Design Advocacy
The practice of promoting and defending the value of design within an organization or community. Crucial for ensuring that design considerations are prioritized and integrated into decision-making processes.
The practice of promoting and defending the value of design within an organization or community. Crucial for ensuring that design considerations are prioritized and integrated into decision-making processes.
The understanding and proficiency in the principles, practices, and processes of design. Essential for empowering individuals to effectively participate in and critique design processes.
Narrative descriptions of how users might interact with a product or system to achieve specific goals, used to inform design and development. Important for understanding user needs and ensuring the design supports their tasks and goals.
A methodology for creating design systems by breaking down interfaces into their basic components (atoms, molecules, organisms, templates, and pages). Essential for creating scalable and maintainable design systems.
The study of the principles and practices that inform and guide the design process. Essential for understanding the foundational concepts that underpin effective design.
The principles and guidelines that govern the moral and ethical aspects of design, ensuring that designs are socially responsible and beneficial. Crucial for creating designs that are ethical, inclusive, and socially responsible.
A collection of reusable components, guided by clear standards, that can be assembled to build any number of applications, ensuring consistency and efficiency. Crucial for maintaining design consistency and efficiency across products.
The process of addressing surrounding environmental parameters when devising plans, programs, policies, buildings, or products. Important for creating designs that are sustainable and contextually appropriate.
Crit (Design Critique) is a structured feedback session where designers present their work and receive constructive feedback from peers. Essential for refining design quality through collaborative input.
A collection of design patterns that provides solutions to common design problems. Useful for standardizing design solutions and promoting best practices across projects.
The orchestration and optimization of design operations to improve efficiency, quality, and impact of the design function within an organization. Crucial for enhancing the efficiency and effectiveness of design teams.
A design process model that outlines four phases: Discover, Define, Develop, and Deliver, promoting both divergent and convergent thinking. Crucial for structuring the design process and fostering both creativity and precision.
The degree to which a system's components may be separated and recombined, often used in the context of software or hardware design. Important for enhancing flexibility, reusability, and ease of maintenance in design.
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. Awareness of this tactic is crucial to design fair user experiences with straightforward entry and exit points.
Designing products that leverage behavioral science to influence user behavior in positive ways. Crucial for creating products that are effective in shaping user behavior and improving engagement.
A dark pattern where the user interface is manipulated in a way that prioritizes certain actions over others to benefit the company. It's crucial to avoid this tactic and design fair interfaces without manipulating user actions.
A dark pattern where the design focuses the user's attention on one thing to distract them from another. Designers should avoid this deceptive tactic and ensure user attention is not unfairly diverted.
A dark pattern where the user is required to do something in order to access certain functionality or information. Designers must avoid compulsory actions and provide optional choices to respect user autonomy.
UI/UX design tactics that intentionally manipulate users into taking actions they might not otherwise take. Important for recognizing and avoiding unethical design practices.
An approach that places the user's needs, preferences, and behaviors at the forefront of all design and development activities. Important for fostering a design culture that prioritizes user satisfaction and engagement.
A cognitive bias that limits a person to using an object only in the way it is traditionally used. Important for designers to foster creative problem-solving and innovation.
The practice of promoting and representing the needs, interests, and rights of users in the design and development process. Important for ensuring that user needs and perspectives are prioritized in product design and development.
A usability testing approach where designers assume that users are easily confused and distracted, focusing on simplicity and clarity in design. Crucial for ensuring that interfaces are intuitive and easy to use under various conditions.
A model that explains behavior change through the interaction of three elements: motivation, ability, and triggers. Crucial for designing interventions and experiences that effectively change user behavior.
A dark pattern where a product sneaks an additional item into the user's shopping cart, often through a pre-selected checkbox. Designers should avoid this practice and ensure users have full control over their purchases to maintain trust.
A dark pattern where users are tricked into confirming a subscription through misleading language or design. It's crucial to avoid misleading users and ensure clear communication about subscription terms and conditions.
A dark pattern where a process is made more difficult than it needs to be to discourage certain behavior. Recognizing the harm of this practice is important to design straightforward user processes.
A dark pattern where users are forced to sign up for an account to complete a basic task. Designers should avoid this practice and provide optional account creation to respect user preferences.
The ease with which visual information can be processed and understood by the viewer. Important for creating intuitive and accessible interfaces.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance. Important for designing systems that encourage consistent user behavior.
A dark pattern where options to opt out or cancel services are deliberately hidden or made difficult to find. It's essential to avoid hiding options and provide clear, accessible choices for users to manage their preferences.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction. Crucial for creating products that are not only functional but also enjoyable, efficient, and satisfying to use.
