Universal Principles of Design

Definitions taken from the book of the same name, by William Lidwell (Rockport) described as 100 ways to enhance usability. It’s a sort of everything you need to know book.
ADVANCE ORGANISER
An instructional technique that helps people understand new information in terms of what they already know.
AFFORDANCE
A property in which the physical characteristics of an object or environment influences its function.
CHUNKING
A technique of combining many units of information into a limited number of units or chunks, so that the information is easier to process or remember.
DEFENSIBLE SPACE
A space that has territorial markers, opportunities for surveillance and clear indications of activity and ownership.
EXPECTATION EFFECT
A phenomenon in which perception and behaviour changes as a result of personal expectations or the expectations of others.
FIVE HAT RACKS
There are five ways to organise information: category, time, location, alphabet and continuum.
FRAMING
A technique that influences decision making and judgement by manipulating the way information is presented.
GUTENBERG DIAGRAM
A diagram that describes the general pattern followed by the eyes when looking at evenly distributed, homogeneous information.
HICKS LAW
The time it takes to make a decision increases as the number of alternatives increases.
HIERARCHY
Hierarchical organisation is the simplest structure for visualising and understanding complexity.
HIERARCHY OF NEEDS
In order for a communication or design to be successful it must meet people’s basic needs before it can attempt to satisfy higher-level needs.
INVERTED PYRAMID
A method of information -presentation in which information is presented in descending order of importance-
INTERFERENCE EFFECTS
A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
ITERATION
A process of repeating a set of operations until a specific result is achieved.
LAYERING
The process of organising information into related groupings in order to manage complexity and reinforce relationships in this information.
LAW OF PRAGNANZ
A tendency to interpret ambiguous messages as simple and complete, versus complex and incomplete.
LIFE CYCLE
All products progress sequentially through four stages of existence; introduction, growth, maturity and decline.
MAPPING
A relationship between controls and their movements or effects. Good mapping between controls and their effects results in greater ease of use.
MENTAL MODEL
People understand and interact with systems and environments based on mental representations developed from experience.
MNEMONIC DEVICE
A method of managing system complexity that involves dividing large systems into multiple, smaller self-contained systems.
OCKHAM’S RAZOR
Given a choice between functionally equivalent designs, the simplest design should be selected
OPERANT CONDITIONING
A technique used to modify behaviour by reinforcing desired behaviours, and ignoring or punishing undesired behaviours.
PERFORMANCE VS PREFERENCE
The designs that help people perform optimally are often not the same as the designs that people find most desirable.
PERFORMANCE WAD
The greater the effort to accomplish a task, the less likely the task will be accomplished successfully.
PICTURE SUPERIORITY EFFECT
Pictures are remembered better than words.
RECOGNITION OVER RECALL
Memory for recognising things is better than memory for recalling things.
SHAPING
A technique used to teach a desired behaviour by reinforcing increasingly accurate approximations of the behaviour.
REDUNDANCY
The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
SIGNAL TO NOISE RATIO
The ratio of relevant to irrelevant information in a display. The highest possible signal to noise ratio is desirable in communication and design.
ORIENTATION SENSITIVITY
A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
SATISFICING
It is often preferable to settle for a satisfactory solution rather than pursue an optimal solution.
STORYTELLING
A method of creating imagery, emotions and understanding of events through an interaction between a storyteller and an audience.
SCRIPTWRITING
A process of putting various unrelated ducks in a row to create the illusion of narrative flow.

Get a Trackback link

No Comments Yet

You can be the first to comment!

Leave a comment

(required)

(will not be published) (required)