Universal Principles of Design Flashcards

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Comprehensive vocabulary flashcards covering the individual principles of design detailed in the text.

Last updated 5:32 AM on 6/16/26
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125 Terms

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80/20 Rule

A principle asserting that approximately 80 percent of the effects generated by any large system are caused by 20 percent of the variables in அந்த system.

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Accessibility

The principle that objects and environments should be designed to be usable, without modification, by as many people as possible regardless of sensory or physical abilities.

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Advance Organizer

An instructional technique consisting of brief chunks of information presented prior to new material to help facilitate learning and understanding.

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Aesthetic-Usability Effect

A phenomenon in which people perceive more-aesthetic designs as easier to use than less-aesthetic designs.

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Affordance

A property in which the physical characteristics of an object or environment influence its function, such as a handle affording pulling.

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Alignment

The placement of elements such that edges line up along common rows or columns, or their bodies along a common center, to create unity and cohesion.

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Anthropomorphic Form

A tendency for humans to find forms that appear humanoid or exhibit humanlike characteristics appealing and attention-getting.

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Archetypes

Universal patterns of theme and form resulting from innate biases or dispositions hardwired in the brain over the course of human evolution.

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Area Alignment

Alignment based on the visual weight or area of elements rather than their edges, often used for nonuniform and asymmetrical elements.

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Attractiveness Bias

A tendency to perceive attractive people more positively, seeing them as more intelligent, competent, moral, and sociable than unattractive people.

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Baby-Face Bias

The tendency to see people and things with baby-faced features—such as large eyes and round heads—as more naïve, helpless, and honest.

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Biophilia Effect

The phenomenon where environments rich in nature views and imagery reduce stress and enhance focus and concentration.

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Cathedral Effect

A relationship between ceiling height and cognition where high ceilings promote abstract thinking and low ceilings promote concrete, detail-oriented thinking.

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Chunking

A technique of combining many units of information into a limited number of units, typically 4×14 \times 1, to make them easier to process in short-term memory.

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Classical Conditioning

A technique used to associate a neutral stimulus with an unconscious physical or emotional response by pairing it with a trigger stimulus.

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Closure

A Gestalt principle stating that people tend to perceive a set of individual elements as a single, recognizable pattern by filling in missing info.

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Cognitive Dissonance

The state of mental discomfort that occurs when a person's attitudes, thoughts, or beliefs conflict with one another.

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Color

A design element used to attract attention, group elements, indicate meaning, and enhance aesthetics.

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Common Fate

A Gestalt principle asserting that elements moving together in a common direction are perceived as a single group.

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Comparison

A method of illustrating relationships and patterns by representing information in controlled ways, such as using benchmarks or single contexts.

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Confirmation

A technique used for critical actions that requires verification before the action is performed to prevent unintended errors or slips.

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Consistency

The principle that systems are more usable and learnable when similar parts are expressed in similar ways (aesthetic, functional, internal, or external).

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Constancy

The tendency to perceive objects as unchanging—regarding size, brightness, shape, or loudness—despite changes in sensory input.

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Constraint

A method of limiting the possible actions that can be performed on a system, categorized as physical (paths, axes, barriers) or psychological.

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Contour Bias

A tendency for humans to favor objects with contours over objects with sharp angles or points.

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Control

The principle that the level of system control provided should relate to the user's proficiency, with beginners needing more structure and experts needing more flexibility.

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Convergence

A process where similar characteristics evolve independently in multiple systems as they approximate optimal strategies for a stable environment.

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Cost-Benefit

A principle stating that an activity will be pursued only if its benefits are equal to or greater than the costs associated with it.

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Defensible Space

An area with features like territorial markers and surveillance opportunities designed to convey ownership and deter crime.

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Depth of Processing

A memory phenomenon where information analyzed deeply through elaborative rehearsal is better recalled than information analyzed superficially.

