A Journey of Thoughts and Ideas in Design

This page is dedicated to writings and reflections derived from my personal understanding and philosophical exploration of the design field. As a passionate crossover, I do not claim to be an expert but rather someone fascinated by the intersection of design, psychology, and user experience. Through these publications, I aim to share insights, spark discussions, and perhaps leave a positive impact within the design community.

Coming Soon….

My Collection

My Collection

My Collection

In this section, I’ve gathered timeless standards, guiding principles, and practical heuristics that shape the art and science of user experience design. Think of it as a designer’s toolkit—packed with insights and inspiration to spark ideas, refine your craft, or simply explore the fascinating world of UX.

Human Factor

Human Factor

Human Factor

Mental Model

Mental Model

Mental Model

B

B

B

A

A

A

I

I

I

S

S

S

E

E

E

S

S

S

Principles & Guidlines

Principles & Guidlines

Principles & Guidlines

Principles & Guidlines

Social Influence

Social Influence

Social Influence

Human Factors

Human Factors

Human Factors

Human Factors

LEARNABILITY

LEARNABILITY

LEARNABILITY

ERGONOMICS

ERGONOMICS

ERGONOMICS

PRECEPTION

PRECEPTION

PRECEPTION

EMOTIONS

EMOTIONS

EMOTIONS

CONCENTRATION

CONCENTRATION

CONCENTRATION

Impatience, fear, prejudices, limited memory, needing analysis, limited concentration, change in need, need motivation, making errors, misjudgement

B

B

A

A

I

I

S

S

E

E

S

S

Cognitive Patterns

Cognitive Patterns

Assumptions

Assumptions

Prejudices

Prejudices

DON NORMAN
DON NORMAN
Interaction Principles
Interaction Principles

Visibility

Users should easily see the available options and actions. The design should make the functionality of an object or interface obvious.

Feedback

The system should provide clear feedback to users after an action is taken, so they understand the result of their interaction.

Constraints

Design elements should guide users by limiting possible actions, preventing errors, or confusion.

Mapping

The relationship between controls and their effects should be logical and intuitive, ensuring users can predict outcomes.

Consistency

A consistent design uses familiar elements and patterns, making it easier for users to navigate and interact.

Affordance

The design should indicate how an object or interface can be used (e.g., a button looks like it can be pressed)

Jon Yablonski
Jon Yablonski

Low Of UX

Laws of UX is a collection of best practices that designers can consider when building user interfaces.

10 Usability Heuristics

Jakob Nielsen

Visibility of System Status

The system should always keep users informed about what is happening through clear and timely feedback.

Match Between System and the Real World

Use language, concepts, and design elements that are familiar to users, ensuring the system feels intuitive.

User Control and Freedom

Provide users with the ability to undo or redo actions, giving them freedom to navigate without fear of mistakes.

Consistency and Standards

Ensure the design follows consistent conventions, so users don’t have to guess how things work.

Error Prevention

Design interfaces that anticipate potential errors and guide users to avoid making them.

Recognition Rather Than Recall

Minimize memory load by making options, actions, and information easily visible and accessible.

Flexibility and Efficiency of Use

Allow users to tailor the system to their needs, supporting both novice and expert users with shortcuts and customization.

Aesthetic and Minimalist Design

Keep the design clean and focused, showing only essential information and avoiding unnecessary clutter.

Help Users Recognize, Diagnose, and Recover from Errors

Provide clear, informative error messages that guide users to resolve issues quickly.

Help and Documentation

Ensure helpful resources are easily accessible, even if users prefer not to rely on them.

Dan Brown
Dan Brown

8 Principles of Information Architecture

8 Principles of Information Architecture

The Principle of Objects

Treat content as living, dynamic objects with their own lifecycle, structure, and behaviors, rather than static items.

The Principle of Choices

Offer users a limited set of meaningful options to reduce decision fatigue and improve usability.

The Principle of Disclosure

Provide users with just enough information to help them understand their options and make informed decisions.

The Principle of Exemplars

Use examples to clarify the meaning of categories and help users navigate complex information.

The Principle of Front Doors

Recognize that users can enter a website or system from multiple entry points, not just the homepage, and ensure accessibility and coherence across all pages.

The Principle of Multiple Classification

Allow users to access information through different paths or categories based on their needs and perspectives.

The Principle of Focused Navigation

Design navigation systems that are clear and structured, ensuring users stay oriented while exploring content.

The Principle of Growth

Plan for scalability and flexibility, ensuring the structure can accommodate future content and changes.

Gestalt Principles

Max Wertheimer, Kurt Koffka, and Wolfgang Kohler

Max Wertheimer, Kurt Koffka, and Wolfgang Kohler

Proximity

Proximity

Elements that are close to each other are perceived as a group.

Similarity

Similarity

Elements that look similar (in color, shape, size, etc.) are seen as part of the same group.

Closure

Closure

The mind tends to fill in gaps to create a complete, unified shape or object.

Continuity

Continuity

Lines and patterns are perceived as continuing smoothly, rather than abruptly changing direction.

Figure-Ground

Figure-Ground

The mind separates objects from their background, distinguishing the focal point (figure) from everything else (ground).

Symmetry and Order

Symmetry and Order

The mind prefers balanced, symmetrical, and orderly arrangements.

Common Fate

Common Fate

Elements moving in the same direction are perceived as part of the same group or pattern.

Parallelism

Parallelism

Elements that are parallel to one another are perceived as related or grouped.

Common Region

Common Region

Elements that are enclosed within the same boundary are perceived as a group.

Uniform Connectedness

Uniform Connectedness

Elements that are visually connected (e.g., by lines, shapes, or colors) are perceived as belonging together.

Focal Point

Focal Point

Elements that stand out due to visual distinctiveness (e.g., size, color, or shape) naturally draw the viewer's attention and become focal points.

Prägnanz

Prägnanz

People perceive visual elements in the simplest and most stable form possible.

Dhzein

By Laith Alhmeidi
laith@dhzein.com
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Dhzein

By Laith Alhmeidi
laith@dhzein.com
Home
Books
Posts
Resume
LinkedIn
Up

All Copyrights Reserved

Dhzein

By Laith Alhmeidi
laith@dhzein.com
Home
Books
Posts
Resume
LinkedIn
Up

All Copyrights Reserved