Behavior Enrichments
Modifications or additions to a system that encourage specific user behaviors.
Modifications or additions to a system that encourage specific user behaviors.
A principle stating that productivity increases when the computer and its user interact at a pace that ensures neither has to wait on the other.
A set of ten general principles for user interface design created by Jakob Nielsen to improve usability.
A cognitive bias where people underestimate the complexity and challenges involved in scaling systems, processes, or businesses.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance.
A predictive model of human movement that describes the time required to move to a target area, used to design user interfaces that enhance usability.
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.
Domain-Driven Design (DDD) is an approach to software development that focuses on modeling the business domain and its logic.
The visual images, symbols, or modes of representation collectively associated with a subject, often used in design to communicate ideas quickly and effectively.