gnanz

67
Q

The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.

A

Layering

68
Q

The visual clarity of text, generally based on size, typeface, contrast, text block, and spacing of the characters used.

A

Legibility

69
Q

All products progress sequentially through four stages of existence: introduction, growth, maturity, and decline.

A

Life Cycle

70
Q

A relationship between controls and their movements or effects. Good mapping between controls and their effects results in greater ease of use.

A

Mapping

71
Q

People understand and interact with systems and environments based on mental representations developed from experience.

A

Mental Model

72
Q

The act of copying properties of familiar objects, organisms, or environments in order to realize specific benefits afforded by those properties.

A

Mimicry

73
Q

A method of reorganizing information to make the information easier to remember.

A

Mnemonic Device

74
Q

A method of managing system complexity that involves dividing large systems into multiple, smaller self-contained systems.

A

Modularity

75
Q

A method for determining the most commercially viable aesthetic for a design.

A

Most Advanced Yet Acceptable

76
Q

A tendency to prefer faces in which the eyes, nose, lips, and other features are close to the average of a population.

A

Most Average Facial Appearance Effect

77
Q

A term used to describe a set of data, that when plotted, forms the shape of a symmetrical, bell-shaped curve.

A

Normal Distribution

78
Q

A bias against ideas and innovations that originate elsewhere.

A

Not Invented Here

79
Q

A method for predictably altering behavior without restricting options or significantly changing incentives.

A

Nudge

80
Q

Given a choice between functionally equivalent designs, the simplest design should be selected.

A

Ockham’s Razor

81
Q

A technique used to modify behavior by reinforcing desired behaviors, and ignoring or punishing undesired behaviors.

A

Operant Conditioning

82
Q

A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.

A

Orientation Sensitivity

83
Q

The greater the effort to accomplish a task, the less likely the task will be accomplished successfully.

A

Performance Load

84
Q

The designs that help people perform optimally are often not the same as the designs that people find most desirable.

A

Performance Versus Preference

85
Q

A technique that employs fictitious users to guide decision making regarding features, interactions, and aesthetics.

A

Personas

86
Q

Pictures are remembered better than words.

A

Picture Superiority Effect

87
Q

The activation of specific concepts in memory for the purposes of influencing subsequent behaviors.

A

Priming

88
Q

A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.

A

Progressive Disclosure

89
Q

The relationship between the elements of a design and the meaning they convey. Designs with high propositional density are more interesting and memorable than designs with low propositional density.

A

Propositional Density

90
Q

A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).

A

Prospect-Refuge

91
Q

The use of simplified and incomplete models of a design to explore ideas, elaborate requirements, refine specifications, and test functionality.

A

Prototyping

92
Q

Elements that are close together are perceived to be more related than elements that are farther apart.

A

Proximity

93
Q

The degree to which prose can be understood, based on the complexity of words and sentences.

A

Readability

94
Q

Memory for recognizing things is better than memory for recalling things.

A

Recognition Over Recall

95
Q

A tendency to perceive women wearing red as more attractive and men wearing red as more dominant.

A

Red Effect

96
Q

The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.

A

Redundancy

97
Q

A technique for communicating novel information using elements of common understanding.

A

Rosetta Stone

98
Q

A technique of composition in which a medium is divided into thirds, creating aesthetic positions for the primary elements of a design.

A

Rule of Thirds

99
Q

It is often preferable to settle for a satisfactory solution, rather than pursue an optimal solution.

A

Satisficing

100
Q

A tendency to prefer savanna-like environments to other types of environments.

A

Savanna Preference

101
Q

A tendency to assume that a system that works at one scale will also work at a smaller or larger scale.

A

Scaling Fallacy

102
Q

Items and opportunities become more desirable when they are perceived to be in short supply or occur infrequently.

A

Scarcity

103
Q

A property in which a form is made up of parts similar to the whole or to one another.

A

Self-Similarity

104
Q

A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.

A

Serial Position Effects

105
Q

A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.

A

Shaping

106
Q

The ratio of relevant to irrelevant information in a display. The highest possible signal-to-noise ratio is desirable in design.

A

Signal-to-Noise Ratio

107
Q

Elements that are similar are perceived to be more related than elements that are dissimilar.

A

Similarity

108
Q

A method for dramatically increasing the recognition, recall, and unsolicited sharing of an idea or expression.

A

Stickiness

109
Q

A method of creating imagery, emotions, and understanding of events through an interaction between a storyteller and an audience.

A

Storytelling

110
Q

There are three ways to organize materials to support a load or to contain and protect something: mass structures, frame structures, and shell structures.

A

Structural Forms

111
Q

A property of visual equivalence among elements in a form.

A

Symmetry

112
Q

An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.

A

Threat Detection

113
Q

A tendency to see objects and patterns as three-dimensional when certain visual cues are present.

A

Three-Dimensional Projection

114
Q

A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.

A

Top-Down Lighting Bias

115
Q

Anthropomorphic forms are appealing when they are dissimilar or identical to humans, but unappealing when they are very similar to humans.

A

Uncanny Valley

116
Q

The act of measuring certain sensitive variables in a system can alter them, and confound the accuracy of the measurement.

A

Uncertainty Principle

117
Q

Elements that are connected by uniform visual properties, such as color, are perceived to be more related than elements that are not connected.

A

Uniform Connectedness

118
Q

A tendency to find a product desirable because it has a high price.

A

Veblen Effect

119
Q

The usability of a system is improved when its status and methods of use are clearly visible.

A

Visibility

120
Q

A phenomenon in which an image achieves optimal clarity due to resonance between the spatial frequency of the image and the observer’s distance from the image.

A

Visuospatial Resonance

121
Q

A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.

A

von Restorff Effect

122
Q

Objects and environments that embody naturalness, simplicity, and subtle imperfection achieve a deeper, more meaningful aesthetic.

A

Wabi-Sabi

123
Q

A preference for a particular ratio of waist size to hip size in men and women.

A

Waist-to-Hip Ratio

124
Q

The process of using spatial and environmental information to navigate to a destination.

A

Wayfinding

125
Q

The use of a weak element that will fail in order to protect other elements in the system from damage.

A

Weakest Link