Anthropomorphism
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging.
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging.
A type of usability testing conducted at the end of the design process to evaluate the effectiveness and overall user experience.
A structured framework for product design that stands for Comprehend the situation, Identify the customer, Report customer needs, Cut through prioritization, List solutions, Evaluate trade-offs, and Summarize recommendations.
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.
A principle stating that as the flexibility of a system increases, its usability often decreases, and vice versa.
The degree to which a product's elements are consistent with each other.
The use of physical space to convey brand identity and values through design elements like signage, architecture, and interior design.
The study of the nature of beauty, art, and taste and the creation and appreciation of beauty.
Principle of Least Astonishment (POLA) is a design guideline stating that interfaces should behave in a way that users expect to avoid confusion.