Generative Research
Research aimed at exploring and identifying new opportunities, needs, and ideas to inform the design process.
Research aimed at exploring and identifying new opportunities, needs, and ideas to inform the design process.
The perceived heaviness or importance of an element in a design, influenced by factors such as size, color, and contrast.
A brainstorming technique that frames problems as opportunities for innovation, starting with the phrase "How might we...?".
A prompt or cue that initiates a behavior or response, often used in behavior design to encourage specific actions.
The study of cooking techniques, ingredients, and the cultural significance of food, providing insights into creativity and innovation in other fields.
A model by Don Norman outlining the cognitive steps users take when interacting with a system: goal formation, planning, specifying, performing, perceiving, interpreting, and comparing.
A dark pattern where the design focuses the user's attention on one thing to distract them from another.
The consistent spacing of text and elements in a design to create a harmonious and readable layout.
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.".