A–Z index
All published entries in alphabetical order. Each card says which discipline or field it belongs to.
292 entradas
A
Accessibility audit
Reviewing a site or app against accessibility guidelines to find what excludes someone.
Accessible design
Designs so that people with disabilities can perceive, use and understand a product.
Aesthetic-usability effect
What looks beautiful to us also seems easier to use, even when it isn't.
Affordance
What an object lets you do, and whether you can tell at a glance.
AI design
Designs how we use, understand and correct products powered by artificial intelligence.
Algorithmic design
Uses algorithms as a design tool to explore forms that are hard to imagine by hand.
Analogous inspiration
Observing a place from another field that shares something with your problem, to see it with fresh eyes.
Anchoring
The first number we see shapes the ones that come after.
Art direction
Defines and looks after a project’s visual style and coordinates the people who produce it.
Audiovisual design
Designs image-and-sound pieces for screens, deciding how the two combine to communicate.
Automotive HMI design
Designs how a car's screens and controls are used without taking attention off the road.
Availability heuristic
We judge how likely something is by how easily it comes to mind.
B
Backcasting
Imagining the future you want and walking back to today to see which steps lead there.
Bandwagon effect
We do something more readily when we see that many others already do it.
Behavioral economics
Studies how we really decide, with biases and shortcuts, rather than as the rational model predicts.
Benchmarking
Comparing how others solve the same thing, to learn from their successes and mistakes.
Bounded rationality
We decide with limited information, time, and attention: we settle for something good enough.
Brainwriting (6-3-5 method)
Writing ideas in silence and passing the sheet on so someone else can build on them.
Brand identity design
Designs a brand’s visual and verbal system: logo, colors, typography, tone and usage rules.
Business design
Applies design to how an organization creates value, delivers it and makes money from it.
Business Model Canvas
A sheet with nine blocks to see, on one page, how a project creates value and sustains itself.
C
Calm technology
Technology that informs without demanding attention, staying in the periphery until it is needed.
Causal layered analysis (CLA)
Looking at a problem in four layers, from what the news says to the myths that sustain it.
Causal loop diagram
A map of arrows that shows how some things push others until they form circles.
Charrette
An intensive multi-day workshop where design teams and affected people propose and review together.
Circular design
Designs so that products and materials stay in use instead of ending up in the trash.
Civic design
Designs the touchpoints between citizens and democracy: voting, paperwork, getting informed.
Co-design
Designing together with the people who will live with the result, with tools so they can create too.
Cognitive load
The mental effort a task demands from a memory that can only hold a few things at once.
Cognitive walkthrough
Walking through a task step by step as a newcomer would, to see where they'd get lost.
Color, material and finish (CMF) design
Chooses a product's color, material and finish so it looks, feels and lasts as intended.
Compromise effect
Faced with three options, we tend to choose the middle one.
Computational design
Designs with computational processes: rules, data and simulations that generate and evaluate forms.
Confirmation bias
We seek out and believe what confirms what we already think.
Content design
Decides what content people need and in what form, based on what they need to do.
Content strategy
Plans what content to create, how to publish it and who maintains it over time.
Contextual Design
A complete process that goes from observing people at work to designing and testing the product.
Contextual inquiry
Observing and asking people questions while they do their work, in their own setting.
Conversational design
Designs conversations with systems, such as voice assistants and chatbots, so they feel natural.
Costume design
Designs what characters wear in theater, film, TV, opera and dance to show who they are.
Critical design
Objects that question how we live with technology, instead of selling it.
Cultural probes
A pack of open-ended tasks that people complete on their own in daily life and send back.
Customer experience design
Designs how a person experiences their relationship with a company, before, during and after buying.
Cybersickness
The dizziness, nausea or discomfort caused by some headset or moving-image experiences.
D
Data storytelling
Tells a story with data, deciding how much the author guides and how much the reader explores.
Data visualization
Turns data into charts that can be read accurately, choosing well how to encode each value.
Deceptive patterns (dark patterns)
Designs that exploit how we decide to get you to do something you didn't want to.
Decoy effect
An option nobody wants makes another one look better.
