Anthropomorphism
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging.
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging.
A principle stating that users spend most of their time on other websites and prefer your site to work the same way as all the other sites they already know.
The degree to which a product's elements are consistent with each other.
A type of usability testing conducted at the end of the design process to evaluate the effectiveness and overall user experience.
A design principle that suggests interfaces should minimize the need for users to recall information from memory, instead providing cues to aid recognition.
A dark pattern where it's easy to get into a situation but hard to get out of it, such as signing up for a service but finding it difficult to cancel.
A structured framework for product design that stands for Comprehend the situation, Identify the customer, Report customer needs, Cut through prioritization, List solutions, Evaluate trade-offs, and Summarize recommendations.
The study of structures of consciousness as experienced from the first-person point of view.
Principle of Least Astonishment (POLA) is a design guideline stating that interfaces should behave in a way that users expect to avoid confusion.