Universal Principles of Design (reversed) Flashcards
A high percentage of effects in any large system are caused by a low percentage of variables.
80/20 Rule
Objects and environments should be designed to be usable, without modification, by as many people as possible.
Accessibility
An instructional technique that helps people understand new information in terms of what they already know.
Advance Organizer
Aesthetic designs are perceived as easier to use than less-aesthetic designs.
Aesthetic-Usability Effect
A property in which the physical characteristics of an object or environment influence its function.
Affordance
The placement of elements such that edges line up along common rows or columns, or their bodies along a common center.
Alignment
A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing.
Anthropomorphic Form
Universal patterns of theme and form resulting from innate biases or dispositions.
Archetypes
Alignment based on the area of elements versus the edges of elements.
Area Alignment
A tendency to see attractive people as more intelligent, competent, moral, and sociable than unattractive people.
Attractiveness Bias
A tendency to see people and things with baby-faced features as more naïve, helpless, and honest than those with mature features.
Baby-Face Bias
Environments rich in nature views and imagery reduce stress and enhance focus and concentration.
Biophilia Effect
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.
Cathedral Effect
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.
Chunking
A technique used to associate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
A tendency to perceive a set of individual elements as a single recognizable pattern, rather than multiple, individual elements.
Closure
A tendency to seek consistency among attitudes, thoughts, and beliefs.
Cognitive Dissonance
Used in design to attract attention, group elements, indicate meaning, and enhance aesthetics.
Color
Elements that move in the same direction are perceived to be more related than elements that move in different directions or are stationary.
Common Fate
A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
The tendency to perceive objects as unchanging, despite changes in sensory input.
Constancy
A method of limiting the actions that can be performed on a system.
Constraint
A tendency to favor objects with contours over objects with sharp angles or points.
Contour Bias
The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
A process in which similar characteristics evolve independently in multiple systems.
Convergence
An activity will be pursued only if its benefits are equal to or greater than the costs.
Cost-Benefit
A space that has territorial markers, opportunities for surveillance, and clear indications of activity and ownership.
Defensible Space
A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
A design process based on consensus building, group decision making, and extensive iteration.
Design by Committee
Traces of use or wear that indicate preferred methods of interaction with an object or environment.
Desire Line
Successful products typically follow four stages of creation: requirements, design, development, and testing.
Development Cycle
A point of physical or attentional entry into a design.
Entry Point
An action or omission of action yielding an unintended result.
Errors
A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others.
Expectation Effect
Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
The ratio of face to body in an image that influences the way the person in the image is perceived.
Face-ism Ratio
The use of more elements than is thought to be necessary to offset the effects of unknown variables and prevent system failure.
Factor of Safety
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.
Feedback Loop
A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Elements are perceived as either figures (objects of focus) or ground (the rest of the perceptual field).
Figure-Ground Relationship
The time required to move to a target is a function of target size and distance to target.
Fitts’ Law
There are five ways to organize information: category, time, location, alphabet, and continuum.
Five Hat Racks
As the flexibility of a system increases, the usability of the system decreases.
Flexibility-Usability Tradeoff
Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Beauty in design results from the purity of function.
Form Follows Function
A technique that influences decision making and judgment by manipulating the way information is presented.
Framing
The ordered sequence of responses to acute stress in humans.
Freeze-Flight-Fight-Forfeit
The quality of system output is dependent on the quality of system input.
Garbage In-Garbage Out