Default effect
We tend to stick with whatever comes preselected.
Delphi method
Consulting experts over several rounds of questionnaires, showing them the group’s answers each time.
Design anthropology
Joins anthropological research and design to intervene and co-create, not just observe.
Design by analogy
Look at how a similar problem is solved in another field and transfer the idea.
Design fiction
Shows objects from a fictional world as if they were ordinary, to make a change believable.
Design for children
Designs products and services used by children and teenagers, with their age in mind and often with them.
Design for health
Applies the design of products, services, spaces and communication to caring for health.
Design for policy
Applies design to creating and improving public policy, based on citizens' experience.
Design history and criticism
Studies how design has changed over time and what objects say about the society that made them.
Design justice
Designing with the communities most affected, to share what design gives and takes more fairly.
Design ladder
Four steps to see how much an organization uses design: from not at all to strategy.
Design leadership
Leads design teams and brings design into leadership decisions.
Design management
Organizes design within a company: teams, processes, budget and its link to strategy.
Design research
Researches with people to understand their reality before designing, and makes sense of what it finds.
Design speed dating
Showing many ideas as storyboards, one after another, to see which ones meet a real need.
Design sprint
Five days to go from an important problem to a prototype tested with real customers.
Design studies
Studies design itself: what it is, how designers think and what kind of knowledge they produce.
Design synthesis
Organizing, grouping, and interpreting research until patterns and opportunities emerge.
Design system
The set of shared components, rules, and criteria a team uses to build its interfaces.
Design thinking
Tackling open problems the way design does: understanding people, ideating and prototyping.
Design-driven innovation
Innovates by changing what a product means, not just its technology or its features.
DesignOps
Organizes people, processes and tools so a large design team works well.
Desirability, feasibility, viability
Three criteria for judging an idea: people want it, it can be built and it can be sustained.
Desktop walkthrough
Rehearsing a service or a space with a small model and figures that walk through each step.
Diegetic prototype
A technology that doesn't exist yet, shown working inside a fiction.
Digital publishing
Designs publications made for screens: e-books, digital magazines and reading on the web.
Dot voting
Each person spreads a few dots among the ideas, and the most voted ones move forward.
Double Diamond
Open up and narrow down twice: first to find the right problem, then the solution.
E
Ecodesign
Reduces a product’s environmental impact at every stage of its life, starting when it’s designed.
Ecosystem map
Drawing all the actors in a service and what they exchange, to see the whole system.
Editorial design
Designs books, magazines and newspapers, in print and on screen, so they read well.
Emotional design
What we feel when we see and use an object changes how we judge it, how much we use it and whether we keep it.
Empathy map
A sheet that sorts what a person says, does, thinks and feels, so the team understands them together.
Employee experience design
Applies design to the relationship between people and the organization they work for.
Endowment effect
We value what is already ours more.
Environmental graphic design
Designs the graphic communication of a place: signs, lettering, graphics and themed décor.
Ergonomics and human factors
Studies how people fit with what they use: the body, the mind and how work is organized.
Ethnography
Spending time in people’s world to understand their daily life and culture from the inside.
Evidence-based design
Making design decisions based on the best available research, and measuring their effects afterward.
Exhibition design
Tells a story in space with objects, texts, images and a path through them.
Experience design
Designs what a person goes through and remembers when using something, starting with the reason to use it.
Experience prototyping
Living firsthand what it would be like to use something, with a simple setup, before building it.
Experiential futures
Turns a future into something you can see, touch and walk through.
Extremes and mainstreams
Also talking to people at the extremes to see needs the average hides.
F
False consensus effect
We believe most people think and choose as we do, more than is really the case.
Fan experience
Designs what the audience of a sports event goes through, from getting into the stadium to leaving.
Fashion design
Designs garments and accessories: from fabric and shape to the collection that reaches people.
Fitts’s law
The farther away and smaller something is, the longer it takes us to point at it.
Flow
The state of total concentration that appears when the challenge matches our skill.
Focus group
A moderated conversation with a small group to learn their opinions and how they influence each other.
