Universal Principles of Design, Updated and Expanded Third Edition is a comprehensive, cross-disciplinary encyclopedia, now with fully updated 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 left-hand 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 right-hand 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 the Abbe Principle 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.
Author(s): William Lidwell, Kritina Holden, Jill Butler
Edition: 3
Publisher: Rockport Publishers
Year: 2023
Language: English
Commentary: Publisher's PDF
Pages: 424
City: Beverly, MA
Tags: Philosophy; Psychology; Cognitive Psychology; Best Practices; Design; Storytelling; Culture; Fibonacci Sequence; Encyclopedia; Gamification; Aesthetics; Design Thinking; KISS; User eXperience; Dunning–Kruger Effect
Cover
Contents, Alphabetical
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
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Contents, Categorical
ARCHITECTS
017 Biophilia Effect
022 Cathedral Effect
048 Desire Line
062 Faith Follows Function
150 Prospect-Refuge
163 Savanna Preference
167 Self-Similarity
183 Symmetry
195 Wabi-Sabi
197 Wayfinding
ENGINEERS (ATOMS)
001 Abbe Principle
061 Factor of Safety
123 No Single Point of Failure
142 Poka-Yoke
156 Redundancy
157 Reverse Salient
161 Saint-Venant’s Principle
162 Satisficing
178 Structural Forms
198 Weakest Link
ENGINEERS (BITS)
019 Brooks’ Law
024 Chesterton’s Fence
078 Gall’s law
080 Garbage In – Garbage Out
081 Gates’ Rule of Automation
101 Iteration
112 Maintainability
121 Modularity
143 Premature Optimization
156 Redundancy
ENTREPRENEURS
003 Ackoff’s Law
068 First Principles
093 Icarus Matrix
108 Levels of Invention
115 MAYA
119 Minimum-Viable Product
131 Paradox of Great Ideas
133 Pareto Principle
151 Prototyping
162 Satisficing
GAME DESIGNERS
015 Baby-Face Bias
043 Crowd Intelligence
079 Gamification
089 Hick’s Law
111 Magic Triangle
129 Operant Conditioning
141 Play Preferences
162 Satisficing
176 Storytelling
200 Zeigarnik Effect
GRAPHIC DESIGNERS
006 Alignment
029 Color Effects
030 Color Theory
067 Figure-Ground
083 Golden Ratio
092 Horror Vacui
107 Legibility
130 Orientation Sensitivity
148 Progressive Subtraction
160 Rule of Thirds
INSTRUCTIONAL DESIGNERS
046 Depth of Processing
070 Five Hat Racks
073 Flow
091 Highlighting
099 Inverted Pyramid
105 Learnability
117 Miller’s Law
120 Mnemonic Device
140 Picture Superiority Effect
153 Readability
LEADERS
040 Conway’s Law
041 Cost-Benefit
044 Death Spiral
052 Dunbar’s Number
085 Groupthink
104 Knowing-Doing Gap
133 Pareto Principle
145 Process Eats Goal
174 Status Quo Bias
179 Sunk Cost Effect
MARKETERS
007 Anchoring
026 Classical Conditioning
050 Diffusion of Innovations
058 Exposure Effect
076 Framing
106 Left-Digit Effect
154 Reciprocity
165 Scarcity
172 Social Proof
191 Veblen Effect
PRODUCT DESIGNERS
005 Affordance
016 Back of the Dresser
037 Contour Bias
075 Form Follows Function
082 Gloss Bias
096 IKEA Effect
112 Maintainability
113 Mapping
115 MAYA
122 Nirvana Fallacy
PRODUCT MANAGERS
019 Brooks’ Law
021 Bus Factor
047 Design by Committee
049 Development Cycle
051 Don’t Eat the Daisies
063 Feature Creep
100 Iron Triangle
102 Kano Model
119 Minimum-Viable Product
146 Product Life Cycle
QUALITY ASSURANCE ENGINEERS
016 Back of the Dresser
020 Brown M&M’s
055 Error, Design
056 Error, Human
080 Garbage In – Garbage Out
124 Normal Distribution
132 Paradox of Unanimity
177 Streetlight Effect
182 Swiss Cheese Model
184 Testing Pyramid
RESEARCHERS
023 Causal Reductionism
056 Error, Human
057 Expectation Effects
124 Normal Distribution
128 Ockham’s Razor
158 Root Cause
166 Selection Bias
177 Streetlight Effect
181 Survivorship Bias
188 Uncertainty Principle
SERVICE DESIGNERS
002 Accessibility
048 Desire Line
054 Entry Point
071 Five Tenets of Queuing
126 Nudge
134 Peak-End Rule
135 Performance Load
147 Progressive Disclosure
172 Social Proof
197 Wayfinding
STRATEGIC MANAGERS
003 Ackoff’s Law
018 Box’s Law
019 Brooks’ Law
025 Clarke’s Laws
050 Diffusion of Innovations
072 Flexibility Tradeoffs
081 Gates’ Rule of Automation
133 Pareto Principle
145 Process Eats Goal
158 Root Cause
SYSTEMS DESIGNERS
013 Archetypes, System
039 Convergence
040 Conway’s Law
044 Death Spiral
065 Feedback Loop
078 Gall’s Law
109 Leverage Point
138 Perverse Incentive
158 Root Cause
173 Social Trap
UI DESIGNERS
033 Confirmation
035 Consistency
069 Fitts’ Law
074 Forgiveness
094 Iconic Representation
113 Mapping
127 Number-Space Associations
155 Recognition over Recall
186 Top-Down Lighting Bias
199 WYSIWYG
UX DESIGNERS
004 Aesthetic-Usability Effect
048 Desire Line
087 Habituation
090 Hierarchy of Needs
116 Mental Model
134 Peak-End Rule
135 Performance Load
176 Storytelling
190 User-Centered vs. User-Driven Design
194 von Restorff Effect