Bizarreness Effect
A cognitive bias where bizarre or unusual information is better remembered than common information.
A cognitive bias where bizarre or unusual information is better remembered than common information.
The Principle of Objects is an information architecture guideline that treats content as living, distinct entities with behaviors and attributes.
Specific roles assigned to HTML elements to define their purpose and behavior in an accessible manner.
The compromises made between different design options, balancing various factors like usability, aesthetics, and functionality.
The process of testing and evaluating a design to ensure it meets user needs and business goals before final implementation.
A design approach that divides a system into smaller parts or modules that can be independently created, modified, replaced, or exchanged.
An experimental design where subjects are paired based on certain characteristics, and then one is assigned to the treatment and the other to the control group.
The practice of planning and organizing people, infrastructure, communication, and material components of a service to improve its quality and the interaction between service providers and customers.
The process of creating an interface that displays key performance indicators and metrics in a visually accessible way.