The User Is Drunk
A usability testing approach where designers assume that users are easily confused and distracted, focusing on simplicity and clarity in design.
A usability testing approach where designers assume that users are easily confused and distracted, focusing on simplicity and clarity in design.
The principle stating that there is a limit to the amount of complexity that users can handle, and if designers don't manage complexity, users will.
The tendency to perceive and interpret information based on prior experiences and expectations, influencing how different users perceive design differently.
The ease with which visual information can be processed and understood by the viewer.
A predictive model of human movement that describes the time required to move to a target area, used to design user interfaces that enhance usability.
A set of ten general principles for user interface design created by Jakob Nielsen to improve usability.
Easy, Attractive, Social, and Timely (EAST) is a behavioral insights framework used to influence behavior.
A dark pattern where it's easy to subscribe but very difficult to cancel the subscription.
Human-Computer Interaction (HCI) is the study of designing interfaces and interactions between humans and computers.