
Universal Principles of Design, Updated and Expanded Third Edition
200 Ways to Increase Appeal, Enhance Usability, Influence Perception, and Make Better Design Decisions
- 132 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Universal Principles of Design, Updated and Expanded Third Edition
200 Ways to Increase Appeal, Enhance Usability, Influence Perception, and Make Better Design Decisions
About this book
Universal Principles of Design, Completely Updated and Expanded Third Edition is a comprehensive, cross-disciplinary encyclopedia, now with fully updated references for existing entries and expanded with 75 new entries to present a total of 200 laws, guidelines, and considerations that are important to successful design.
Richly illustrated and easy to navigate, this essential design guide pairs clear explanations of every design concept with visual examples of the ideas applied in practice.
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, designers have always had to scramble to find the information and know-how required to make a design work—until now.
Each principle is presented in a two-page format. The first page contains a succinct definition and a full description of the principle, examples of and guidelines for its use, and side notes that provide elaborations and references. The second page contains visual examples and related graphics to support a deeper understanding of the principle.
The book is organized alphabetically so that principles can be easily and quickly referenced by name. From 3D Projection to the Zeigarnick Effect, every major design concept is defined and illustrated, including these new additions:
- Feature creep
- Gamification
- Root cause
- Social trap
- Supernormal stimulus
A landmark reference for designers, engineers, architects, and students, Universal Principles of Design has become the standard for anyone seeking to broaden and improve their design expertise, explore brainstorming ideas, and improve the quality of their design work.
The titles in the Rockport Universal series offer comprehensive and authoritative information and edifying and inspiring visual examples on multidisciplinary subjects for designers, architects, engineers, students, and anyone who is interested in expanding and enriching their design knowledge.
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Information
Table of contents
- Cover
- Title Page
- Contents, Alphabetical
- Contents, Categorical
- Introduction
- 001. Abbe Principle
- 002. Accessibility
- 003. Ackoff’s Law
- 004. Aesthetic-Usability Effect
- 005. Affordance
- 006. Alignment
- 007. Anchoring
- 008. Anthropomorphism
- 009. Aposematism
- 010. Apparent Motion
- 011. Appeal to Nature
- 012. Archetypes, Psychological
- 013. Archetypes, System
- 014. Attractiveness Bias
- 015. Baby-Face Bias
- 016. Back of the Dresser
- 017. Biophilia Effect
- 018. Box’s Law
- 019. Brooks’ Law
- 020. Brown M&M’s
- 021. Bus Factor
- 022. Cathedral Effect
- 023. Causal Reductionism
- 024. Chesterton’s Fence
- 025. Clarke’s Laws
- 026. Classical Conditioning
- 027. Closure
- 028. Cognitive Dissonance
- 029. Color Effects
- 030. Color Theory
- 031. Common Fate
- 032. Comparison
- 033. Confirmation
- 034. Confirmation Bias
- 035. Consistency
- 036. Constraint
- 037. Contour Bias
- 038. Control
- 039. Convergence
- 040. Conway’s Law
- 041. Cost-Benefit
- 042. Creator Blindness
- 043. Crowd Intelligence
- 044. Death Spiral
- 045. Defensible Space
- 046. Depth of Processing
- 047. Design by Committee
- 048. Desire Line
- 049. Development Cycle
- 050. Diffusion of Innovations