Fogg Behavior Model
A behavior happens when motivation, ability and a prompt come together.
Food design
Brings food and design together: what we eat, how it is served and how we experience eating.
Four Actions Framework
Rethinking an offering by asking what to eliminate, reduce, raise and create.
Four generic alternative futures
Growth, collapse, setting limits or transformation: four stories of the future.
Four orders of design
Signs, things, actions and systems: four places from which to approach the same problem.
Framing effect
The same information, told as a gain or as a loss, changes the decision.
Fresh start effect
Dates that mark a beginning encourage us to start new habits.
Frontstage and backstage
What the person sees of the service, and everything that happens behind it to make it work.
Furniture design
Designs furniture that supports the body, organizes space and can be made viably.
Futures cone
From today, possible, plausible, probable and preferable futures open up.
Futures studies
Explores possible and desirable futures to decide better today, without claiming to predict.
G
Game design
Designs the rules and challenges of a game so that playing it creates the intended experience.
Gaps model of service quality
Five gaps between what customers expect from a service and what they get, and where they arise.
Generative design
Writes rules that generate many variants of a form, instead of drawing just one.
Generative tools
Materials for people to make something, such as a collage, and express what is hard to put into words.
Gestalt principles of perceptual organization
We see groups and whole shapes, not loose pieces: what is close, similar or continuous joins up.
Go-along
Accompany someone as they do something in their own setting, like shopping, and ask questions along the way.
Goal-gradient effect
We try harder the closer we are to the goal.
Good services principles
Fifteen traits shared by services that work, for reviewing one from end to end.
Graphic design
Arranges images, type and space to communicate a message to a specific audience.
Grid system
An invisible structure of columns and margins that organizes everything on a page or a screen.
Guidelines for Human-AI Interaction
Eighteen guidelines for designing AI products, ordered by the moment of use.
H
Haptic design
Designs what you feel through touch when using a device, mostly vibrations, to inform without looking.
HEART framework
Five kinds of metrics to measure the experience of a digital product and know whether a change improves it.
Hick’s law
The more options there are, the longer we take to choose, though each new option adds less time.
Hierarchical task analysis (HTA)
Breaks a task down into goals and subgoals, with the plan that says in what order they're done.
Horizon scanning
Continuously looking for signals of change outside your field to anticipate what may come.
Human-centered design
Designing from the needs, context and participation of the people who will use something.
Human-computer interaction (HCI)
Studies how we use computers and how to design them to fit our abilities.
I
IKEA effect
We value what we helped build more highly.
In-depth interview
A long, open conversation with one person to understand their experiences and motives.
Inclusive design
Designs so that as many people as possible can use something, starting from those left out.
Industrial design
Designs mass-produced objects: how they work, how they are used and how they look.
Information architecture
Organizes, labels and connects content so people find what they are looking for.
Information design
Organizes and presents information so it is understood and used well: charts, signs, instructions.
Insight
A new interpretation about people, based on what was observed, that opens design opportunities.
Interaction design
Designs how a product responds to what the person does: actions, feedback and behavior.
Interior design
Designs interior spaces so they work, are pleasant to live in and convey what they should.
J
Jakob’s law
We expect a site to work like the ones we already know, because we spend more time on them.
Jobs to be done
Understanding what progress a person seeks in a situation and what they “hire” a product for.
Journey map
A map of a person's path through a service, with what they do, use and feel at each step.
K
Kano model
Classifies a product's features by how they change the satisfaction of the people who use it.
L
Lean UX
Designing in short cycles of hypothesis, testing and learning, as a team and with little documentation.
Legal design
Applies human-centered design to law, so that contracts and legal procedures can be understood.
LEGO® Serious Play®
Building models with LEGO bricks to think through a question as a group and tell what they mean.
Leverage points
The places in a system where a small change can produce a big effect, from shallowest to deepest.
Life cycle assessment (LCA)
Measures a product's environmental impact over its whole life, to know where to act when designing.
Lighting design
Designs the light of a space so it can be seen, moved through easily and has the intended atmosphere.
Loss aversion
Losing something hurts more than gaining it pleases.