The design of environments in which people make decisions, influencing their choices and behaviors. Important for creating user experiences that guide decision-making processes effectively.
The study of the interplay between individuals and their surroundings, including built environments and natural settings. Essential for designing spaces that enhance well-being and productivity.
The drive to perform an activity for its inherent satisfaction rather than for some separable consequence. Crucial for designing experiences that engage users through inherent enjoyment and interest.
Capability, Opportunity, Motivation (COM...) is a framework for understanding Behavior (àB). Important for designing interventions that effectively change user behavior.
A dark pattern where users are shown a preview of content that is then gated behind a paywall or sign-up. It's crucial to avoid this misleading practice and be transparent about access requirements.
The pursuit of a healthy relationship with technology, balancing its use to enhance well-being without causing harm. Important for promoting healthy technology use and designing user experiences that support well-being.
A dark pattern where it's easy to subscribe but very difficult to cancel the subscription. Awareness of this tactic is important to provide straightforward and user-friendly subscription management.
The idea that self-control or willpower draws upon a limited pool of mental resources that can be used up. Useful for designing user experiences that consider the limitations of willpower and self-control.
Tell, Don't Ask (TDA) is a design principle in software engineering that promotes encapsulation by having objects handle their own data and actions. Essential for maintaining object-oriented integrity and reducing dependencies in the code.
A strategy where less immediate or tangible rewards are substituted with more immediate or tangible ones to encourage desired behaviors. Important for designing systems that leverage immediate incentives to promote long-term goals.
Model-View-Controller (MVC) is an architectural pattern that separates an application into three main logical components: the Model (data), the View (user interface), and the Controller (processes that handle input). Essential for creating modular, maintainable, and scalable software applications by promoting separation of concerns.
A problem-solving method that explores all possible solutions by examining the structure and relationships of different variables. Useful for generating innovative design solutions and exploring a wide range of possibilities in digital product development.
A psychological perspective that emphasizes the study of the whole person and the uniqueness of each individual, focusing on concepts such as self-actualization and personal growth. Crucial for understanding and designing experiences that cater to individual user needs and potential.
A collaborative process spanning multiple stages of product/service development where stakeholders, including users, actively participate in the design and development of products or services. Crucial for creating products that meet user needs and foster innovation.
The practice of organizing the context in which people make decisions to influence the outcomes, often used to nudge users towards certain behaviors. Crucial for designing user experiences that guide decision-making and improve outcomes.
The process of working together with others to generate creative ideas and solutions, leveraging diverse perspectives and skills. Essential for producing innovative and well-rounded design solutions.
A collection of pre-written code and tools that provide a foundation for building the front end of websites and applications, such as Bootstrap or React. Crucial for streamlining the development process and ensuring consistency.
Specific roles assigned to HTML elements to define their purpose and behavior in an accessible manner. Crucial for improving the accessibility and usability of web applications.
A design approach that divides a system into smaller parts or modules that can be independently created, modified, replaced, or exchanged. Crucial for creating flexible, scalable, and maintainable systems.
An experimental design where subjects are paired based on certain characteristics, and then one is assigned to the treatment and the other to the control group. Important for reducing variability and improving the accuracy of experimental results.
A fictional representation of a user segment, created based on user research to guide design decisions and ensure the product meets the needs of its target audience. Crucial for keeping design efforts focused on user needs and preferences.
A cognitive bias where repeated statements are more likely to be perceived as true, regardless of their actual accuracy. Crucial for understanding how repetition influences beliefs and designing communication strategies for users.
The process of arranging related objects in parallel or at 90-degree angles for visual organization and efficiency. Useful for designers to maintain an organized workspace, enhance visual clarity, and streamline their workflow.
A behavior change method that encourages the adoption of small, easy-to-do habits that can lead to larger, sustainable behavior changes. Important for designing systems that support gradual and sustainable behavior change.
A dark pattern where the user is guilt-tripped into opting into something by using language designed to shame them if they decline. Designers must avoid this manipulative tactic and respect user decisions without using guilt or shame.
A cognitive bias where one negative trait of a person or thing influences the perception of other traits. Important for designing experiences that counteract or mitigate negative biases in user perception.
Also known as "Maslow's Hammer," a cognitive bias where people rely too heavily on a familiar tool or method, often summarized as "if all you have is a hammer, everything looks like a nail.". Important for designers to recognize and avoid over-reliance on familiar methods in problem-solving and design.
A dark pattern where users are unknowingly signed up for a recurring subscription. Awareness of this tactic is important to ensure transparent subscription services and prevent deceptive charges.