designs - Concepts
Explore concepts tagged with "designs"
Total concepts: 24
Concepts
- Atomic Design - A methodology for creating design systems by breaking interfaces into fundamental building blocks.
- Backward Design - Starting curriculum design with desired outcomes, then planning assessment and instruction to achieve them.
- Billboard Principle - Design communication to be understood in seconds, like a billboard seen while driving.
- Choice Architecture - The design of how choices are presented, which profoundly influences the decisions people make.
- Design Sprint - A five-day structured process to rapidly solve problems and test ideas through prototyping.
- Design Thinking Process - A human-centered problem-solving methodology with five iterative phases.
- Designing for Emergence - A systems thinking principle that recognizes emergent properties arise from deliberate design choices that enable rather than dictate outcomes.
- Desire Path - An unplanned trail formed by people or animals taking the path they naturally prefer, rather than the designed route.
- Double Diamond Process - A design framework with four phases: Discover, Define, Develop, Deliver.
- Five Hat Racks - A fundamental design principle identifying the five key ways to organize any information, summarized by the LATCH acronym.
- Focus Environment - Physical and digital spaces designed to support concentrated cognitive work.
- Gamification - Using game elements like points, badges, and competition to increase engagement in non-game contexts.
- Goldilocks Rule for AI - The principle that AI tasks should be neither too easy nor too hard to maintain engagement and optimal learning.
- Human-in-the-Loop - Systems design where humans remain actively involved in AI decision-making processes.
- KISS Principle - Keep It Simple, Stupid - a design principle stating that systems work best when kept simple rather than made complicated.
- Knowledge Worker Environment - Physical and digital spaces designed to support cognitive and information work.
- Privacy by Design - Building privacy protections into systems from the start rather than adding them later.
- Prototyping - Creating preliminary versions of products or ideas to test concepts and gather feedback.
- Serendipity in Design - Intentionally designing systems with features that enable random discovery and unexpected connections, fostering creativity and insight.
- Skeuomorphism - A design approach where digital elements mimic their real-world counterparts, making interfaces more intuitive and familiar.
- Sludge - Friction in processes that makes desired actions harder or discourages beneficial behavior.
- Spiral Curriculum - Revisiting topics at increasing complexity as learners develop - building depth through repetition.
- Understanding by Design - The Wiggins & McTighe framework for curriculum design focused on enduring understanding and transfer.
- Universal Design for Learning - A framework providing flexible approaches to meet all learners' needs from the start.
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