Design Literacy
The understanding and proficiency in the principles, practices, and processes of design. Essential for empowering individuals to effectively participate in and critique design 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.
A set of fundamental principles and guidelines that inform and shape design practices. Crucial for maintaining design consistency and ensuring high-quality outcomes.
The study of the principles and practices that inform and guide the design process. Essential for understanding the foundational concepts that underpin effective design.
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 framework used in graphic and web design to organize content in a structured and consistent manner. Essential for creating balanced and readable layouts.
The study of how people acquire knowledge, skills, and behaviors through experience, practice, and instruction. Useful for creating educational content and interactive tutorials that enhance user learning.
A design principle that suggests using an odd number of elements in a composition to create visual interest and balance. Crucial for creating aesthetically pleasing designs.
Human-Centered Design (HCD) is an approach to problem-solving that involves the human perspective in all steps of the process. It ensures designs are user-friendly and meet actual user needs.
The body of practical guidance to color mixing and the visual effects of specific color combinations. Crucial for understanding color relationships and creating effective visual designs.
A memory aid that helps individuals recall information through associations, patterns, or acronyms. Important for designing educational content and interfaces that enhance memory retention.
The ability to recognize, understand, and manage one's own emotions and the emotions of others. Essential for designing empathetic user experiences and effective team collaboration.
An approach to design that explores and creates provocative scenarios of future possibilities to stimulate discussion and critical thinking about the direction of design and society. Important for pushing the boundaries of conventional design thinking and envisioning future implications.
The practice of presenting information in a way that is clear, accessible, and useful to the user. Essential for creating effective and user-friendly interfaces and communications.
A tool used in education to help learners organize and structure new information before learning it in detail. Useful for designing educational content and onboarding materials that facilitate better learning and retention.
The phenomenon where taking a test on material improves long-term retention of that material more than additional study sessions. Crucial for designing educational tools and methods that enhance learning and retention.
A phenomenon where learning is improved when study sessions are spaced out over time rather than crammed together. Crucial for designing educational and training programs that enhance long-term retention.
A theory that suggests people learn behaviors, skills, and attitudes through observing and imitating others, as well as through direct experiences. Crucial for understanding how users acquire new behaviors and designing educational or training programs.
The process of encoding sensory input that has particular meaning or can be applied to a context, enabling deeper processing and memory retention. Important for understanding how information is processed and stored, enhancing design of educational content.
A learning phenomenon where information is better retained when study sessions are spaced out over time rather than crammed in a short period. Crucial for designing educational tools and content that optimize long-term retention.
A cognitive approach where information is processed at a surface level, focusing on basic features rather than deeper meaning, often leading to poorer memory retention. Important for designing educational and informational content that encourages deeper processing and understanding.
A cognitive approach that involves meaningful analysis of information, leading to better understanding and retention. Crucial for designing educational and informational content that promotes deep engagement and learning.
Zone of Proximal Development (ZPD) is a concept in educational psychology that describes the difference between what a learner can do independently and what they can achieve with guidance and support. Crucial for designing effective educational experiences and scaffolding that promote optimal learning and skill development.
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 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 cognitive bias where individuals with low ability at a task overestimate their ability, while experts underestimate their competence. Crucial for designers to create educational content and user interfaces that accommodate varying levels of user expertise.
A phenomenon where new information interferes with the ability to recall previously learned information, affecting memory retention. Crucial for understanding memory dynamics and designing educational or training programs.
A theory that explains how information is processed through different sensory modalities, such as visual, auditory, and tactile. Important for designing user experiences that engage multiple senses for better interaction and understanding.
A theory that explains how the amount of mental effort required to process information can impact user experience and task performance. Important for designing user interfaces that minimize unnecessary cognitive effort, enhancing usability and user satisfaction.
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.
A cognitive bias where someone mistakenly assumes that others have the same background knowledge they do. Essential for designers to ensure communications and products are clear and accessible to all users, regardless of their background knowledge.
