Misdirection
A dark pattern where the design focuses the user's attention on one thing to distract them from another. Designers should avoid this deceptive tactic and ensure user attention is not unfairly diverted.
A dark pattern where the design focuses the user's attention on one thing to distract them from another. Designers should avoid this deceptive tactic and ensure user attention is not unfairly diverted.
UI/UX design tactics that intentionally manipulate users into taking actions they might not otherwise take. Important for recognizing and avoiding unethical design practices.
Above the Line (ATL) refers to marketing activities carried out at a macro level to reach a large audience through mass media such as TV, radio, and print ads. Essential for building brand awareness and reaching a wide audience.
A design approach that focuses on building a robust core experience first, then adding more advanced features and capabilities for users with more capable browsers or devices. Essential for ensuring a consistent and accessible user experience across different devices and browsers.
A dark pattern where the user is tricked into publicly sharing more information about themselves than they intended. Designers must avoid this deceptive practice and ensure clear, consensual data sharing to respect user privacy.
Plan-Do-Check-Act (PDCA) is an iterative four-step management method used for continuous improvement of processes and products. Essential for quality control and operational efficiency.
A dark pattern where options to opt out or cancel services are deliberately hidden or made difficult to find. It's essential to avoid hiding options and provide clear, accessible choices for users to manage their preferences.
The principles and guidelines that govern the moral and ethical aspects of design, ensuring that designs are socially responsible and beneficial. Crucial for creating designs that are ethical, inclusive, and socially responsible.
Obstacles to effective communication that arise from differences in understanding the meanings of words and symbols used by the communicators. Crucial for designing clear and effective communication systems and avoiding misunderstandings.
A theory of motivation that emphasizes the importance of autonomy, competence, and relatedness in fostering intrinsic motivation and psychological well-being. Important for understanding how to design experiences that support user motivation and well-being.
The practice of organizing the context in which people make decisions to influence the outcomes, often used to nudge users towards certain behaviors. Crucial for designing user experiences that guide decision-making and improve outcomes.
A dark pattern where the user interface is manipulated in a way that prioritizes certain actions over others to benefit the company. It's crucial to avoid this tactic and design fair interfaces without manipulating user actions.
A cognitive bias where one negative trait of a person or thing influences the perception of other traits. Important for designing experiences that counteract or mitigate negative biases in user perception.
A cognitive bias that causes people to overestimate the likelihood of negative outcomes. Important for understanding user risk perception and designing systems that address irrational pessimism.
The idea that self-control or willpower draws upon a limited pool of mental resources that can be used up. Useful for designing user experiences that consider the limitations of willpower and self-control.
A creative problem-solving technique that uses metaphors to generate ideas and solutions. Crucial for stimulating creative thinking and generating innovative ideas.
A list of tasks and deliverables that a team commits to completing during a sprint, providing a clear focus and scope for the sprint's duration. Essential for organizing and prioritizing work within an Agile sprint.
A dark pattern where a product sneaks an additional item into the user's shopping cart, often through a pre-selected checkbox. Designers should avoid this practice and ensure users have full control over their purchases to maintain trust.
The process of encoding sensory input that has particular meaning or can be applied to a context, enabling deeper processing and memory retention. Important for understanding how information is processed and stored, enhancing design of educational content.
The process of arranging related objects in parallel or at 90-degree angles for visual organization and efficiency. Useful for designers to maintain an organized workspace, enhance visual clarity, and streamline their workflow.
Crit (Design Critique) is a structured feedback session where designers present their work and receive constructive feedback from peers. Essential for refining design quality through collaborative input.
A dark pattern where availability is falsely limited to pressure users into making a purchase. Awareness of this deceptive practice is important to provide honest information about product availability.
A cognitive bias where individuals overestimate their ability to control impulsive behavior, leading to overexposure to temptations. Important for designing systems that help users manage self-control and avoid overexposure to temptations.
A dark pattern where users are forced to sign up for an account to complete a basic task. Designers should avoid this practice and provide optional account creation to respect user preferences.
A dark pattern where the user is required to do something in order to access certain functionality or information. Designers must avoid compulsory actions and provide optional choices to respect user autonomy.
A brief daily meeting in Agile project management where team members share updates on their progress, plans for the day, and any obstacles they face. Essential for maintaining communication, transparency, and coordination within Agile teams.
Don't Repeat Yourself (DRY) is a software development principle for reducing repetition and redundancy. Essential for creating efficient, maintainable, and scalable code in digital product design.
A concise statement of what the team aims to achieve during a sprint, providing direction and a shared understanding of the sprint's purpose. Crucial for ensuring team alignment and focus on the most important outcomes during a sprint.
A learning phenomenon where information is better retained when study sessions are spaced out over time rather than crammed in a short period. Crucial for designing educational tools and content that optimize long-term retention.
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.". Important for designers to recognize and avoid over-reliance on familiar methods in problem-solving and design.
A brainstorming technique where participants sketch eight ideas in eight minutes to generate a wide range of concepts quickly. Essential for fostering creativity and generating diverse ideas rapidly.
A dark pattern where it's easy to get into a situation but hard to get out of it, such as signing up for a service but finding it difficult to cancel. Awareness of this tactic is crucial to design fair user experiences with straightforward entry and exit points.