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APDD
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A–Z index

All published entries in alphabetical order. Each card says which discipline or field it belongs to.

292 entradas

A

Method

A/B testing

Showing two versions to random groups and measuring which one works better.

Method

Accessibility audit

Reviewing a site or app against accessibility guidelines to find what excludes someone.

Specialty

Accessible design

Designs so that people with disabilities can perceive, use and understand a product.

Inclusive design
Concept

Aesthetic-usability effect

What looks beautiful to us also seems easier to use, even when it isn't.

Human-computer interaction (HCI)
Method

Affinity diagram

Grouping research notes by affinity so that themes emerge.

Concept

Affordance

What an object lets you do, and whether you can tell at a glance.

Human-computer interaction (HCI)
Approach

Agile UX

Fitting research and design into the rhythm of agile development teams.

Discipline

AI design

Designs how we use, understand and correct products powered by artificial intelligence.

Specialty

Algorithmic design

Uses algorithms as a design tool to explore forms that are hard to imagine by hand.

Computational design
Method

Analogous inspiration

Observing a place from another field that shares something with your problem, to see it with fresh eyes.

Concept

Anchoring

The first number we see shapes the ones that come after.

Behavioral economics › Price and money
Field

Anthropology

Studies how people live, think and organize themselves within their culture.

Specialty

Art direction

Defines and looks after a project’s visual style and coordinates the people who produce it.

Graphic design
Specialty

Audiovisual design

Designs image-and-sound pieces for screens, deciding how the two combine to communicate.

Motion design
Specialty

Automotive HMI design

Designs how a car's screens and controls are used without taking attention off the road.

Interaction design
Concept

Availability heuristic

We judge how likely something is by how easily it comes to mind.

Behavioral economics › Attention and memory

B

Method

Backcasting

Imagining the future you want and walking back to today to see which steps lead there.

Concept

Bandwagon effect

We do something more readily when we see that many others already do it.

Behavioral economics › Social influence
Discipline

Behavioral design

Designs products, services and policies based on how we actually behave.

Field

Behavioral economics

Studies how we really decide, with biases and shortcuts, rather than as the rational model predicts.

Method

Benchmarking

Comparing how others solve the same thing, to learn from their successes and mistakes.

Method

Bodystorming

Ideating in the real place, acting out with your body how the idea would be used.

Theory

Bounded rationality

We decide with limited information, time, and attention: we settle for something good enough.

Behavioral economics › Foundational theories
Method

Brainstorming

Generating many ideas as a group without judging them until the end.

Discipline

Brand design

Designs how an organization or a product is recognized and remembered.

Specialty

Brand identity design

Designs a brand’s visual and verbal system: logo, colors, typography, tone and usage rules.

Brand design
Discipline

Business design

Applies design to how an organization creates value, delivers it and makes money from it.

Method

Business Model Canvas

A sheet with nine blocks to see, on one page, how a project creates value and sustains itself.

C

Concept

Calm technology

Technology that informs without demanding attention, staying in the periphery until it is needed.

Human-computer interaction (HCI)
Method

Card sorting

Asking people to group cards to understand how they organize information.

Method

Causal loop diagram

A map of arrows that shows how some things push others until they form circles.

Method

Charrette

An intensive multi-day workshop where design teams and affected people propose and review together.

Specialty

Circular design

Designs so that products and materials stay in use instead of ending up in the trash.

Sustainable design
Specialty

Civic design

Designs the touchpoints between citizens and democracy: voting, paperwork, getting informed.

Design for policy
Approach

Co-design

Designing together with the people who will live with the result, with tools so they can create too.

Concept

Cognitive load

The mental effort a task demands from a memory that can only hold a few things at once.

Cognitive psychology
Method

Cognitive walkthrough

Walking through a task step by step as a newcomer would, to see where they'd get lost.

Model

COM-B model

To act, you need capability, opportunity and motivation.

Behavioral design
Concept

Compromise effect

Faced with three options, we tend to choose the middle one.

Behavioral economics › Choosing among options
Discipline

Computational design

Designs with computational processes: rules, data and simulations that generate and evaluate forms.

Concept

Confirmation bias

We seek out and believe what confirms what we already think.

Cognitive psychology
Discipline

Content design

Decides what content people need and in what form, based on what they need to do.

Specialty

Content strategy

Plans what content to create, how to publish it and who maintains it over time.

