1/48
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
The Principle of Least Effort
People will take the path or action requiring the least amount of mental and physical energy to complete a task.
Paradox of the Active User
Users never read manuals but start using the software immediately.
Jakob's Law
Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.
Tesler's Law
For any system there is a certain amount of complexity which cannot be reduced.
Hick's Law
The time it takes to make a decision increases as the number of alternatives increases
Stroop Effect
The mental dissonance caused when we attempt to make sense of two conflicting attributes at once.
Law of Pragnanz
People will perceive and interpret ambiguous or complex images as the simplest form(s) possible
Law of Closure
The tendency to fill in the gaps in an incomplete image.
Law of Similarity
The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated.
Occam's Razor
Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected.
Postel's Law
Be liberal in what you accept, and conservative in what you send.
Aesthetic-Usability Effect
Users often perceive aesthetically pleasing design as design that's more usable.
Law of Uniform Connectedness
Elements that are visually connected are perceived as more related than elements with no connection.
Law of Proximity
Objects that are near or proximate to each other tend to be grouped together
Law of Continuity
Elements arranged on a line or curve are perceived to be more related than elements not on the line or curve.
Law of Common Region
Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.
Simon Effect
Reaction times are usually faster and more accurate when the stimulus occurs in the same relative location as the response.
Fitt's Law
The time to acquire a target is a function of the distance to and size of the target.
Accot-Zhai Steering Law
The time necessary to guide a pointer of drag a finger along a path that has no borders.
Serial Position Effect
Users have a tendency to best remember the first and last items in a series.
Peak-End Rule
People judge an experience largely based on how they felt at its peak (i.e., its most intense point) and at its end, rather than based on the total sum or average of every moment of the experience.
Von Restorff Effect
When multiple similar objects are present, the one that differs from the rest is most likely to be remembered
Zeigarnik Effect
People remember uncompleted or interrupted tasks better than completed tasks
Pareto Principle
Roughly 80% of the effects come from 20% of the causes
Campbell's Law
The more important a metric is in social decision making, the more likely it is to be manipulated.
Miller's Law
The average person can only keep 7 (plus or minus 2) items in their working memory.
Goal-Gradient Effect
The tendency to approach a goal increases with proximity to the goal.
Parkinson's Law
Any task will expand to fill the available time.
Doherty Threshold
Productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other.
Bock's Constant
People just don't read. Honestly, they really don't!
Mental Model
An explanation of someone's thought process about how something works in the real world
Signifier
Clues in different forms that communicate what action is to be done within a system.
Short-Term Memory
The capacity to store a small amount of information in mind and keep it readily available for a short period of time.
Selective Attention
The process of focusing our attention only to a subset of the stimuli in the environment - usually those related to our goals
Cognitive Load
The amount of mental resources needed to understand and interact with an interface.
Mapping
The relationship between the elements of two sets of things
Cognitive Dissonance
When a user is confronted with an interface or affordance that appears to be intuitive but delivers unexpected results.
Analysis Paralysis
The inability to make a decision due to overthinking a problem.
Chunking
Chunking is a process by which individual pieces of an information set are broken down and then grouped together in a meaningful whole.
Contextual Inquiry
A field study that involves in-depth observation and interviews of a small sample of users to gain a robust understanding of work practices and behaviors.
Cognitive Load
When the amount of information coming in exceeds the space we have available, we struggle to mentally keep up - tasks become more difficult, details are missed, and we begin to feel overwhelmed.
Flow
The mental state in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement and an enjoyment of process of the activity.
Cognitive Bias
Systematic errors of thinking or rationality in judgement that influence our perception of the world and our decision-making ability.
Constraints
Physical, semantic, cultural, and logical constraints guide our actions and aid in interpretation.
Discoverability
The ability to discover what a system does, how it works, and what operations are possible
Affordances
Define what actions are possible with an object or interface based on the capabilities of the user.
Feedback
System responses that makes it clear to the user what action has been taken and what has been accomplished.
Conceptual Moden
An explanation, usually highly simplified, of how something works, which is formed through experience, training, and instruction.
Design Principles
An agreed-upon set of guidelines help frame how a design team approaches and solves problems