Trigger
A prompt or cue that initiates a behavior or response, often used in behavior design to encourage specific actions.
A prompt or cue that initiates a behavior or response, often used in behavior design to encourage specific actions.
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.
The phenomenon where users perceive aesthetically pleasing designs as more usable, regardless of the actual usability.
A Gestalt principle stating that elements that are visually connected are perceived as more related than elements with no connection.
The consistent spacing of text and elements in a design to create a harmonious and readable layout.
A dark pattern where the user interface is manipulated in a way that prioritizes certain actions over others to benefit the company.
A Gestalt principle stating that elements with a distinct visual feature (e.g., a unique color, size, or shape) capture attention and are perceived as a focal point.
A technique used to assess the visual hierarchy of a design by squinting to see which elements stand out the most.
An approach that places the user's needs, preferences, and behaviors at the forefront of all design and development activities.