Content design
Process

Contextual Design

A complete process that goes from observing people at work to designing and testing the product.

Method

Contextual inquiry

Observing and asking people questions while they do their work, in their own setting.

Discipline

Conversational design

Designs conversations with systems, such as voice assistants and chatbots, so they feel natural.

Specialty

Costume design

Designs what characters wear in theater, film, TV, opera and dance to show who they are.

Fashion design
Method

Crazy 8s

Sketching eight variations of an idea in eight minutes.

Specialty

Critical design

Objects that question how we live with technology, instead of selling it.

Design futures
Method

Cultural probes

A pack of open-ended tasks that people complete on their own in daily life and send back.

Specialty

Customer experience design

Designs how a person experiences their relationship with a company, before, during and after buying.

Experience design
Concept

Cybersickness

The dizziness, nausea or discomfort caused by some headset or moving-image experiences.

Human-computer interaction (HCI)

D

Concept

Data saturation

The point where new interviews barely add new themes.

Design research
Specialty

Data storytelling

Tells a story with data, deciding how much the author guides and how much the reader explores.

Information design
Specialty

Data visualization

Turns data into charts that can be read accurately, choosing well how to encode each value.

Information design
Concept

Decoy effect

An option nobody wants makes another one look better.

Behavioral economics › Choosing among options
Concept

Default effect

We tend to stick with whatever comes preselected.

Behavioral economics › Choosing among options
Method

Delphi method

Consulting experts over several rounds of questionnaires, showing them the group’s answers each time.

Specialty

Design anthropology

Joins anthropological research and design to intervene and co-create, not just observe.

Anthropology
Method

Design by analogy

Look at how a similar problem is solved in another field and transfer the idea.

Specialty

Design fiction

Shows objects from a fictional world as if they were ordinary, to make a change believable.

Design futures
Specialty

Design for children

Designs products and services used by children and teenagers, with their age in mind and often with them.

Inclusive design
Discipline

Design for health

Applies the design of products, services, spaces and communication to caring for health.

Discipline

Design for policy

Applies design to creating and improving public policy, based on citizens' experience.

Discipline

Design futures

Uses design to make possible futures tangible and debate which one we want.

Approach

Design justice

Designing with the communities most affected, to share what design gives and takes more fairly.

Model

Design ladder

Four steps to see how much an organization uses design: from not at all to strategy.

Design management
Specialty

Design leadership

Leads design teams and brings design into leadership decisions.

Design management
Discipline

Design management

Organizes design within a company: teams, processes, budget and its link to strategy.

Artifact

Design principles

A few rules, born from research, that guide every decision in a project.

Discipline

Design research

Researches with people to understand their reality before designing, and makes sense of what it finds.

Method

Design speed dating

Showing many ideas as storyboards, one after another, to see which ones meet a real need.

Process

Design sprint

Five days to go from an important problem to a prototype tested with real customers.

Field

Design studies

Studies design itself: what it is, how designers think and what kind of knowledge they produce.

Concept

Design synthesis

Organizing, grouping, and interpreting research until patterns and opportunities emerge.

Design research
Artifact

Design system

The set of shared components, rules, and criteria a team uses to build its interfaces.

Approach

Design thinking

Tackling open problems the way design does: understanding people, ideating and prototyping.

Specialty

Design-driven innovation

Innovates by changing what a product means, not just its technology or its features.

Strategic design
Specialty

DesignOps

Organizes people, processes and tools so a large design team works well.

Design management
Method

Desktop walkthrough

Rehearsing a service or a space with a small model and figures that walk through each step.

Method

Diary study

People record what they do and feel over days or weeks, as it happens.

Concept

Diegetic prototype

A technology that doesn't exist yet, shown working inside a fiction.

Design futures
Specialty

Digital publishing

Designs publications made for screens: e-books, digital magazines and reading on the web.

Editorial design
Method

Dot voting

Each person spreads a few dots among the ideas, and the most voted ones move forward.

Process

Double Diamond

Open up and narrow down twice: first to find the right problem, then the solution.

E

Approach

EAST framework

To change a behavior, make it easy, attractive, social and timely.

Specialty

Ecodesign

Reduces a product’s environmental impact at every stage of its life, starting when it’s designed.

Sustainable design
Method

Ecosystem map

Drawing all the actors in a service and what they exchange, to see the whole system.

Discipline

Editorial design

Designs books, magazines and newspapers, in print and on screen, so they read well.

Theory

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.

