Prospect-Refuge
A theory in environmental psychology that suggests people prefer environments where they can see (prospect) without being seen (refuge). Useful for understanding environmental design and creating spaces that feel safe and inviting.
A theory in environmental psychology that suggests people prefer environments where they can see (prospect) without being seen (refuge). Useful for understanding environmental design and creating spaces that feel safe and inviting.
A framework for understanding what drives individuals to act, involving theories such as Maslow's hierarchy of needs. Important for designing products and experiences that align with users' intrinsic and extrinsic motivations.
Internet of Things (IoT) refers to a network of interconnected physical devices embedded with electronics, software, sensors, and network connectivity, enabling them to collect and exchange data. Essential for creating smart, responsive environments and improving efficiency across various industries by enabling real-time monitoring, analysis, and automation.
A theory that suggests there is an optimal level of arousal for peak performance, and too much or too little arousal can negatively impact performance. Important for designing experiences that keep users engaged without overwhelming them.
A Gestalt principle that describes the tendency of the human visual system to perceive lines or patterns that follow a smooth, continuous path rather than a disjointed or abrupt one. Essential for creating designs that guide the user's eye smoothly and logically.
A Gestalt principle stating that elements moving in the same direction are perceived as a group or a single entity. Crucial for creating visual designs that effectively convey movement and relationships.
The study of how the brain perceives and responds to art and design, exploring the neural basis for aesthetic experiences. Important for understanding the neurological underpinnings of aesthetic preferences and enhancing design impact.
The tendency to give more weight to negative experiences or information than positive ones. Crucial for understanding user behavior and designing systems that balance positive and negative feedback.
A concept describing how motivation fluctuates over time, influenced by various factors such as goals, rewards, and external circumstances. Crucial for designing systems that align with users' motivational states to maximize engagement and productivity.