design is the process designers use to build interfaces in software or computerized devices, focusing on looks or style
Contents
UX
UI
CX
SD
IxD
Laws icon
Laws
Laws
Research icon
Research
Research
Rules icon
Rules
Rules
Metrics icon
Metrics
Metrics
Principles icon
Principles IxD
Principles IxD
General terms icon
General terms SD
General terms SD
User Feedback icon
User Feedback
User Feedback
Composition icon
Composition
Composition
General terms icon
General terms IxD
General terms IxD
Experience type icon
Experience type
Experience type
Analytics icon
Analytics
Analytics
Grid Type icon
Grid Type
Grid Type
Approach icon
Approach-CX
Approach-CX
Approach icon
Approach-UX
Approach-UX
Elements icon
Elements
Elements
Production icon
Production
Production
Typography icon
Typography
Typography
Testing icon
Testing
Testing
Color icon
Color
Color
Structure icon
Structure
Structure
Ecosystem icon
Ecosystem
Ecosystem
2-second rule
3-Click Rule
60-30-10 Rule
8dp Grid
A/B Testing
Above the fold
Accessibility
Activity-centered design (ACD)
Actor
Adaptive design
Affinity map
Affordance
Alert
Alternative colors
Animation
Anti-pattern
Ascender
Aspect ratios
Autocomplete
B2B customer experience
B2C customer experience
Backdrop
Background color
Backward compatibility
Balance
Banner
Baseline
Benefit Map
Between-subjects design studies
Body
Bodystorming
Bottom navigation bar
Brand experience
Breadcrumbs
Breakdown Analysis
Breakpoint
Call to Action (CTA)
Cap line
Card Sorting
Charts
Checkbox
Chips
Clearly marked exit
Clickstream
Co-creation
Coach marks
Color Wheel
Column
Comparative analysis
Competitive analysis
Consistency
Container
Contextual action bar (CAB)
Contextual inquiry (CI)
Contextual interviews
Conversion rate
Corridor testing
Creeping Featurism
Customer Loyalty
Customer Satisfaction Score (CSAT)
Customer centricity
Customer churn
Customer effort score (CES)
Customer lifecycle (CLC)
Customer lifetime value (CLV)
Customer review
Dark patterns
Data-driven design
Date picker
Descender
Design concept
Design thinking
Dialog window
Dialogs
Dropdowns
Early adopter
Educational Content
Emphasis
Empty states
End users
Entry tunnel
Error color
Experience map
Explicit destruction
Eye-tracking
Eyetracking
F-Shaped Pattern
Field studies
Filled icon
First click testing
First-time user experience (FTUE)
Fixed grid
Floating action button (FBA)
Fluid grid
Focus groups
Frankensteining
Golden ratio
Grid
Gutter
Hamburger icon
Headline
Heat map
Hick's law
Hierarchy
Hypothesis-driven design
Information architecture
Input text field
Interactive prototype
Iterative testing
Jakob’s Law
Justification
Kaikaku
Kerning
Keylines
Label text
Law of similarity
Layout
Leading (Line spacing)
Legibility
Ligature
Look & Feel
Low-fidelity prototype
MVP (Minimum valuable product)
Margin 
Microtypography
Miller's law
Mind Map
Mockup
Navigation drawer
Net promoter score (NPS)
Omnichannel
Onboarding
Out-of-Box Experience
Overshoot
Padding
Page controls
Participatory design
Persona
Personalization
Picker
Placeholder
Pop-up
Postel's law
Primary color
Progress indicator
Prototyping
Proximity
Radio button
Readability
Real-time feedback
Red Route
Remote Testing
Requirements gathering
Responsive design
Retention
Retrospective Testing
Scenario
Scrim
Scroll bar
Search box
Secondary color
Service Blueprinting
Service-oriented design
Side sheet
Sitemap
Sketching
Slider
Snackbar
Spinner
Stakeholders interview
Steppers
Storyboards
Stretchable surface
Strikethrough
Styleguide
Subtitles
Surveys
System usability scale (SUS)
Tab
Target audience
Task analysis
Taxonomy
Tesler's Law
Text area
Text button
The 10 minutes rule
Thinking Aloud Protocol
Toggle
Tooltip
Top app bar
Touchpoint
Tracking
Tree testing
True Intent Study
UI guidelines
UI regions
Underline
Unfilled icon
Usability
Usability testing
Dropdowns
Proximity
Picker
Charts
A/B Testing
Thinking Aloud Protocol
Dialogs
Spinner
First-time user experience (FTUE)
Coach marks
X-height
Empty states
Hamburger icon
Contextual inquiry (CI)
Placeholder
Educational Content
Out-of-Box Experience
Baseline
Steppers
Cap line
Ascender
Descender
Tracking
Overshoot
Strikethrough
Underline
Emphasis
Justification
Ligature
Balance
Microtypography
Legibility
User-generated content
Responsive design
World Wide Web Consortium (W3C)
Eyetracking
Remote Testing
Card Sorting
Requirements gathering
Retrospective Testing
Red Route
Scenario
Tree testing
User feedback loop
Taxonomy
Styleguide
Hick's law
Miller's law
True Intent Study
Wizard of Oz experiment
Adaptive design
Frankensteining
Co-creation
Kaikaku
Affordance
Customer Loyalty
Surveys
Real-time feedback
Creeping Featurism
Postel's law
Law of similarity
Tesler's Law
Jakob’s Law
Competitive analysis
Contextual interviews
Field studies
Focus groups
Stakeholders interview
Breakdown Analysis
Conversion rate
Between-subjects design studies
Corridor testing
End users
Heat map
User engagement
User behavior
User behavior analytics (UBA)
MVP (Minimum valuable product)
Persona
Target audience
Use case
User flow
User story map
Mind Map
Activity-centered design (ACD)
Data-driven design
Design concept
Explicit destruction
Hypothesis-driven design
Participatory design
Service-oriented design
User-centered design (UCD)
Interactive prototype
Look & Feel
Low-fidelity prototype
Mockup
Sitemap
Sketching
Wiferame
Accessibility

