Index

A

Action possibility
Activity Centered Design (ACD)
Addictive technologies
Aesthetics
Agile-focused project-management app
Animation
advertisements
color and typography choices
Common Fate Principle of Gestalt
communication
design processes
emotional
existence and sensibility
interaction
interfaces
iOS home screen
learning and memorization
mobile apps
simple to-do application
tool
Web
Attention and distraction
categories and cognitive economy
functional equivalence
interfaces
InVision’s web app
mindful design
organizations
person-based actions
recycling
sports and politics
cognitive miser theory
cost
decisions ( see Decision-making)
default mode network
design
digital devices
economics
emotional distraction
environment
Internet
music
selective attention
sensory distraction
task-positive mode

B

Behavioral design
Black hat, DeBono’s framework
Blackmagicdesign DaVinci Resolve
Brainstorming technique

C

Carrot-and-stick approach
Choice, role
Amazon Dash Buttons
creative problem-solving
definitions
design
orchestral movements
single-purpose applications
Chrono Trigger’s
character stats
leveling up
skills
Clippy
Cognitive economy
and categories
maximize
Cognitive miser
Colour psychology
coding
design tools
emotions
red
von Restorff Effect
Competitor research
Contextual learning
Contrast limitations
Cost of distractions
Customer research
Customer service

D

Daydreaming network
Decision-making
attention
continual attentional-hopping
GitHub
habit-changing
inclusivity and equality
social networks
Default mode network
creativity
danger of
neuroscience and cognitive psychology
stimulus-independent thought
task-focused mode
task negative mode
Design documentation
Design framework
Design testing
Design thinking
Digital environment
Digital slot machines
Documenting systems
artifacts
empathy maps
ethnographic documentation
goal
mental models ( see Mental models)
state diagrams
codifying
creation, animation
database schema
developers
interactions and display patterns
observation research
outcomes
scope
stage
variable types
Dopamine
mesolimbic pathway
motivational behaviors
neurotransmitter
organic chemical
reward system
Dopaminergic pathway
Dopamine squirt
Duolingo
crown Levels and EXP
dashboard
designers
friendly achievement
game-like mechanisms
learners
lessons
rewards
shallow rewards
typical implementations, reward flows
well-made learning tool

E

Economics
Educational applications and learning
Emotional design
Emotional distraction
Emotion mapping
design documentation
documenting systems ( see Documenting systems)
moment thinking
system thinking
Empathy maps
Environmental distractions
Environment, learning
External teaching
Eye-tracking

F

Feedback, positive
Feynman technique
Figma
Fixed interval scheduling
Fixed ratio scheduling
Function of state

G

Galvanic skin response (GSR) testing
Gestalt principles
closure
common fate
common region
concepts
continuity
design decisions
grouped/ungrouped elements
guidelines
proximity
relationships
similarity
visual design
GitHub

H

Habit-changing
Human Centered Design (HCD)
Humanistic psychology

I, J, K

Iconic abstraction scale
Iconography
Implementation-focused phases
In-app guidance
brush settings
Clippy
configuration
contextual learning
designing
Figma’s onboarding
interactive tours
“Learn” screen
limiting actions
photoshop’s interface
photoshop team
process
Spot Healing brush tool
surface-level interactions
tool tip instructions
Inclusivity and equality
Infinitesimal differentiator
Inherently rewarding
Instagram’s key moments
Interaction design
acknowledgment
framing
response
waiting
Interaction-focused designer
Interface sketches
Internet, attention and distraction
Intrinsic rewards
InVision’s web app
Iteration

L

Lab-based testing and experimentation
Learnable vs. educational applications
Learning and memory
attentional system
brain’s neural activity
cognitive economy
conscious thought
designing learnable interfaces
vs. educational applications
elements and concepts
environment
framework
goals
information transmission
long-term memory storage
native language
neuroscience of
processes
recall
skill
storage and retrieval, files
The Little Mermaid
Limitations, contrast
Linearity design
alert mockup
checkout button
elements and features
Google Hangouts’ iPad app onboarding
primer
Loot boxes
Lukewarm innovation