The study of narrative and narrative structure and the ways that these affect our perception. Useful for understanding and applying narrative techniques in design and communication.
A cognitive bias where bizarre or unusual information is better remembered than common information. Useful for designers to create memorable and engaging user experiences by incorporating unique elements.
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.
A theory of emotion suggesting that physical and emotional responses to stimuli occur simultaneously and independently. Important for understanding user emotions and designing empathetic user experiences.
A user-centered approach to problem-solving that involves empathy, ideation, prototyping, and testing. Crucial for developing innovative and effective solutions that meet user needs.
A theory suggesting that information processed at a deeper, more meaningful level is better remembered than information processed at a shallow level. Crucial for designing educational and informational content that enhances retention and understanding.
Elements in a design that draw the viewer's attention and create a visual hierarchy. Essential for guiding user attention and improving the effectiveness of visual communication.
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.
A cognitive bias where people tend to remember the first and last items in a series better than those in the middle, impacting recall and memory. Crucial for designing information presentation to optimize user memory and recall.
A phenomenon where people are more likely to remember information when they are in the same state of consciousness as when they learned it. Important for understanding how context affects memory recall and designing experiences that facilitate better retention.
A theory that suggests the depth of processing (shallow to deep) affects how well information is remembered. Important for designing educational content and user interfaces that enhance memory retention.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice. Important for understanding user habits and designing intuitive user interfaces.
A type of long-term memory involving information that can be consciously recalled, such as facts and events. Important for understanding how users retain and recall information in design.
A cognitive process where ideas are brought together to find a single, best solution to a problem. Important for problem-solving and decision-making in design processes.
A phenomenon where people better understand and remember information when it is presented visually. Crucial for designing effective and engaging visual content.
The phenomenon where people have a reduced ability to recall the last items in a list when additional, unrelated information is added at the end. Crucial for designing information presentation to optimize memory retention.
A cognitive process that groups information into manageable units, making it easier to remember and process. Important for designing user interfaces that enhance usability and information retention.
A phenomenon where the probability of recalling an item from a list depends on the length of the list. Important for understanding memory processes and designing effective information presentation.
A set of cognitive processes that include working memory, flexible thinking, and self-control, crucial for planning, decision-making, and behavior regulation. Crucial for designing interfaces and experiences that support users' cognitive abilities.
The study of mental processes such as perception, memory, reasoning, and problem-solving. Important for designing interfaces that align with how users process information and make decisions.
A cognitive bias where people remember scenes as being more expansive than they actually were. Important for understanding how users perceive and recall visual information, aiding in better visual design decisions.
A stimulus that gains reinforcing properties through association with a primary reinforcer, such as money or tokens, which are associated with basic needs. Essential for understanding complex behavior reinforcement strategies and designing effective reward systems.
The theory that all behaviors are acquired through conditioning, often used to understand and influence behavior change. Important for designing interventions that promote positive behavior change.
A visual representation of information or data designed to make complex information easily understandable at a glance. Important for communicating insights and data effectively to stakeholders and users in digital product design.
Technology designed to change attitudes or behaviors of users through persuasion and social influence, but not coercion. Crucial for designing systems that effectively influence user behavior while maintaining ethical standards.
The objective analysis and evaluation of an issue in order to form a judgment. Essential for making informed and rational design decisions.
A cognitive bias where individuals underestimate their own abilities and performance relative to others, believing they are worse than average. Important for understanding self-perception biases among designers and designing systems that support accurate self-assessment.
A logical fallacy that occurs when one assumes that what is true for a part is also true for the whole. Important for avoiding incorrect assumptions in design and decision-making.
A theory of motivation that emphasizes the importance of autonomy, competence, and relatedness in fostering intrinsic motivation and psychological well-being. Important for understanding how to design experiences that support user motivation and well-being.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals. Crucial for enhancing user engagement and motivation in various contexts.