A usability test to see what impression users get within the first 10 seconds of interacting with a product or page.
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The four key elements of marketing: Product, Price, Place, and Promotion, used to develop marketing strategies.
A usability test where users are shown a design for 5 seconds to measure recall and initial reactions.
Acquisition, Activation, Retention, Referral, and Revenue (AARRR) is a metrics framework for assessing user engagement and business performance.
The percentage of users who start but do not complete a desired action, such as completing a form or purchasing a product.
The concept in web design referring to the portion of a webpage that is visible without scrolling, with content placed above the fold being more immediately visible.
The percentage of users who take a specific action that signifies they are engaging with a product or service.
A decision-making strategy where individuals are prompted to make a choice rather than defaulting to a pre-set option.
A dark pattern where users' activities are tracked without their explicit consent or knowledge.
A cognitive bias that causes people to attribute their own actions to situational factors while attributing others' actions to their character.
A marketing strategy that leverages satisfied customers to promote products through word-of-mouth and personal endorsements.
The study of the nature of beauty, art, and taste and the creation and appreciation of beauty.
A mental shortcut where current emotions influence decisions, often bypassing logic and reasoning.
The process of predicting how one will feel in the future, which often involves biases and inaccuracies.
A marketing strategy where affiliates earn a commission for driving sales or traffic to a company's website.
The tendency to favor people who are similar to oneself in terms of background, beliefs, or interests.
Attention, Interest, Desire, Action (AIDA) is a marketing model that outlines the stages a consumer goes through from awareness to decision.
A decision-making paradox that shows people's preferences can violate the expected utility theory, highlighting irrational behavior.
A cognitive bias where decision-making is affected by the lack of information or uncertainty.
A pricing strategy where a high-priced option is introduced first to set a reference point, making other options seem more attractive in comparison.
Anchoring (also known as Focalism) is a cognitive bias where individuals rely heavily on the first piece of information (the "anchor") when making decisions.
A logical fallacy where anecdotal evidence is used to make a broad generalization.
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging.
Universal, symbolic patterns and images that derive from the collective unconscious, used in design to create meaningful and resonant experiences.
A logical fallacy in which it is assumed that qualities of one thing are inherently qualities of another, due to an irrelevant association.
The tendency for people's perception to be affected by their recurring thoughts at the time.
An economic approach that treats human attention as a scarce commodity, focusing on capturing and retaining user attention.
The ratio of interactive elements (links, buttons) to the number of goals on a landing page.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions.
A principle that suggests people are more likely to comply with requests or follow suggestions from authority figures.
A cognitive bias where people overestimate the importance of information that is readily available.
A self-reinforcing process in which a collective belief gains more plausibility through its increasing repetition in public discourse.
A mental shortcut that relies on immediate examples that come to mind when evaluating a specific topic, concept, method, or decision.
A graphical representation of a user or their character in digital environments.
Business-to-Business-to-Business (B2B2B), a business model where businesses sell products or services to other businesses that then sell them to additional businesses.
Business-to-Business-to-Consumer (B2B2C), a business model where businesses sell products or services to other businesses that then sell them to consumers.
Business-to-Consumer (B2C), a business model where products or services are sold directly to individual consumers.
The experience of noticing something for the first time and then frequently encountering it shortly after, also known as frequency illusion.
A cognitive bias where individuals strengthen their beliefs when presented with evidence that contradicts them.
The collection of all the backlinks (inbound links) pointing to a website, used to assess its authority and influence in search engine rankings.
A dark pattern where users think they are going to take one action, but a different, undesirable action happens instead.
A psychological phenomenon where people do something primarily because others are doing it.
A phenomenon where users consciously or subconsciously ignore banner-like information or advertisements on websites.
A cognitive bias where people ignore general statistical information in favor of specific information.
Modifications or additions to a system that encourage specific user behaviors.
A systematic evaluation of behaviors within an organization or process to identify areas for improvement and ensure alignment with goals.
The application of behavioral science principles to design products that influence user behavior in a desired way.
The study of psychology as it relates to the economic decision-making processes of individuals and institutions.
The study of how psychological influences affect financial behaviors and decision-making.
The study of strategic decision making, incorporating psychological insights into traditional game theory models.
Practical applications of behavioral science to understand and influence human behavior in various contexts.
The theory that all behaviors are acquired through conditioning, often used to understand and influence behavior change.
The evaluation of products based on their ability to influence and shape user behavior.
Designing products that leverage behavioral science to influence user behavior in positive ways.
Managing product development with a focus on understanding and influencing user behavior through behavioral science principles.
The use of behavioral science insights to inform and guide strategic decision-making in organizations.
A marketing strategy that uses user behavior data to deliver personalized advertisements and content.
The study of the principles that govern human behavior, including how people respond to stimuli and learn from their environment.
The application of behavioral science principles to improve the design and usability of digital products, focusing on user behavior and interactions.
The tendency to judge the strength of arguments based on the believability of their conclusions rather than the logical strength of the arguments.
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