Product design
Method

Empathy map

A sheet that sorts what a person says, does, thinks and feels, so the team understands them together.

Specialty

Employee experience design

Applies design to the relationship between people and the organization they work for.

Experience design
Concept

Endowment effect

We value what is already ours more.

Behavioral economics › The self and losses
Method

Ethnography

Spending time in people’s world to understand their daily life and culture from the inside.

Approach

Evidence-based design

Making design decisions based on the best available research, and measuring their effects afterward.

Discipline

Exhibition design

Tells a story in space with objects, texts, images and a path through them.

Discipline

Experience design

Designs what a person goes through and remembers when using something, starting with the reason to use it.

Method

Experience prototyping

Living firsthand what it would be like to use something, with a simple setup, before building it.

Specialty

Experiential futures

Turns a future into something you can see, touch and walk through.

Design futures

F

Concept

False consensus effect

We believe most people think and choose as we do, more than is really the case.

Cognitive psychology
Specialty

Fan experience

Designs what the audience of a sports event goes through, from getting into the stadium to leaving.

Experience design
Discipline

Fashion design

Designs garments and accessories: from fabric and shape to the collection that reaches people.

Concept

Fitts’s law

The farther away and smaller something is, the longer it takes us to point at it.

Cognitive psychology
Method

Five whys

Asking “why?” several times in a row until you reach the root cause of a problem.

Theory

Flow

The state of total concentration that appears when the challenge matches our skill.

Cognitive psychology
Method

Focus group

A moderated conversation with a small group to learn their opinions and how they influence each other.

Model

Fogg Behavior Model

A behavior happens when motivation, ability and a prompt come together.

Behavioral design
Discipline

Food design

Brings food and design together: what we eat, how it is served and how we experience eating.

Specialty

Form design

Designs forms that people can fill in easily and without mistakes.

UX design
Model

Four orders of design

Signs, things, actions and systems: four places from which to approach the same problem.

Strategic design
Concept

Framing effect

The same information, told as a gain or as a loss, changes the decision.

Behavioral economics › Choosing among options
Concept

Fresh start effect

Dates that mark a beginning encourage us to start new habits.

Behavioral economics › Time and willpower
Concept

Frontstage and backstage

What the person sees of the service, and everything that happens behind it to make it work.

Service design
Specialty

Furniture design

Designs furniture that supports the body, organizes space and can be made viably.

Industrial design
Model

Futures cone

From today, possible, plausible, probable and preferable futures open up.

Futures studies
Field

Futures studies

Explores possible and desirable futures to decide better today, without claiming to predict.

Method

Futures wheel

A diagram for exploring the direct and indirect consequences of a change.

G

Discipline

Game design

Designs the rules and challenges of a game so that playing it creates the intended experience.

Concept

Gamification

Using game design elements in something that isn’t a game.

Game design
Model

Gaps model of service quality

Five gaps between what customers expect from a service and what they get, and where they arise.

Services marketing
Specialty

Generative design

Writes rules that generate many variants of a form, instead of drawing just one.

Computational design
Method

Generative tools

Materials for people to make something, such as a collage, and express what is hard to put into words.

Method

Go-along

Accompany someone as they do something in their own setting, like shopping, and ask questions along the way.

Concept

Goal-gradient effect

We try harder the closer we are to the goal.

Behavioral economics › Time and willpower
Model

Good services principles

Fifteen traits shared by services that work, for reviewing one from end to end.

Service design
Discipline

Graphic design

Arranges images, type and space to communicate a message to a specific audience.

Model

Grid system

An invisible structure of columns and margins that organizes everything on a page or a screen.

Graphic design

H

Specialty

Haptic design

Designs what you feel through touch when using a device, mostly vibrations, to inform without looking.

Interaction design
Model

HEART framework

Five kinds of metrics to measure the experience of a digital product and know whether a change improves it.

UX design
Concept

Hick’s law

The more options there are, the longer we take to choose, though each new option adds less time.

Cognitive psychology
Method

Horizon scanning

Continuously looking for signals of change outside your field to anticipate what may come.

Method

How might we…?

Turning an insight or a problem into an open question that invites ideas.

Approach

Human-centered design

Designing from the needs, context and participation of the people who will use something.

I

Concept

IKEA effect

We value what we helped build more highly.

Behavioral economics › The self and losses
Discipline

Illustration

Creates images that inform, explain, tell stories or persuade.

