CMPT-363-133 Concepts, Techniques, and Principles Inventory
by Paul Hibbitts
1. Wireframe
2. Wizard
3. Visual design
3.1. Alignment
3.2. Appeal
3.3. Consistency
3.4. Contrast
3.5. Hierachy
3.6. Proximity
3.7. Repetition
3.8. Whitespace
4. User-centered design (UCD)
5. User story
6. User research
6.1. Guerrilla user research
7. User profile
8. User flow
9. User interface design
10. User interface
11. User experience design
12. User experience (UX)
13. Usability testing
13.1. Formative usability test
13.2. Guerrilla usability test
13.3. Summative usability test
14. Usability
15. Touchscreen design
16. Think-aloud protocol
17. Task analysis
18. Storyboard
19. Qualitative research
20. Quantitative research
21. Sketching
22. Scenario
23. Scenario-based design
24. Prototyping
25. Prototype fidelity
26. Progressive disclosure
27. Proto-persona
28. Problem space
29. Personas
30. Multi-device design
31. Mode
32. Lean UX
33. Interviews
34. Usability iceberg
35. Interaction design
35.1. Aesthetic integrity
35.2. Engagement (i.e. user control)
35.3. Forgiveness
35.4. Guidance, help
35.5. Idiom
35.6. Memory-load
35.7. Metaphor
35.8. Task-match
36. Hypothesis
37. Information architecture
38. Gestalt principles
39. Gulf of execution
40. Gulf of evaluation
41. Heuristic evaluation
41.1. Nielsen’s 10 Heuristics
41.2. ISO 9241 design principles as heuristics
42. Expert review
43. Fitt's Law
44. Field studies
45. Contextual inquiry
45.1. Context
45.2. Partnership
45.3. Interpretation
45.4. Focus
46. Conceptual model
47. Cognitive walkthrough
48. Agile UX
49. 5-Second test
50. Scaffolding
51. Hawthorne effect
52. Mobile design
53. Context of use
54. Design pattern
55. Chunking
56. Color blindness
57. Emotional design
58. Remote usability test
59. Responsive Web Design
60. Seven stages of action
61. Design challenge statement
62. Design thinking
63. Comparative analysis