M

Maslow’s hierarchy of needs
Mental models
cognitive economy
communicate state
documenting systems
abstracting
flipping
ubiquity of
exploration and experimentation
forgive mistakes
positive feedback
Mesolimbic pathway
Modern-day tech capitalism
Modern tech products
Moments
concept
designing
design work
documenting flow
change state
design process
framing scenarios
sequential chain reaction
environments
first time
friction points
implementation mode
interaction ( see Interaction design)
interface parameter
filled-in feature, map
post-it moment list
system-level documentation
limited-scope product
payment process
stories ( see Story-based approach)
storyboarding ( see Storyboarding technique)
treatment
Motivation
carrot-and-stick approach
cognition
definition
emotional and intrinsic investments
humanistic
theories
Motivation-associated behavior
Music
expectations
fourth dimensional design
happy complexities
harmony
melody
chromatic scale
Da Vinci Code
hooks
intervals
intriguing phenomena
measure of notes
musical rules
notes
octave
and phrasing
pitch
relationships
scale
sonic distance
typographic scales
Western music
musical interface
application
attention-grabbing advertisements
attention-grabbing phenomena
bug-tracking app
default cynicism
degree of tension
emotional journey
empty states
expectations and predictions
happy state
human expectation
nudging behavior
progressive media
Trello project
vulnerability
rhythm
tension ( see Tension)
Music theory

N

Neurotransmitters
Nonlinearity
abundance of potential actions
Cockos Reaper
creativity tools
degree of learning
documenting, linear flows
Trello’s interface
video games
Vim in action

O

Observation research
description
designer-at-a-busy-agency
distractions
document preparation
field
in-field customer observation
interaction-designers
interview approach
motivators
problem space
recording methods
recruitment
screening
screen recordings
side of caution
sub-problems
testing session

P, Q

Perceived wait
Persuasive design
Plastering
Positive feedback
Products, habit-changing
Purposeful pessimism
attitude/behavior
concept
cynicism
Facebook
parameters
Post-it backdrop

R

Rage clicking
Research and planning
accountability and reasoning
competitor research
customer research
customer service
deliverables
key questions
observation ( see Observation research)
user personas
Reward-motivated behavior
Rewards
carrot-and-stick approach
emotional and intrinsic investments
ethics
feedback
mistakes
emotions
manufacture reward
overreliance on carrot and stick
scheduling
Reward-seeking behavior
games
in-game slot machine
intrinsic rewards
operant conditioning chamber
pocket slot machine ( see Slot machine)
rewards as feedback
reward scheduling
Role-playing games (RPGs)

S

Schrodinger’s Interaction
Scribbling and sketching phases
deliverables
design brief
feature lists
key questions
problem definition
solution definitions
success metrics and goals
wireframes ( see Wireframing)
Self-Determination Theory (SDT)
Sensory distraction
Silicon valley
Sketching
Skill-tree approach
Slack
app guidance
emoji reactions
explorative design
granular notification control
robot mascot
team-centered communication
virtual office
Slot machine
drawn-out time investment
money—at best
onion-skin-like approach
reward-motivating behavior
social recognition and involvement
tailored dopamine loop
Social media, cost of distractions
Social media platforms
Spot Healing brush tool
Storage and retrieval of files/data
design
digital storage, encoding and decoding
folder and file structure
media
Adobe Lightroom
Figma
film photography, Adobe’s Lightroom
interfaces
job as designers
modern products and interfaces
mental models ( see Mental models)
optimal environment, learning
physical documents
processing levels
steps, learnability
storing
teaching ( see Teaching)
web or mobile application
Story-based approach
completed storyboard
denouement, sort
framing interaction
friction points
intrinsic motivators
reflection moment
Storyboarding technique
annotate
barrier
brainstorming session
current incarnation
empathy maps
ethnographic research
mapping
panels
product design
pruning
template
text-based story plan
Surprise
gateway emotion
hippocampus
memory retention
remedy to habituation
shock-value moments
very surprising things
violation
Synaptic cleft
Systemic oppression
System thinking

T

Tactics
Task-positive mode
Teaching
concepts
external
in-app ( see In-app guidance)
key areas, guidance
onboarding phase
Tension
control
schema
and anticipation
Aristotelian Model
challenges
instrumentation
mutability scale
myopia
and prototypes
Prototype Theory
rhythmic structure
sociological events and cultural convention
transgenderism
as schematic violation
Testing
Thumbnail sketches
Tool tip instructions

U

UI design tool
User Centered Design (UCD)
User experience (UX) design
activities and tasks
control and linearity
description
design disciplines
design intangibles
process
User personas
User testing

V

Variable interval scheduling
Variable ratio scheduling
Vision, perception and aesthetics
animation and digital interfaces ( see Animation)
colour ( see Colour psychology)
conventions
digital e-readers
digital interfaces
Gestalt principles ( see Gestalt principles)
iconic abstraction scale
impressionist painting
limitations of contrast
metaphor
painting
personality
photography
sensory process
signifiers
Super Team Deluxe web site
technology

W, X, Y

Wanting
Wireframing
conceptual models
interface sketches
storyboarding and state
thumbnail sketches
traditional definition
visual and interaction design phases

Z

Zooming in and out
design process
scope
system-level thinking
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