1. 80 20 Rule - 20 percent of variables causes 80 percent of effects in a large system
  2. Accessibility - design should be usable by as many people as possible without modification
  3. Advance organiser - to help people understand new info in terms of what they already know
  4. Aesthetic-Usability Effect - more aesthetic designs are perceived as easier to use
  5. Affordances
  6. Alignment
  7. Archetypes
  8. Attractiveness Bias
  9. Baby-Face Bias
  10. Chunking - break down information into smaller, manageable units or chunks
  11. Classical conditioning
  12. Closure
  13. Cognitive Dissonance
  14. Colour
  15. Common Fate
  16. Comparison - to convincingly illustrate patterns and relationships
  17. Confirmation
  18. Consistency
  19. Constancy
  20. Constraint
  21. Control
  22. Convergence
  23. Cost-Benefit
  24. Defensible Space
  25. Depth of Processing - deeply analysed information is better recalled
  26. Development Cycle
  27. Entry Point
  28. Errors
  29. Expectation Effect
  30. Exposure Effect
  31. Face-ism Ratio
  32. Factor of Safety
  33. Feedback Loop
  34. Fibonacci Sequence
  35. Figure-Ground Relationship
  36. Fitts’ Law
  37. Five Hat Racks
  38. Flexibility-Usability Tradeoff
  39. Forgiveness
  40. Form Follows Function
  41. Framing
  42. Garbage In-Garbage Out
  43. Golden Ratio
  44. Good Continuation
  45. Gutenberg Diagram
  46. Hick’s Law - too many choices can paralyse people
  47. Hierarchy
  48. Hierarchy of Needs
  49. Highlighting
  50. Iconic Representation
  51. Immersion
  52. Interference Effects
  53. Inverted Pyramid - present critical info first followed by less critical ones
  54. Iteration
  55. Law of Pragnanz
  56. Layering - organising information into groupings to manage complexity and reinforce relationships
  57. Legibility
  58. Life Cycle
  59. Mapping
  60. Mental Models
  61. Mimicry
  62. Mnemonic Device
  63. Modularity
  64. Most Average Facial Appearance Effect
  65. Normal Distribution
  66. Ockham’s Razor
  67. Operant Conditioning
  68. Orientation Sensitivity
  69. Performance Load
  70. Performance Versus Preference
  71. Picture Superiority Effect
  72. Progressive Disclosure
  73. Prospect-Refuge
  74. Prototyping
  75. Proximity
  76. Readability - use simple presentation for easy understanding
  77. Recognition Over Recall - from memory due to the cues provided
  78. Redundancy
  79. Rule of Thirds
  80. Satisficing
  81. Savanna Preference
  82. Scaling Fallacy
  83. Self-Similarity
  84. SeriaI Position Effects
  85. Shaping - teach complex behaviours by progressive reinforcement
  86. Signal-to-Noise Ratio - present more relevant information than non-relevant information
  87. Similarity
  88. Storytelling is effective due to our evolution
  89. Structural Forms
  90. Symmetry
  91. Threat Detection
  92. Three-DimensionaI Projection
  93. Top-Down Lighting Bias
  94. Uncertainty Principle
  95. Uniform Connectedness
  96. Visibility
  97. Von Restorff Effect - present key elements in an unusual way to improve interestingness and recall
  98. Waist-to-Hip Ratio
  99. Wayfinding
  100. Weakest Link

Design