Universal Principles of Design (reversed) Flashcards
(125 cards)
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