Accessibility (the practice of designing products that can be used by everyone regardless of ability)
Design attribute that indicates the purpose / functionality of an element (making it intuitive for users)
Often a button, text link, sales pitch, etc...
The mental effort required to perform a task (complexity)
Try your product or feature before giving it to users. Comes from the phrase “to eat your own dogfood.”
Point at which a user starts to become unhappy and withdraw from a system due to perceived delays in response (eg: load times)
Estimated Time of Arrival
e.g.: launch date, arrival to a meeting, etc...
Model that describes the time required to move to a target based on its size and distance (important elements = larger = clearer)
Incorporating game-like mechanics (eg: rewards, challenges) into non-game contexts like learning a new language on Duolingo
Cognitive bias where users’ perception of a product is influenced by one specific aspect (eg: visual appeal, brand recognition)
Principle that says users spend most of their time on other sites/apps so our work should not reinvent standardized conventions
Objects in close proximity are associated / grouped (eg: a form label is closer to its input field than nearby items)
Law of Conservation of Complexity
A system’s complexity cannot be entirely eliminated, just transferred from users to designers/developers.
Users interpret ambiguous visual inputs in the most structured manner possible.
Objects put near each other are seen as linked.
Principle that says systems need to be forgiving in what they recieve, but strict in what they share.
Objects are viewed as being related if they share similar visual characteristics (like shape, size, or color)
Law of Uniform Connectedness
Users view objects as part of a single group when they are visually related to each other.
Principle stating the avg person can hold around 7 (+-2) piece of information in short-term memory at one time
The simplest explanation is usually the best one.
Refered to as the 80/20 rule, it posits that 80% of the outcome is a result of 20% of the time/causes.
Theory that states work grows to fill the allotted time given.
Cognitive Bias that states people remember events based on their high-point and the conclusion.
Users have better recall for items at the start or end of a list
Theory that claims something different is more likely to be remembered.
Concept that suggests individuals remember incomplete projects better than completed ones.