Page 266 - Design Thinking C11
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LOSSARY
Aesthetics: The look and feel of a product, including colour, shape, texture, and visual appeal.
A
Biomimicry: Design inspired by nature to solve human problems, like copying the shape of a bird for
B faster trains.
Camera Angle: The position from which the camera captures the subject, affecting how the viewer
C perceives the scene.
Design Thinking: A human-centered approach to problem-solving that involves understanding user
D needs, generating ideas, and testing solutions.
Empathy: Understanding and sharing the feelings of others—an important part of designing for real
E user needs.
Form Follows Function: A design principle where the shape of a product is based on its purpose and
F function.
Game Mechanics: The rules and systems that define how a game works and how players interact
G with it.
Information Design: Organising complex information clearly so it’s easy to understand and use, like in
I maps, signs, or infographics.
Moving Image: A sequence of images shown quickly to create the illusion of motion, like in films or
M animations.
Prototype: A simple model or version of a product or solution created to test and improve ideas.
P
Storyboard: A sequence of drawings that show how a video or animation will play out, used in
S planning films or stories.
User Interface (UI): The part of a digital product (app, website, etc.) that users interact with,
U including screens, buttons, and icons.
Visual Hierarchy: The arrangement of design elements to show importance and guide the viewer’s
V attention.
Wayfinding: The tools and design elements that help people navigate spaces, such as signs or floor
W markings.
Wireframe: A basic layout or sketch of a digital interface that shows structure and placement of
W elements like buttons or text.
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