Theory

Image of the future

Societies steer toward the image of the future they share.

Futures studies
Method

In-depth interview

A long, open conversation with one person to understand their experiences and motives.

Discipline

Inclusive design

Designs so that as many people as possible can use something, starting from those left out.

Discipline

Industrial design

Designs mass-produced objects: how they work, how they are used and how they look.

Specialty

Information architecture

Organizes, labels and connects content so people find what they are looking for.

UX design
Discipline

Information design

Organizes and presents information so it is understood and used well: charts, signs, instructions.

Concept

Insight

A new interpretation about people, based on what was observed, that opens design opportunities.

Design research
Discipline

Interaction design

Designs how a product responds to what the person does: actions, feedback and behavior.

Discipline

Interior design

Designs interior spaces so they work, are pleasant to live in and convey what they should.

J

Concept

Jakob’s law

We expect a site to work like the ones we already know, because we spend more time on them.

UX design
Approach

Jobs to be done

Understanding what progress a person seeks in a situation and what they “hire” a product for.

Method

Journey map

A map of a person's path through a service, with what they do, use and feel at each step.

K

Method

Kano model

Classifies a product's features by how they change the satisfaction of the people who use it.

L

Process

Lean Startup

Build the minimum, measure how people respond and learn, in short cycles.

Approach

Lean UX

Designing in short cycles of hypothesis, testing and learning, as a team and with little documentation.

Discipline

Learning design

Designs activities, materials and environments so that people learn.

Discipline

Legal design

Applies human-centered design to law, so that contracts and legal procedures can be understood.

Method

LEGO® Serious Play®

Building models with LEGO bricks to think through a question as a group and tell what they mean.

Model

Leverage points

The places in a system where a small change can produce a big effect, from shallowest to deepest.

Systemic design
Specialty

Lighting design

Designs the light of a space so it can be seen, moved through easily and has the intended atmosphere.

Interior design
Concept

Loss aversion

Losing something hurts more than gaining it pleases.

Behavioral economics › The self and losses

M

Concept

Mental accounting

We treat money differently depending on where it comes from or what we set it aside for.

Behavioral economics › Price and money
Concept

Mental model

The idea we form of how something works, which we use to predict what will happen.

Cognitive psychology
Concept

Mere-exposure effect

What we see several times ends up appealing to us more, even if we don’t know why.

Cognitive psychology
Model

Microinteractions

Small single-task moments, such as flipping a switch, designed piece by piece.

UI design
Method

Mind map

Opening up a central topic into branches of related ideas.

Specialty

Mobile app design

Designs apps for the phone: small screens, fingers, and use in a hurry and on the move.

UI design
Artifact

Mockup

How a screen will look, with real colors, type, images and text, but without interaction.

Method

Mood board

A board of images, colors and textures that sets the tone of a project before designing it.

Method

Morphological analysis

Breaking a problem into parts, listing options for each and combining them to find ideas.

Method

MoSCoW method

Sorting what you want to do into must, should, could and “not this time”.

Specialty

Motion branding

Designs how a brand moves: animated logos and motion rules so it can be recognized on screen.

Motion design
Discipline

Motion design

Designs how what we see on screen moves: titles, brands, audiovisual pieces and interfaces.

Specialty

Multimodal interaction

Designs systems used through voice, gestures, touch and screen, using whichever works best at each moment.

Interaction design
Discipline

Multisensory design

Designs for all the senses at once, not just sight: what is seen, heard, touched and smelled.

Method

Mystery shopping

Someone poses as a customer to experience and evaluate the service as it is actually delivered.

N

Concept

Negativity bias

Bad things weigh more and are remembered more than good things of the same intensity.

Cognitive psychology
Theory

Nudge and choice architecture

Changing how options are presented changes what we choose, without banning anything.

Behavioral economics › Foundational theories

O

Discipline

Organizational design

Designs how an organization works inside: structure, processes, incentives and people.

P

Discipline

Packaging design

Designs a product’s packaging, which protects it, makes it stand out in the store and is used at home.

Approach

Participatory design

Designing with the people affected as full partners, not just as informants.

Concept

Peak-end rule

We remember the most intense moment and the ending, not how long it lasted.

Behavioral economics › Attention and memory
Method

Personas

Research-based characters that represent groups of users and their goals.

Method

Premortem

Imagining the project has already failed, to find in time what could go wrong.

