Touch Target
The area within which a user can interact with an element, designed to be large enough for easy tapping.
The area within which a user can interact with an element, designed to be large enough for easy tapping.
The actual width of a screen, typically measured in inches or millimeters, impacting the layout and design of user interfaces.
A usability testing approach where designers assume that users are easily confused and distracted, focusing on simplicity and clarity in design.
A dark pattern where users think they are going to take one action, but a different, undesirable action happens instead.
The ability to understand and share the feelings of customers, crucial for creating user-centered designs and experiences.
A key aspect of Gestalt psychology where complex patterns arise out of relatively simple interactions.
A dynamic aspect ratio that adjusts based on the container or screen size.
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.
Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse (SCAMPER) is a creative thinking technique that encourages innovation in a product or process.