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Charts

Synonyms: 
flow chart, pie charts, bar chart, diagram

Every year new design hacks are being discovered, but nobody still came up with a better solution of visualizing complex (and sometimes boring) numbers then charts. Choosing an unsuitable chart type can cause lots of confusion for users or even provoke data misinterpretation. We will try to define the best ways of using this tool here to make your projects clean, structured and fresh.

But first of all, what is a chart? Basically, it is a representation of metrics, calculations and connections, created to help the user read and interpret all the statistical information.

Kinds Of

There are several kinds of charts.

  1. Relationship charts are showing how the stats are connected and the best instruments here are scatter chart, bubble chart and network diagram.
  2. Comparison charts are letting you analyze similar values by placing it in columns and lines.
  3. Composition charts can help to see different parts of one subject. This could be pie charts, though they are the most difficult to analyze, heat or tree map, stacked column or area charts.
  4. Distribution graphs are essential to illustrate the extremes compared to normal trends. Efficient tools here are scatter chart, histogram chart and bell curve.
Caption: Maya Koeva

Rules or Recommendations

However, before making any chart, you should ask yourself a question: do you actually need a chart here or is it possible to deliver all the necessary information just in numbers?

If you still need to visualize the figures, then it is recommended to use the following rules.

  1. Try to implement common charts in your design, such as area, bar or column, line and pie charts. This will let the user quickly read all the information and not to struggle trying to understand new outstanding design :)
  2. When using axes in charts, remember that time is always the axis X. This could be helpful with perceiving and analyzing diagrams either. 
  3. Start your bar charts always at zero to make them properly proportional. 
  4. Sort your bar or column charts from ascending to descending when it is possible. 
  5. Long columns are better playing in horizontal bar charts, especially when you have lack of space.
  6. Use a pie chart with not more than 5 slices. Otherwise, you can get lost in all the lettering.
  7. You don’t need to include legend when it’s not essential. For example, if you have only one line in your graph then the user probably already has the explanation of what this line represents.
  8. Draw grid lines only when they are really useful.
  9. Think about responsiveness.
  10. Try to use contrast colors. Avoid using solid fill instead of a stroke for overlapping charts — this can ruin your clean design.

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