Design Thinking and Fundamentals Flashcards

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50 vocabulary flashcards covering design definitions, user-centered design principles, design thinking phases, user research techniques, and Gestalt perceptual laws based on the lecture material.

Last updated 3:51 PM on 9/15/26
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50 Terms

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Aesthetic-Usability Effect

A perception phenomenon where people believe that a more aesthetically pleasing product is easier to use than a less aesthetic design, even if it is not.

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Interaction Design (IxD)

A branch of design dedicated to defining the behavior of digital products and systems.

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Industrial Design (ID)

A traditional branch of design that focuses on optimizing the function, value, and appearance of physical objects.

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Graphic Design (GD)

A traditional branch of design rooted in graphic arts and print media that focuses on bringing together the meaning and appearance of a product.

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Conceptual Design

A basic foundation of product creation that defines the structure of the solution, including functional elements, their relationships, and system behavior.

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Physical Design

A refined level of design that defines the aesthetics of the solution, including language, branding, and product appeal.

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Design Artifacts

Outputs produced during the design process that feed into development, including system models, specifications, style guides, and prototypes.

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Design Thinking

An ideology and user-centric process for creative problem-solving that balances human desirability, technological feasibility, and economic viability.

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Solution-Based Thinking

An iterative problem-solving approach that prioritizes ongoing experimentation to find constructive solutions rather than fixating on obstacles.

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Problem-Based Thinking

An approach to problem-solving that fixates on identifying rules, obstacles, and limitations before searching for an arrangement.

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The Human Rule

A core principle of design thinking stating that all design activity is social in nature and must maintain a human-centric point of view.

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The Ambiguity Rule

A core principle of design thinking stating that ambiguity is inevitable and experimenting at the limits of knowledge is crucial to seeing things differently.

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The Redesign Rule

A core principle of design thinking stating that all design is redesign because basic human needs remain unchanged while technology and circumstances evolve.

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The Tangibility Rule

A core principle of design thinking stating that making ideas tangible through prototypes enables designers to communicate them more effectively.

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Empathise

The first phase of the design thinking process, focused on understanding users on a psychological and emotional level while setting aside assumptions.

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Define

The second phase of the design thinking process, where research findings are synthesized to establish a clear, user-centered problem statement.

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Ideate

The third phase of the design thinking process, involving judgment-free sessions to generate as many new angles and potential solutions as possible.

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Prototype

The fourth phase of the design thinking process, where ideas are turned into scaled-down, tangible experimental versions to test solutions and identify flaws.

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Test

The fifth phase of the design thinking process, where prototypes are evaluated with users to gather feedback and refine previous phases.

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Wicked Problem

A term coined by Horst Rittel for tricky, highly ambiguous problems that lack a definitive solution or stopping point, such as poverty or climate change.

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Lean UX

A design framework focused on streamlining processes, minimizing waste, maximizing value, and gathering rapid feedback in cross-functional teams.

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Agile Development

A flexible software development process that operates in iterative, incremental cycles known as sprints.

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User-Centered Design (UCD)

A methodology where designers balance user needs, context constraints, and human-machine interaction challenges to develop solutions.

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Contextual Enquiry

A qualitative research technique combining observation and open questioning while watching a user work in their natural environment.

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Shadowing

A research method involving discreetly observing users in context to understand the gap between what people say they do and what they actually do.

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Card Sorting

A research method used to understand how intended users naturally categorize and structure information or content.

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Focus Group

A market research technique involving a moderated discussion with 5 to 10 participants to gather feedback on specific issues or concepts.

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Ethnography

A social research technique centered on observing and conversing with subjects in their everyday contexts rather than controlled environments.

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Persona

A research-based description of a fictional, archetypal user that represents specific target audience goals, behaviors, and characteristics.

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Scenario

A narrative describing the context, tasks, and motivations for why and how a specific persona uses a product or service.

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Empathy Map

A visual synthesis tool used to organize user research observations across thoughts, feelings, sayings, actions, pains, and gains.

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Gestalt Principles

A set of psychological laws describing how human vision naturally groups similar elements, recognizes patterns, and simplifies complex visuals.

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<p>Law of Simplicity (Emergence)</p>

Law of Simplicity (Emergence)

A Gestalt principle stating that people perceive and interpret ambiguous or complex images in the simplest form possible.

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<p>Law of Similarity</p>

Law of Similarity

A Gestalt principle stating that visual elements sharing characteristics such as shape, size, color, or texture are perceived as related or grouped together.

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<p>Law of Proximity</p>

Law of Proximity

A Gestalt principle stating that elements placed closer together are perceived as more related than those spaced farther apart.

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<p>Law of Closure</p>

Law of Closure

A Gestalt principle stating that the human mind automatically fills in missing visual information or gaps to perceive a complete, familiar image.

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<p>Law of Figure/Ground</p>

Law of Figure/Ground

A Gestalt principle stating that visual elements are perceived either as a foreground object of focus (figure) or as part of the background (ground).

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<p>Law of Continuity</p>

Law of Continuity

A Gestalt principle stating that the human eye naturally follows lines or curves in a continuous direction to minimize abrupt changes.

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<p>Law of Symmetry</p>

Law of Symmetry

A Gestalt principle stating that balanced and symmetrical objects are perceived as complete, whole, and orderly forms.

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<p>Law of Synchrony (Common Fate)</p>

Law of Synchrony (Common Fate)

A Gestalt principle stating that visual elements moving or pointing in the same direction are perceived as more related than those moving differently.

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<p>Law of Common Region</p>

Law of Common Region

A Gestalt principle stating that visual elements enclosed within the same closed boundary region are perceived as a distinct group.

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Product Design

The systematic process of conceptualizing and creating mass-produced objects by combining art, science, and technology to meet user needs.

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Style

The visual or outer appearance of a product that creates aesthetic value for consumers, distinct from its core structural functionality.

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Provocation

An extreme lateral-thinking ideation technique used to challenge established beliefs and explore new options.

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Body Storming

An ideation technique where participants role-play scenarios physically to explore user challenges and generate solutions.

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iGPS

An assessment dashboard prototype developed at BIF2011 that pinpoints a student's skill level and maps route waypoints toward learning goals.

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Designare

The Latin root word for design, historically meaning to draw a plan on paper.

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Attractiveness Bias

A perceptual bias where visual appeal positively influences user evaluation of function or performance, famously referenced in political debates.

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Vector Network

A core feature tool introduced in Figma allowing designers to create complex visual forms using a small set of functions.

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Massimo Vignelli and Bob Noorda

Graphic designers who established the unified visual identity for the New York City subway system in 1965 and authored its 182-page manual.