Concept

Presence

The feeling of really being in a virtual place, even though you know you aren't there.

Human-computer interaction (HCI)
Concept

Present bias

We prefer a little now to more later.

Behavioral economics › Time and willpower
Model

Principles of influence

Six shortcuts that make us say yes without much thought, from reciprocity to scarcity.

Behavioral economics
Approach

Privacy by design

Protecting personal data from the first sketch, with the most private option already set.

Discipline

Product design

Designs whole digital products and decides with product and engineering what to build and how to measure it.

Specialty

Product-service systems

Designs the mix of products and services that meets a need, instead of selling more things.

Sustainable design
Concept

Progressive disclosure

Show the essentials first and keep advanced options for when someone asks for them.

UX design
Theory

Prospect theory

We value gains and losses relative to a reference point.

Behavioral economics › Foundational theories
Method

Prototyping

Building quick, incomplete versions of an idea to test it before developing it.

Q

R

Concept

Reality–virtuality continuum

A line from the real world to the fully virtual; mixed reality is everything in between.

Human-computer interaction (HCI)
Specialty

Regenerative design

Goes beyond reducing harm: it aims for designs that help restore living systems.

Sustainable design
Approach

Research through design

Researching by designing: prototypes are used to generate knowledge, not just products.

Specialty

ResearchOps

Organizes what research at scale needs: participants, tools, permissions and what was learned.

Design research
Concept

Responsive design

One website that adapts to any screen size, from phone to computer.

UI design
Specialty

Retail design

Designs stores and sales spaces to guide people, show the product and create an atmosphere.

Spatial design
Method

Role playing

Acting out a future situation with simple objects to come up with and test a product or service.

S

Concept

Say vs. do

What people say about their behavior does not always match what they do.

Design research
Method

SCAMPER

Seven questions for turning something that already exists into new ideas.

Method

Scenario planning

Imagining several plausible futures to make decisions that hold up in all of them.

Specialty

Scenography

Designs the space of a performance, with its set, light, costumes and objects, with the audience in mind.

Spatial design
Specialty

Search design

Designs how people find what they are looking for in a product, from the search box to the results.

UX design
Theory

Self-determination theory

What truly motivates us is what lets us choose, makes us feel capable and connects us with others.

Cognitive psychology
Field

Semiotics

Studies signs: how something comes to mean something else to someone.

Artifact

Service blueprint

A map of the service that shows both what the person experiences and what makes it possible.

Discipline

Service design

Designs the complete experience of a service: what the person sees and what makes it possible.

Specialty

Service design research

Researches how customers, employees and other actors experience a service, in order to redesign it.

Service design
Specialty

Service environment design

Designs the spaces where a service is delivered, because they affect customers and employees.

Service design
Concept

Service evidence

The tangible side of an intangible service: objects and spaces that show the service exists.

Services marketing
Specialty

Service innovation

Creates new services or deeply changes existing ones, with methods from design and management.

Service design
Method

Service safari

Going out to experience services firsthand to observe what works and what does not.

Theory

Service-dominant logic

Value doesn't come inside the product: it is created by using it, together with whoever offers it.

Services marketing
Field

Services marketing

Studies what makes services distinctive and how they are managed and delivered.

Method

Shadowing

Following a person like their shadow for a while to observe what they do.

Method

Six Thinking Hats

Reviewing an idea as a group, everyone from the same angle at once, switching angles in stages.

Method

Sketching

Drawing ideas quickly and cheaply to think them through and share them.

Discipline

Social design

Uses design to address social needs and support community-led innovation.

Discipline

Sound design

Designs the sounds of a product, an interface or a place.

Discipline

Spatial design

Designs how people experience and move through a space, indoors or outdoors.

Specialty

Speculative design

Designs objects from possible futures to ask questions, not to sell them.

Design futures
Method

Stakeholder map

Drawing who can influence a project or be affected by it, and how they relate to each other.

Concept

Status quo bias

We prefer things to stay as they are.

Behavioral economics › Choosing among options
Method

Storyboard

Telling in panels how someone uses a product or a service.

Discipline

Strategic design

Uses design to help an organization decide where to go and how to adapt.

Concept

Sunk cost effect

We stick with something just because we have already paid for it.

Behavioral economics › Price and money
Method

Survey

The same questions to many people, to measure how many think or do something.

Discipline

Sustainable design

Designs with the environmental and social impact of what is produced in mind, from start to finish.

