Design Principles and Methodologies:
- 3-click Rule: A design principle suggesting that users should be able to find any information within three clicks.
- Atomic Design: A methodology for creating design systems that emphasizes the construction of components and their arrangements.
- Data-Driven Design: Design decisions based on the analysis of user data, ensuring that design choices are informed by empirical evidence.
- Experience Architecture: The art of designing and organizing a website, app, or product so users can easily find and use the features, focusing on enhancing user experience.
- Fitts' Law: A principle of human-computer interaction stating that the time to reach a target is a function of the distance to and size of the target, informing design decisions about target placement and size.
- Flow State: A state of being fully immersed in a task with a feeling of energized focus, often achieved through well-designed user experiences.
- F-Shaped Pattern: A description of the pattern that users often follow when reading content online, used to inform content layout and design decisions.
- Gestalt Principles: Design principles based on perceptional psychology that describe how humans typically see objects by grouping similar elements, recognizing patterns, and simplifying complex images, guiding layout and visual design decisions.
- Heuristic Evaluation: A usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design, involving experts reviewing an interface against a set of usability principles.
- Iterative Design: A design methodology based on a cyclic process of prototyping, testing, analyzing, and refining, allowing for continuous improvement based on user feedback.
- Lean UX: A user-centric design approach that favors iterative design and development with a focus on customer validation, emphasizing rapid experimentation and learning.
- User Centered Design: A design process that focuses on user needs and requirements, ensuring that products are designed with the user's perspective in mind.
Usability Testing and Evaluation:
- A/B Testing: A method of comparing two versions of a webpage or other user experience to see which performs better, used to optimize design and content.
- Hallway Usability Testing: A quick and cheap method of usability testing where people—often those passing by in the hallway—are asked to try using the product or service, providing rapid feedback on usability issues.
- Heat Maps: A graphical representation of data where values are depicted by color, used to visualize user behavior and interactions on a webpage or interface.
- Usability Testing: A method to evaluate how easy a product is to use by testing it with real users, helping to identify usability issues and gather feedback for improvement.
Prototyping and Design Assets:
- Low/Mid/High-fidelity Prototype: Prototypes with varying levels of detail and functionality, used to visualize and test a concept at different stages of development.