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Design by Committee

A design process based on consensus building and group decision-making, preferred when requirements are complex and consequences of error are serious.

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Desire Line

Traces of use or wear, such as a beaten path in a park, that indicate preferred methods of interaction with an environment.

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Development Cycle

The four stages of product creation: requirements, design, development, and testing.

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Entry Point

A point of physical or attentional entry into a design that significantly influences subsequent perceptions and attitudes.

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Errors

Unintended results from actions or omissions, categorized as slips (errors of execution) or mistakes (errors of intention).

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Expectation Effect

A phenomenon where perception and behavior change based on personal expectations or the expectations of others, such as the Halo or Hawthorne effects.

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Exposure Effect

The phenomenon where repeated exposure to neutral stimuli increases its likeability and acceptance.

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Face-ism Ratio

The ratio of face height to total visible body height in an image, which influences whether a person is perceived as more intellectual or physical.

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Factor of Safety

The use of extra elements or materials beyond what is thought necessary to offset unknowns and prevent system failure.

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Feedback Loop

A system relationship where the consequences of an event feed back as input, either amplifying output (positive) or stabilizing it (negative).

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Fibonacci Sequence

A sequence of numbers (e.g., 1, 1, 2, 3, 5, 8…) where each number is the sum of the preceding two, often found in nature and aesthetic designs.

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Figure-Ground Relationship

A Gestalt principle asserting that the perceptual system separates stimuli into figure elements (objects of focus) and ground (background).

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Fitts' Law

A model predicting that the time required to move to a target is a function of the target size and the distance to it.

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Five Hat Racks

The five ways to organize information: Category, Time, Location, Alphabet, and Continuum.

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Flexibility-Usability Tradeoff

The principle that as the flexibility of a system increases, its usability decreases due to increased complexity.

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Forgiveness

A design quality that helps people avoid errors and minimizes the negative consequences when errors do occur.

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Form Follows Function

A design corollary asserting that beauty results from purity of function and the absence of ornamentation.

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Framing

A technique using images and words to manipulate decision-making and judgment by presenting information in positive or negative contexts.

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Freeze-Flight-Fight-Forfeit

The ordered sequence of four innate responses to acute stress in humans and mammals.

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Garbage In-Garbage Out

The principle that the quality of system output is dependent on the quality of system input.

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Golden Ratio

A mathematical ratio within the elements of a form, approximately bcab=abac=0.618\frac{bc}{ab} = \frac{ab}{ac} = 0.618.

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Good Continuation

A Gestalt principle stating that elements arranged in a straight line or smooth curve are perceived as a related group.

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Gutenberg Diagram

A diagram describing the eye-movement pattern (top-left to bottom-right) followed by Western readers on homogeneous, text-heavy displays.

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Hick's Law

A principle stating that the time required to make a decision increases as the number of available alternatives increases.

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Hierarchy

The simplest structure for visualizing complexity, represented visually as trees, nests, or stairs.

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Hierarchy of Needs

A principle specifying that a design must meet low-level needs like functionality and reliability before it can satisfy higher-level needs like proficiency and creativity.

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Highlighting

A technique for bringing attention to an area of text or image, recommended for no more than 10 percent of the visual design.

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Horror Vacui

A tendency to favor filling blank spaces with objects and elements rather than leaving them empty, often inversely related to value perception.

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Hunter-Nurturer Fixations

Innate play preferences where males favor hunting-related objects (movement, tools) and females favor nurturing-related objects (color, babies).

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Iconic Representation

The use of pictorial images to improve recognition and recall, classified into similar, example, symbolic, and arbitrary types.

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Immersion

A state of intense mental focus where challenges are met at near capacity and awareness of the real world is lost.

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Inattentional Blindness

The failure to cognitively process a stimulus presented in clear view because the observer's attention is focused elsewhere.

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Interference Effects

A phenomenon where mental processing is slowed or hampered by competing perceptual or cognitive processes, such as the Stroop effect.