M
Mental accounting
We treat money differently depending on where it comes from or what we set it aside for.
Mental model
The idea we form of how something works, which we use to predict what will happen.
Mere-exposure effect
What we see several times ends up appealing to us more, even if we don’t know why.
Microinteractions
Small single-task moments, such as flipping a switch, designed piece by piece.
Mobile app design
Designs apps for the phone: small screens, fingers, and use in a hurry and on the move.
Mockup
How a screen will look, with real colors, type, images and text, but without interaction.
Mood board
A board of images, colors and textures that sets the tone of a project before designing it.
Morphological analysis
Breaking a problem into parts, listing options for each and combining them to find ideas.
Motion branding
Designs how a brand moves: animated logos and motion rules so it can be recognized on screen.
Motion design
Designs how what we see on screen moves: titles, brands, audiovisual pieces and interfaces.
Multimodal interaction
Designs systems used through voice, gestures, touch and screen, using whichever works best at each moment.
Multisensory design
Designs for all the senses at once, not just sight: what is seen, heard, touched and smelled.
Mystery shopping
Someone poses as a customer to experience and evaluate the service as it is actually delivered.
N
Negativity bias
Bad things weigh more and are remembered more than good things of the same intensity.
Nielsen’s usability heuristics
Ten general rules for reviewing an interface and finding usability problems.
Nudge and choice architecture
Changing how options are presented changes what we choose, without banning anything.
O
Opportunity solution tree
A tree-shaped map that links the outcome you want with people’s needs, ideas and tests.
Organizational design
Designs how an organization works inside: structure, processes, incentives and people.
P
Packaging design
Designs a product’s packaging, which protects it, makes it stand out in the store and is used at home.
Participatory design
Designing with the people affected as full partners, not just as informants.
Peak-end rule
We remember the most intense moment and the ending, not how long it lasted.
Presence
The feeling of really being in a virtual place, even though you know you aren't there.
Principles of influence
Six shortcuts that make us say yes without much thought, from reciprocity to scarcity.
Privacy by design
Protecting personal data from the first sketch, with the most private option already set.
Product design
Designs whole digital products and decides with product and engineering what to build and how to measure it.
Product-service systems
Designs the mix of products and services that meets a need, instead of selling more things.
Progressive disclosure
Show the essentials first and keep advanced options for when someone asks for them.
Prospect theory
We value gains and losses relative to a reference point.
Q
Qualitative and quantitative research
One explains why things happen; the other, how much and to how many. They complement each other.
R
Reality–virtuality continuum
A line from the real world to the fully virtual; mixed reality is everything in between.
Regenerative design
Goes beyond reducing harm: it aims for designs that help restore living systems.
Research through design
Researching by designing: prototypes are used to generate knowledge, not just products.
ResearchOps
Organizes what research at scale needs: participants, tools, permissions and what was learned.
Responsive design
One website that adapts to any screen size, from phone to computer.
Retail design
Designs stores and sales spaces to guide people, show the product and create an atmosphere.
Role playing
Acting out a future situation with simple objects to come up with and test a product or service.
S
Say vs. do
What people say about their behavior does not always match what they do.
Scenario planning
Imagining several plausible futures to make decisions that hold up in all of them.
Scenography
Designs the space of a performance, with its set, light, costumes and objects, with the audience in mind.
Search design
Designs how people find what they are looking for in a product, from the search box to the results.
Self-determination theory
What truly motivates us is what lets us choose, makes us feel capable and connects us with others.
Service blueprint
A map of the service that shows both what the person experiences and what makes it possible.
Service design
Designs the complete experience of a service: what the person sees and what makes it possible.
Service design research
Researches how customers, employees and other actors experience a service, in order to redesign it.
Service environment design
Designs the spaces where a service is delivered, because they affect customers and employees.
Service evidence
The tangible side of an intangible service: objects and spaces that show the service exists.
Service innovation
Creates new services or deeply changes existing ones, with methods from design and management.
Service safari
Going out to experience services firsthand to observe what works and what does not.
Service-dominant logic
Value doesn't come inside the product: it is created by using it, together with whoever offers it.
