How can I help people learn from a design?
16 Accessibility – Objects and environments should be designed to be usable, without modification, by as many people as possible.
18 Advance Organizer – a brief introduction to orientate users prior to learning something new.
36 Biophilia Effect – exposure to nature, be it real or not, enhances focus, and promotes calm
38 Cathedral Effect – High ceiling, high abstraction.
40 Chunking – taking high quantities of information and reducing it to smaller quantities. example take the numbers 428056. Instead of memorizing all six numbers, it can be reduced to the numbers 42-80-56.
42 Classical Conditioning – Pavlovian response
52 Comparison – apples to apples, single context, benchmarks
72 Depth of Processing – remember by thinking about it
86 Exposure Effect – maintenance vs. elaborative
104 Forgiveness – minimize negative consequences due to inevitable error
112 Garbage In–Garbage Out – good in, good out. Bad in, bad out
122 Hierarchy – information that is arranged to show relationships and increase knowledge
134 Immersion – the Real world is lost to awareness, and focus on the task. usually, results in joy and satisfaction
138 Interference Effects – Stroop interference, gamer, proactive, retroactive