Fitts’s Law
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 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 cognitive bias where one negative trait of a person or thing influences the perception of other traits.
A user-centered approach to problem-solving that involves empathy, ideation, prototyping, and testing.
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 application of neuroscience principles to design, aiming to create more effective and engaging user experiences based on how the brain processes information.
A cognitive bias where individuals overestimate their own abilities, qualities, or performance relative to others.
The concept that humans have a finite capacity for attention, influencing how they perceive and interact with information.
A cognitive bias where individuals tend to focus on positive information or events more than negative ones, especially as they age.
A phenomenon where vivid mental images can interfere with actual perception, causing individuals to mistake imagined experiences for real ones.