- 051. Don’t Eat the Daisies
- 052. Dunbar’s Number
- 053. Dunning-Kruger Effect
- 054. Entry Point
- 055. Error, Design
- 056. Error, Human
- 057. Expectation Effects
- 058. Exposure Effect
- 059. Face Detection
- 060. Face-ism Ratio
- 061. Factor of Safety
- 062. Faith Follows Function
- 063. Feature Creep
- 064. Feedback
- 065. Feedback Loop
- 066. Fibonacci Sequence
- 067. Figure-Ground
- 068. First Principles
- 069. Fitts’ Law
- 070. Five Hat Racks
- 071. Five Tenets of Queuing
- 072. Flexibility Tradeoffs
- 073. Flow
- 074. Forgiveness
- 075. Form Follows Function
- 076. Framing
- 077. Freeze-Flight-Fight-Forfeit
- 078. Gall’s Law
- 079. Gamification
- 080. Garbage In – Garbage Out
- 081. Gates’ Rule of Automation
- 082. Gloss Bias
- 083. Golden Ratio
- 084. Good Continuation
- 085. Groupthink
- 086. Gutenberg Diagram
- 087. Habituation
- 088. Hanlon’s Razor
- 089. Hick’s Law
- 090. Hierarchy of Needs
- 091. Highlighting
- 092. Horror Vacui
- 093. Icarus Matrix
- 094. Iconic Representation
- 095. Identifiable Victim Effect
- 096. IKEA Effect
- 097. Inattentional Blindness
- 098. Interference Effects
- 099. Inverted Pyramid
- 100. Iron Triangle
- 101. Iteration
- 102. Kano Model
- 103. KISS
- 104. Knowing-Doing Gap
- 105. Learnability
- 106. Left-Digit Effect
- 107. Legibility
- 108. Levels of Invention
- 109. Leverage Point
- 110. MAFA Effect
- 111. Magic Triangle
- 112. Maintainability
- 113. Mapping
- 114. Maslow’s Hammer
- 115. MAYA
- 116. Mental Model
- 117. Miller’s Law
- 118. Mimicry
- 119. Minimum-Viable Product
- 120. Mnemonic Device
- 121. Modularity
- 122. Nirvana Fallacy
- 123. No Single Point of Failure
- 124. Normal Distribution
- 125. Not Invented Here
- 126. Nudge
- 127. Number-Space Associations
- 128. Ockham’s Razor
- 129. Operant Conditioning
- 130. Orientation Sensitivity
- 131. Paradox of Great Ideas
- 132. Paradox of Unanimity
- 133. Pareto Principle
- 134. Peak-End Rule
- 135. Performance Load
- 136. Performance vs. Preference
- 137. Perspective Cues
- 138. Perverse Incentive
- 139. Phonetic Symbolism
- 140. Picture Superiority Effect
- 141. Play Preferences
- 142. Poka-Yoke
- 143. Premature Optimization
- 144. Priming
- 145. Process Eats Goal
- 146. Product Life Cycle
- 147. Progressive Disclosure
- 148. Progressive Subtraction
- 149. Propositional Density
- 150. Prospect-Refuge
- 151. Prototyping
- 152. Proximity
- 153. Readability
- 154. Reciprocity
- 155. Recognition over Recall
- 156. Redundancy
- 157. Reverse Salient
- 158. Root Cause
- 159. Rosetta Stone
- 160. Rule of Thirds
- 161. Saint-Venant’s Principle
- 162. Satisficing
- 163. Savanna Preference
- 164. Scaling Fallacy
- 165. Scarcity
- 166. Selection Bias
- 167. Self-Similarity
- 168. Serial Position Effects
- 169. Shaping
- 170. Signal-to-Noise Ratio
- 171. Similarity
- 172. Social Proof
- 173. Social Trap
- 174. Status Quo Bias
- 175. Stickiness
- 176. Storytelling
- 177. Streetlight Effect
- 178. Structural Forms
- 179. Sunk Cost Effect
- 180. Supernormal Stimulus
- 181. Survivorship Bias
- 182. Swiss Cheese Model
- 183. Symmetry
- 184. Testing Pyramid
- 185. Threat Detection
- 186. Top-Down Lighting Bias
- 187. Uncanny Valley
- 188. Uncertainty Principle
- 189. Uniform Connectedness
- 190. User-Centered vs. User-Driven Design
- 191. Veblen Effect
- 192. Visibility
- 193. Visuospatial Resonance
- 194. von Restorff Effect
- 195. Wabi-Sabi
- 196. Waist-to-Hip Ratio
- 197. Wayfinding
- 198. Weakest Link
- 199. WYSIWYG
- 200. Zeigarnik Effect
- Credits
- Acknowledgments
- About the Authors
- Index
- Dedication
- Copyright Page
- Backcover