Services marketing
Studies what makes services distinctive and how they are managed and delivered.
Six Thinking Hats
Reviewing an idea as a group, everyone from the same angle at once, switching angles in stages.
Spatial design
Designs how people experience and move through a space, indoors or outdoors.
Speculative design
Designs objects from possible futures to ask questions, not to sell them.
Stakeholder map
Drawing who can influence a project or be affected by it, and how they relate to each other.
Status quo bias
We prefer things to stay as they are.
Sunk cost effect
We stick with something just because we have already paid for it.
Sustainable design
Designs with the environmental and social impact of what is produced in mind, from start to finish.
Sustainable web design
Designs websites and digital services that use less energy, without losing usefulness or accessibility.
System 1 and System 2
We think in two ways: one fast and intuitive, the other slow and deliberate.
System Usability Scale (SUS)
A ten-statement questionnaire that gives a 0 to 100 score for how easy something is to use.
Systemic design
Brings together systems thinking and design to intervene in complex social problems.
T
Tangible interaction
Designs interfaces in which digital information is touched and moved with physical objects.
Ten Types of Innovation
Innovation isn’t just the product: ten types, from the profit model to brand and engagement.
Tesler’s law
Every task has an amount of complexity that cannot be removed, only moved.
Textile design
Designs fabrics and prints: their structure, feel, color and how they are made.
The Thing From The Future
A card game for imagining objects from possible futures and talking about them.
Three horizons
A framework for talking about change with three curves: what works today, what's coming and the transition.
Title design
Designs the credit sequences of films and series, which set the tone and introduce the story.
Touchpoint
Every moment a person meets the service, through another person, an object, or a screen.
Transition design
Designs to drive long-term societal change toward more sustainable futures.
Transportation design
Designs the form, interior and use of cars, buses, trains, bicycles and other vehicles.
Tree testing
Checks whether people can find things in a site's menu, using only the names and no design.
Trend research
Detecting and explaining changes in society, culture and consumption before they become widespread.
Triangulation
Cross-checking several sources, methods, or perspectives to confirm what was found.
Type design
Draws the letters of a typeface family so they work together when reading.
Typography
Chooses and sets type so that a text reads well and conveys the right tone.
U
Ubiquitous computing design
Designs technology spread across everyday objects and spaces, connected and almost invisible.
UI design
Designs what the person sees and touches on a screen: controls, text, hierarchy and states.
UI motion design
Uses motion in interfaces to make clear what changes and where each thing comes from.
Universal design
Seven principles for designing products and spaces almost anyone can use, without adapting them.
Usability
How well specific people achieve what they want with a product, without extra effort.
Usability testing
Watching real people attempt tasks with the product to find out where they get stuck.
User experience honeycomb
Seven facets of a good user experience, beyond whether the product is easy to use.
User story mapping
Laying out what the person will do from left to right, with what is needed below, to plan each release.
User-centered design
Designing systems around the tasks and abilities of the people who use them, testing early and often.
UX design
Designs what it is like to use a digital product, so it is useful, easy to understand, and pleasant.
UX research
Studies the people who use a digital product to decide what to design and check whether it works.
UX strategy
Aligns the experience of a digital product with business goals before designing screens.
UX writing
Writes the words of an interface: buttons, notices, errors, and forms.
V
Value Proposition Canvas
Checking whether what you offer responds to what a type of customer is trying to do, suffers and wants.
Value sensitive design
Taking into account the values of everyone affected throughout the design of a technology.
Voice UX
Designs interfaces that are used by speaking, with no screen or almost none.
Von Restorff effect
What stands out among similar items is remembered better.
W
Wayfinding design
Helps people orient themselves and find their way in a place.
WCAG guidelines
The reference standard so that people with different disabilities can use a website or app.
Wearable design
Designs devices worn on the body, such as watches or bands, for a body that moves.
Web design
Designs websites that are understood at first glance and work on any screen.
Wizard of Oz
Testing a system that doesn't exist yet, with a hidden person acting as the machine.
X
XR design (extended reality)
Designs virtual, augmented and mixed reality experiences, where the interface fills the space around you.
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