Framing consisting of cutting off or obscuring most of the surrounding of a subject, removing distractions from the background and emphasising the subject.
A letter, symbol, or another alphabet unit.
Text that is used to fill in a gap in a document.
The way that a user navigates through a website, app, etc.
An example of a typical user and the actions they take. Typically these are written in the form of a story.
A non-functional first draft of a design.
Layout is a defining characteristic of design. It dictates the positioning of content and design elements. Layouts can range from the simple, such as a four- or two-column layout, to more complex designs like grids with multiple hierarchy levels.
A psychological phenomenon that states that people tend to remember unfinished or interrupted tasks better than completed tasks.
A type of serif, characterized by large x-heights and thick, blocky strokes with little variation in width.
The process of adding game-like qualities to an experience like a website or application. To ensure that these activities are engaging enough for the users, it often includes gradual rewards such as levels and badges systems, which can further encourage engagement with the app.
A psychological principle which predicts that when multiple homogeneous stimuli are presented, the stimulus which differs from the rest is most likely to be remembered. In other words, people tend to remember items in isolation more than those of a similar nature or objects in clusters. This phenomenon has been applied in designing websites and software with various levels of success.