Difference between revisions of "Category:Design Principles"

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[[Category: Design]]
Design principles codify the behavioral research and/or design research known about specific User Experience topics. 
Design principles codify the behavioral research and/or design research known about specific User Experience topics. 


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It's worth noting that many of the design principles listed below are [https://en.wikipedia.org/wiki/Heuristic Heuristics]- that is to say, they're practical methods to decision making sufficient for immediate goals, but not always appropriate for in-depth or complex decisions.
It's worth noting that many of the design principles listed below are [https://en.wikipedia.org/wiki/Heuristic Heuristics]- that is to say, they're practical methods to decision making sufficient for immediate goals, but not always appropriate for in-depth or complex decisions.


== General principles==
* [[General Principles]]
 
* [[Web Principles]]
* [https://lawsofux.com/fittss-law Fitt's law] - The time to acquire a target is a function of the distance to and the size of the target.
* [[Human-Computer Interaction Principles]]
* [https://lawsofux.com/hicks-law.html Hick's Law] - The time it takes to make a decision increases with the number and complexity of choices. 
* [[Universal Design Principles]]
* [https://lawsofux.com/jakobs-law.html Jakob's Law]- Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the sites they already know. 
* [[Cognitive Design Principles]]
* [https://lawsofux.com/law-of-pragnanz.html Law of Prägnanz]- People will perceive ambiguous or complex images as the simplest form possible, because it is the interpretation that requires the least cognitive effort of us. 
* [https://abbycovert.com/ia-tools/ia-heuristics/ Information Architecture Heuristics] by [[Abby Covert]] on her website
* [https://lawsofux.com/millers-law.html Miller's Law] (Seven plus or minus two) - The average person can only keep 7 (plus or minus 2) items in their working memory. 
* [[User-Centered Design Principles]]
* [https://lawsofux.com/occams-razor.html Occam's razor] - Among competing hypothesis that predict equally well, the one with the fewest assumptions should be selected.
* [[Content Strategy Principles]]  
* [[Pareto Principle]] - For many events, roughly 80% of the effects come from 20% of the causes. 
* [[Design Heuristics in UX Writing]] by [[Autumn Kotsiuba]] on [[UXWRITINGHUB]]
* [https://lawsofux.com/parkinsons-law.html Parkinson's Law] - Any task will inflate until all of the available time is spent.
* [[10 General Principles for Interaction Design]]
* [[Progressive Disclosure]]
* [[Visual Design Principles]]
* [[Sense of Environment and Direction]]
* [[Spatial Design Principles]]
* [[Serial Position Effect]] - Users have a propensity to best remember the first and last item in a series.
==Additional resources==
* [[Set users up for success]]
Richard Dalton put together a list of [https://charux.files.wordpress.com/2012/12/chars-and-principles.pdf characteristics and principles of UX] For Richard, Characteristics are a vector between two points, and a user may be closer to one side or another. For each of those items we've listed the characteristic, its explanation, and the range from one side to the other. Richard lists only three principles: Relevant, Comprehensible, and Aesthetic. For a deeper explanation of each, [https://charux.files.wordpress.com/2012/12/chars-and-principles.pdf access the PDF] or [https://charux.com visit the website].
* [[Tesler's Law]] (The Law of Conservation of Complexity) - For any system, there is a certain amount of complexity that cannot be reduced. 
* [[Von Restorff Effect]] (Isolation Effect) - When multiple similar objects are present, the one that differs from the rest is most likely to be remembered.
* [[Zeigarnik Effect]] - People remember uncompleted or interrupted tasks better than competed tasks.
 
 
==Human-Computer Interaction Principles==
 
* [[Avoid absolute judgement limits]]
* [[Make displays legible (or audible)]]
* [[Minimizing information access cost]]
* [[Principle of consistency]]
* [[Principle of Multiple Resources]]
* [[Principle of Pictorial Realism]]
* [[Principle of Predictive Aiding]]
* [[Principle of the moving part]]
* [[Proximity Compatibility Principle]]
* [[Redundancy gain]]
* [[Replace memory with visual information - knowledge in the world]]
* [[Similarity causes confusion]]
* [[Top-down processing]]
 
==Gestalt Principles==
 
* [[Closure]]
* [https://lawsofux.com/law-of-uniform-connectedness.html Connectedness] - Elements that are visual connected are perceived as more related than elements with no connection.
* [[Continuation]]
* [[Figure & Ground]]
* [[Proximity]] - Objects that are near, or proximate to each other, tend to be grouped together
* [https://lawsofux.com/law-of-similarity.html Similarity] - The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated.
 
==Characters and Principles of UX==
 
Richard Dalton put together a list of [https://charux.files.wordpress.com/2012/12/chars-and-principles.pdf characteristics and principles of UX]
 
For Richard, Characteristics are a vector between two points, and a user may be closer to one side or another. For each of those items we've listed the characteristic, its explanation, and the range from one side to the other. Richard lists only three principles: Relevant, Comprehensible, and Aesthetic. For a deeper explanation of each, [https://charux.files.wordpress.com/2012/12/chars-and-principles.pdf access the PDF] or [https://charux.com visit the website].
 
==Other examples of design principles==


* [https://principles.design/ Design Principles] - Hands-down the best resource for design principles.
* [https://principles.design/ Design Principles] - Hands-down the best resource for design principles.
* [https://medium.com/etsy-design/creating-etsys-design-principles-4faf31914be3?_hsenc=p2ANqtz-8w53ryWlgbvkCepHooaEjkmoqllRVkFCs_UjEEeAGPzFBVTxnj-MzCLX1UjZ1HAlq13DS64MVzSOgDlwzt4nF2TtH9GA&_hsmi=52544769 Creating Etsy's Design Principles] by Magera Moon
* [https://medium.com/etsy-design/creating-etsys-design-principles-4faf31914be3?_hsenc=p2ANqtz-8w53ryWlgbvkCepHooaEjkmoqllRVkFCs_UjEEeAGPzFBVTxnj-MzCLX1UjZ1HAlq13DS64MVzSOgDlwzt4nF2TtH9GA&_hsmi=52544769 Creating Etsy's Design Principles] by Magera Moon
* [https://lawsofux.com/ Laws of UX] by Jon Yablonksi
* [https://lawsofux.com/ Laws of UX] by Jon Yablonksi
* [https://uxdesign.cc/the-ultimate-guide-to-proper-use-of-animation-in-ux-10bd98614fa9 The ultimate guide to proper use of animation in UX] covers principles specific to animation
[[Category:User Experience Design (UX)]]

Latest revision as of 14:52, 9 June 2023

Design principles codify the behavioral research and/or design research known about specific User Experience topics. 

The term can also be used to describe the driving behavior behind a design or a design group. In other words Fitt's Law is a design principle that explains the relationship between an object and its target. "Set users up for success" is a design principle that describes one of any good company's design goals.

It's worth noting that many of the design principles listed below are Heuristics- that is to say, they're practical methods to decision making sufficient for immediate goals, but not always appropriate for in-depth or complex decisions.

Additional resources

Richard Dalton put together a list of characteristics and principles of UX For Richard, Characteristics are a vector between two points, and a user may be closer to one side or another. For each of those items we've listed the characteristic, its explanation, and the range from one side to the other. Richard lists only three principles: Relevant, Comprehensible, and Aesthetic. For a deeper explanation of each, access the PDF or visit the website.