Specialty

Sustainable web design

Designs websites and digital services that use less energy, without losing usefulness or accessibility.

Sustainable design
Method

Synectics

Using metaphors and analogies to see a familiar problem as if it were strange.

Theory

System 1 and System 2

We think in two ways: one fast and intuitive, the other slow and deliberate.

Cognitive psychology
Discipline

Systemic design

Brings together systems thinking and design to intervene in complex social problems.

T

Specialty

Tangible interaction

Designs interfaces in which digital information is touched and moved with physical objects.

Interaction design
Model

Ten Types of Innovation

Innovation isn’t just the product: ten types, from the profit model to brand and engagement.

Business design
Concept

Tesler’s law

Every task has an amount of complexity that cannot be removed, only moved.

UX design
Specialty

Textile design

Designs fabrics and prints: their structure, feel, color and how they are made.

Fashion design
Method

Three horizons

A framework for talking about change with three curves: what works today, what's coming and the transition.

Specialty

Title design

Designs the credit sequences of films and series, which set the tone and introduce the story.

Motion design
Concept

Touchpoint

Every moment a person meets the service, through another person, an object, or a screen.

Service design
Discipline

Transition design

Designs to drive long-term societal change toward more sustainable futures.

Specialty

Transportation design

Designs the form, interior and use of cars, buses, trains, bicycles and other vehicles.

Industrial design
Method

Tree testing

Checks whether people can find things in a site's menu, using only the names and no design.

Method

Trend research

Detecting and explaining changes in society, culture and consumption before they become widespread.

Concept

Triangulation

Cross-checking several sources, methods, or perspectives to confirm what was found.

Design research
Specialty

Type design

Draws the letters of a typeface family so they work together when reading.

Graphic design
Specialty

Typography

Chooses and sets type so that a text reads well and conveys the right tone.

Graphic design

U

Specialty

Ubiquitous computing design

Designs technology spread across everyday objects and spaces, connected and almost invisible.

Interaction design
Discipline

UI design

Designs what the person sees and touches on a screen: controls, text, hierarchy and states.

Specialty

UI motion design

Uses motion in interfaces to make clear what changes and where each thing comes from.

Motion design
Model

Universal design

Seven principles for designing products and spaces almost anyone can use, without adapting them.

Inclusive design
Concept

Usability

How well specific people achieve what they want with a product, without extra effort.

Human-computer interaction (HCI)
Method

Usability testing

Watching real people attempt tasks with the product to find out where they get stuck.

Artifact

User flow

The step-by-step path a person follows to complete a task in a product.

Method

User stories

Describing each feature as a short need: who, what they want and why.

Method

User story mapping

Laying out what the person will do from left to right, with what is needed below, to plan each release.

Approach

User-centered design

Designing systems around the tasks and abilities of the people who use them, testing early and often.

Discipline

UX design

Designs what it is like to use a digital product, so it is useful, easy to understand, and pleasant.

Specialty

UX research

Studies the people who use a digital product to decide what to design and check whether it works.

Design research
Specialty

UX strategy

Aligns the experience of a digital product with business goals before designing screens.

UX design
Specialty

UX writing

Writes the words of an interface: buttons, notices, errors, and forms.

Content design

V

Method

Value Proposition Canvas

Checking whether what you offer responds to what a type of customer is trying to do, suffers and wants.

Approach

Value sensitive design

Taking into account the values of everyone affected throughout the design of a technology.

Specialty

Voice UX

Designs interfaces that are used by speaking, with no screen or almost none.

Conversational design
Concept

Von Restorff effect

What stands out among similar items is remembered better.

Cognitive psychology

W

Specialty

Wayfinding design

Helps people orient themselves and find their way in a place.

Environmental graphic design
Model

WCAG guidelines

The reference standard so that people with different disabilities can use a website or app.

Inclusive design
Concept

Weak signals

Small hints of a change that is still uncertain but may grow.

Futures studies
Specialty

Wearable design

Designs devices worn on the body, such as watches or bands, for a body that moves.

Product design
Specialty

Web design

Designs websites that are understood at first glance and work on any screen.

UI design
Artifact

Wireframe

The outline of a screen in boxes and lines, without final colors or images.

Method

Wizard of Oz

Testing a system that doesn't exist yet, with a hidden person acting as the machine.

X

Specialty

XR design (extended reality)

Designs virtual, augmented and mixed reality experiences, where the interface fills the space around you.

Interaction design