Design Psychology

Glossary

GLOSSARY

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German – English Terms

From A to Z. English technical term small above the German one.

All technical terms of the course from A to Z. On each card, the English technical term is written small at the top, followed underneath by the German term and its explanation.

A

A/B COMPARISON

A/B comparison

Comparison of two variants. To draw meaningful conclusions, differences and comparison conditions should be controlled.

Affordance

Affordance

Property of an object that suggests how it is used.

SIMILARITY

Similarity

Shared characteristics such as colour or shape support the perception of a group.

ANCHORING EFFECT

SIMILARITY

Anchoring effect

The first number mentioned influences subsequent estimates, such as a crossed-out original price.

WORKING MEMORY

Working memory

A limited-capacity system that holds and processes information in the short term.

ASSOCIATION

Association

Mental connection to an idea, characteristic, memory, or feeling.

Aesthetic–Usability Effect

Aesthetic-Usability Effect

Aesthetic design can influence perceived usability. Actual operational performance must be tested separately.

TASK SWITCHING

Task switching

Switching between tasks or rules; the additional time or errors compared to a suitable baseline condition are called switch costs.

ATTENTION

Attention

Selective weighting of information. It is influenced, among other things, by stimulus features and current tasks.

B

ACCESSIBILITY

Accessibility

Design that enables as many people as possible to use it, regardless of ability or situation.

OBSERVATION CRITERION

Observation criterion

Predefined details on how a difference is identified, such as the information mentioned first.

CONFIRMATION BIAS

OBSERVATION CRITERION

Confirmation bias

A tendency to notice primarily that which supports one's own assumption. A reason to test assumptions rather than simply believe them.

CHUNKING

Grouping into units

Combining individual pieces of information into meaningful units. Prior knowledge and strategy help determine whether structuring is beneficial.

Thu

DARK PATTERN / DECEPTIVE PATTERN

Dark pattern

Design that nudges users into making decisions that are not in their best interests.

Framing

Frame of reference

The perspective set by a phrasing, such as by emphasising gains or losses with the same numerical information.

E

NUDGE / NUDGING

decision incentive

Designing the decision-making environment to nudge behaviour in a specific direction without forbidding any options. Voluntary participation and transparency must be ensured.

CHOICE ARCHITECTURE

Choice architecture

Designing a choice architecture: visibility, wording, order and accessibility of options.

F

FIGURE–GROUND

Figure and ground

Distinguishing a prominent object from its background.

FITTS’S LAW

Fitts's Law

Model of movement time to a target based on distance and target size. Choosing the target is a different task.

CURSE OF KNOWLEDGE

FITTS’S LAW

Curse of knowledge

When you know something well, it's hard to imagine not knowing it. That's why your own project is often far less clear to outsiders than you might think.

G

USABILITY

Usability

How effectively, efficiently, and satisfactorily specified users can achieve specified goals in a particular context of use.

PEER TEST

Cross-check with fellow learners

A small exploratory test with other learners. It provides indications and is not a substitute for a representative study.

Common region

Shared region

Elements within the same enclosing area or boundary often appear as a group.

COMMON FATE

Shared destiny

Elements that move or change together can appear as a group.

CLOSURE

Unity

Missing contour parts can be added so that an incomplete figure appears as a whole.

GESTALT PRINCIPLES

Gestalt principles

Perceptual tendencies that help explain how we organise elements into groups and figures.

DESIGN VARIABLE

Design variable

A characteristic that is deliberately changed for comparison, such as font size.

GOOD CONTINUATION

Good sequel

Lines and edges are preferably perceived as paths that are as smooth and continuous as possible.

H

LIGHTNESS CONSTANCY

Lightness constancy

The tendency to perceive the lightness of a surface as similar despite changes in illumination.

USABILITY HEURISTIC

Heuristic (Usability)

Rule of thumb for the systematic evaluation of user interfaces, such as Nielsen's ten heuristics.

Hick's Law

Hick's Law

The more options there are to choose from, the longer it takes to make a decision.

HYPOTHESIS

Hypothesis

A pre-formulated, testable expectation regarding a relationship.

I

RELEVANCE OF INFORMATION

Information relevance

How important a piece of information is for a specific task or goal.

VON RESTORFF EFFECT / ISOLATION EFFECT

Isolation effect

An element that differs from its surroundings can, under certain conditions, be remembered better. Standing out alone does not prove better recall.

J

JAKOB'S LAW

Jakob's Law

People expect an interface to work similarly to others they already know.

K

COGNITIVE LOAD

Cognitive load

Task demands on the limited processing capacity of working memory. Search time alone does not measure this directly.

CONTEXT

Context

The setting and situation that influence how we understand information.

L

PROCESSING FLUENCY

Ease of processing

The subjectively experienced ease with which information is processed. It is not evidence of truth or quality.

M

AMBIGUITY

Ambiguity

A shape or statement allows for multiple plausible interpretations.

MENTAL MODEL

Mental model

An idea of how something works; it determines how people operate it.

MERE-EXPOSURE EFFECT

MENTAL MODEL

Mere-exposure effect

We tend to like things more the more often we see them. Familiarity breeds affection (Robert Zajonc).

KEY TAKEAWAY

Mnemonic

A short sentence that captures the key idea of a section.

N

PROXIMITY

Proximity

Spatially close elements are often perceived as belonging together.

P

CONCISENESS / GOOD FORM

Conciseness

Tendency to organise an arrangement into an overall shape that is as simple and stable as possible.

R

STIMULUS

Appeal

A physical effect on a sensory organ, such as light, a colour or a shape.

BOTTOM-UP PROCESSING

Bottom-up processing

Processing based on sensory features such as edges, brightness and orientation.

S

SALIENCE

Salience

Salience of a stimulus relative to its surroundings.

SIGNIFIER

Signifier

A perceivable cue that indicates where and how an action is possible.

SIMULTANEOUS CONTRAST

Simultaneous contrast

The perceived brightness or colour of an area also depends on its immediate surroundings.

SOCIAL CUE

Social notice

Information about the opinions or actions of others, such as an overlaid review.

SYMMETRY

Symmetry

Mirrored or balanced relationships can support the organisation of a figure.

V

CHANGE BLINDNESS

Change blindness

A visible change initially goes unnoticed, for instance, when a direct visual comparison is interrupted.

CONNECTEDNESS

Bond

Visibly connected elements are often perceived as belonging together.

LOSS AVERSION

CONNECTEDNESS

Loss aversion

Losses loom larger than gains of equal size. "Don't miss out on..." is therefore often more powerful than "Win...".

VISUAL HIERARCHY

Visual hierarchy

Visual hierarchy of content through size, contrast, spacing, and position.

VISUAL IDENTITY

Visual identity

A brand's recognisable visual identity, typically comprising typography, colour, shape and imagery.

DEFAULT

Preselection

A pre-set option that applies unless it is actively changed.

W

PERCEPTION

Perception

How we organise and interpret sensory information. It arises from the interplay of stimulus, context and experience.

TOP-DOWN PROCESSING

Knowledge-driven processing

The influence of prior knowledge, expectations and goals on perception.