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Inverted Pyramid

A method of information presentation where the most critical information is presented first, followed by details in descending order of importance.

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Iteration

A process of repeating operations to progressively building on simpler structures, including design exploration and development tuning.

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Law of Prägnanz

A Gestalt principle stating that people interpret ambiguous images as simple and complete rather than complex and incomplete.

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Layering

The organization of information into related groupings to manage complexity, using two-dimensional or three-dimensional planes.

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Legibility

The visual clarity of text influenced by size, typeface, contrast, text block characteristics, and spacing.

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Life Cycle

The sequence of stages a product follows: introduction, growth, maturity, and decline.

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Mapping

The relationship between controls and their movements or effects, which is considered good when it corresponds to user expectation.

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Mental Model

Representations of systems and environments derived from experience, categorized into system models and interaction models.

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Mimicry

The act of copying properties of familiar objects or organisms (surface, behavioral, or functional) to improve usability or functions.

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Mnemonic Device

A method of reorganizing information—using techniques like first-letter acronyms or rhymes—to make it easier to remember.

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Modularity

A structural principle for managing complexity by dividing large systems into smaller, self-contained modules.

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Most Advanced Yet Acceptable

The MAYA principle, which asserts that the most novel design that is still recognizable as familiar will have the most commercial success.

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Most Average Facial Appearance Effect

The tendency for people to find faces more attractive when their features approximate the population average.

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Normal Distribution

A symmetrical, bell-shaped curve that describes a set of data where the average is also the most common value.

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Not Invented Here

NIH syndrome; an organizational phenomenon where groups resist ideas and inputs that originate from external sources.

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Nudge

A method for predictably altering behavior, such as using defaults or incentives, without restricting options.

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Ockham's Razor

A principle stating that given a choice between functionally equivalent designs, the simplest design should be selected.

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Operant Conditioning

A behavioral modification technique that uses positive reinforcement, negative reinforcement, and punishment.

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Orientation Sensitivity

A visual phenomenon where certain line orientations, specifically vertical and horizontal, are more easily processed than oblique ones.

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Performance Load

The degree of mental (cognitive) and physical (kinematic) activity required to achieve a goal.

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Performance Versus Preference

The observation that designs that help people perform optimally are often not the same as the designs people find most desirable.

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Personas

A technique employing fictitious user profiles—derived from market research—to guide design decisions.

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Picture Superiority Effect

The phenomenon where pictures are remembered more accurately and for longer durations than words.

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Priming

The activation of specific concepts in memory to influence subsequent thoughts, emotions, and behaviors.

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Progressive Disclosure

A strategy to prevent information overload by displaying only necessary or requested information at any given time.

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Propositional Density

The relationship between the perceptible elements of a design (surface) and the meanings they convey (deep).

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Prospect-Refuge

An evolutionary preference for environments that provide unobstructed views (prospect) and areas of concealment (refuge).

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Prototyping

The creation of simplified, incomplete models—such as concept, throwaway, or evolutionary—to evaluate and refine design ideas.

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Proximity

A Gestalt principle stating that elements close together are perceived as a single group or related chunk.

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Readability

The degree to which prose is understood based on word length, commonality, and sentence complexity.

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Recognition Over Recall

The principle that people are better at identifying things they have previously experienced than recalling those things from memory.

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Red Effect

A tendency to perceive women in red as more attractive and men in red as more dominant.

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Redundancy

The use of extra elements to prevent total system failure if an individual component fails (diverse, homogenous, active, or passive).

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Rosetta Stone

A technique for communicating novel information by embedding keys or elements of common understanding in the message.

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Rule of Thirds

A compositional technique dividing a medium into thirds to create aesthetic positions for primary design elements.

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Satisficing

The strategy of settling for a satisfactory solution rather than pursuing an optimal solution, especially in complex or time-limited contexts.

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Savanna Preference

A tendency to prefer natural environments characterized by open areas, scattered trees, and water.