1. Making Things More Usable
Aesthetic-usability effect
()
Affordances
()
Consistency
()
Errors
()
Feedback loops
()
Flow
()
Forgiveness
()
Hick’s law
()
Mental Models
()
Performance Load
()
2. Improving Layout and Composition
Alignment
()
Face-ism Ratio
()
Figure ground
()
Five Hat Racks
()
Golden ratio
()
Legibility
()
Orientation Sensitivity
()
Progressive subtraction
()
3. Developing Design Thinking
Crowd intelligence
()
Design by committee
()
Desire Lines
()
Feature Creep
()
Garbage in, garbage out
()
Iteration
()
KISS
()
Redundancy
()
Root cause
()
Satisficing
()
4. Developing Design Wisdom
The 80/20 rule
()
Factors of safety
()
Flexibility Trade-Offs
()
MAYA
()
Modularity
()
Paradox of unanimity
()
Scaling fallacy
()
Selection bias
()
Sunk-cost effect
()
Weakest link
()
5. Choosing the Right Colors
Black effects
()
White effects
()
Red effects
()
Green effects
()
Yellow effects
()
Blue effects
()
6. Increasing Innate Appeal
Archetypes
()
Baby-face bias
()
Gloss bias
()
MAFA
()
Savanna preference
()
Supernormal stimuli
()
Top-Down Lighting Bias
()
Waist-to-hip ratio
()
7. Influencing Attitudes and Behaviors
Cognitive dissonance
()
Expectation effects
()
Five tenets of queuing
()
Freeze-Flight-Fight-Forfeit
()
IKEA effect
()
Left-digit effect
()
Nudge
()
Shaping
()
Storytelling
()
Zeigarnik effect
()