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Book Categories |
Introduction | 10 | |
80/20 Rule | 12 | |
Accessibility | 14 | |
Advance Organizer | 16 | |
Aesthetic-Usability Effect | 18 | |
Affordance | 20 | |
Alignment | 22 | |
Archetypes | 24 | |
Attractiveness Bias | 26 | |
Baby-Face Bias | 28 | |
Chunking | 30 | |
Classical Conditioning | 32 | |
Closure | 34 | |
Cognitive Dissonance | 36 | |
Color | 38 | |
Common Fate | 40 | |
Comparison | 42 | |
Confirmation | 44 | |
Consistency | 46 | |
Constancy | 48 | |
Constraint | 50 | |
Control | 52 | |
Convergence | 54 | |
Cost-Benefit | 56 | |
Defensible Space | 58 | |
Depth of Processing | 60 | |
Development Cycle | 62 | |
Entry Point | 64 | |
Errors | 66 | |
Expectation Effect | 68 | |
Exposure Effect | 70 | |
Face-ism Ratio | 72 | |
Factor of Safety | 74 | |
Feedback Loop | 76 | |
Fibonacci Sequence | 78 | |
Figure-Ground Relationship | 80 | |
Fitts' Law | 82 | |
Five Hat Racks | 84 | |
Flexibility-Usability Tradeoff | 86 | |
Forgiveness | 88 | |
Form Follows Function | 90 | |
Framing | 92 | |
Garbage In-Garbage Out | 94 | |
Golden Ratio | 96 | |
Good Continuation | 98 | |
Gutenberg Diagram | 100 | |
Hick's Law | 102 | |
Hierarchy | 104 | |
Hierarchy of Needs | 106 | |
Highlighting | 108 | |
Iconic Representation | 110 | |
Immersion | 112 | |
Interference Effects | 114 | |
Inverted Pyramid | 116 | |
Iteration | 118 | |
Law of Pragnanz | 120 | |
Layering | 122 | |
Legibility | 124 | |
Life Cycle | 126 | |
Mapping | 128 | |
Mental Model | 130 | |
Mimicry | 132 | |
Mnemonic Device | 134 | |
Modularity | 136 | |
Most Average Facial Appearance Effect | 138 | |
Normal Distribution | 140 | |
Ockham's Razor | 142 | |
Operant Conditioning | 144 | |
Orientation Sensitivity | 146 | |
Performance Load | 148 | |
Performance Versus Preference | 150 | |
Picture Superiority Effect | 152 | |
Progressive Disclosure | 154 | |
Prospect-Refuge | 156 | |
Prototyping | 158 | |
Proximity | 160 | |
Readability | 162 | |
Recognition Over Recall | 164 | |
Redundancy | 166 | |
Rule of Thirds | 168 | |
Satisficing | 170 | |
Savanna Preference | 172 | |
Scaling Fallacy | 174 | |
Self-Similarity | 176 | |
Serial Position Effects | 178 | |
Shaping | 180 | |
Signal-to-Noise Ratio | 182 | |
Similarity | 184 | |
Storytelling | 186 | |
Structural Forms | 188 | |
Symmetry | 190 | |
Threat Detection | 192 | |
Three-Dimensional Projection | 194 | |
Top-Down Lighting Bias | 196 | |
Uncertainty Principle | 198 | |
Uniform Connectedness | 200 | |
Visibility | 202 | |
Von Restorff Effect | 204 | |
Waist-to-Hip Ratio | 206 | |
Wayfinding | 208 | |
Weakest Link | 210 | |
Index | 212 | |
Credits | 214 | |
Acknowledgments | 215 | |
About the Authors | 216 |
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Add Universal Principles of Design, Whether a marketing campaign or a museum exhibit, a video game or a complex control system, the design we see is the culmination of many concepts and practices brought together from a variety of disciplines. Because no one can be an expert on everything, , Universal Principles of Design to the inventory that you are selling on WonderClubX
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Add Universal Principles of Design, Whether a marketing campaign or a museum exhibit, a video game or a complex control system, the design we see is the culmination of many concepts and practices brought together from a variety of disciplines. Because no one can be an expert on everything, , Universal Principles of Design to your collection on WonderClub |