Crazy Eights
A brainstorming technique where participants sketch eight ideas in eight minutes to generate a wide range of concepts quickly. Essential for fostering creativity and generating diverse ideas rapidly.
A brainstorming technique where participants sketch eight ideas in eight minutes to generate a wide range of concepts quickly. Essential for fostering creativity and generating diverse ideas rapidly.
The process of enabling users to take control of their interactions with a product or system, enhancing their confidence and satisfaction. Crucial for designing systems that provide users with the tools and information they need to make informed decisions.
A cognitive bias where new evidence or knowledge is automatically rejected because it contradicts established norms or beliefs. Important for recognizing resistance to change and designing strategies to encourage openness to new ideas among designers.
Marketing Qualified Lead (MQL) is a prospective customer who has shown interest in a company's product or service and meets specific criteria indicating a higher likelihood of becoming a customer. Essential for prioritizing leads and optimizing the efficiency of sales and marketing efforts by focusing resources on prospects most likely to convert.
The degree to which users feel they have control over their actions and decisions when interacting with a product or system. Crucial for designing systems that empower users and enhance their sense of control and satisfaction.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance. Important for designing systems that encourage consistent user behavior.
The economic theory that suggests limited availability of a resource increases its value, influencing decision-making and behavior. Important for creating urgency and increasing perceived value in marketing.
The pursuit of a healthy relationship with technology, balancing its use to enhance well-being without causing harm. Important for promoting healthy technology use and designing user experiences that support well-being.
A planning method that starts with defining a desirable future and then works backwards to identify steps to achieve that future. Important for strategic planning and setting long-term goals in design and development.
A behavior change method that encourages the adoption of small, easy-to-do habits that can lead to larger, sustainable behavior changes. Important for designing systems that support gradual and sustainable behavior change.
Short, exploratory design activities or exercises that encourage creative thinking and experimentation. Important for fostering creativity and innovation in the design process.
A design approach that predicts user needs and actions to deliver proactive and personalized experiences. Crucial for creating seamless and intuitive user experiences.
The tendency for people to defer purchasing decisions to a later time, often leading to procrastination. Important for understanding consumer behavior and optimizing sales strategies.
A strategy where less immediate or tangible rewards are substituted with more immediate or tangible ones to encourage desired behaviors. Important for designing systems that leverage immediate incentives to promote long-term goals.
Also known as "Maslow's Hammer," a cognitive bias where people rely too heavily on a familiar tool or method, often summarized as "if all you have is a hammer, everything looks like a nail.". Important for designers to recognize and avoid over-reliance on familiar methods in problem-solving and design.
The ability to influence others' behavior by offering positive incentives or rewards, commonly used in organizational and social contexts. Crucial for understanding dynamics of motivation and influence in team and organizational settings.
The design of environments in which people make decisions, influencing their choices and behaviors. Important for creating user experiences that guide decision-making processes effectively.
A cognitive bias that limits a person to using an object only in the way it is traditionally used. Important for designers to foster creative problem-solving and innovation.
The representation of data through graphical elements like charts, graphs, and maps to facilitate understanding and insights. Essential for making complex data accessible and actionable for users.
UI/UX design tactics that intentionally manipulate users into taking actions they might not otherwise take. Important for recognizing and avoiding unethical design practices.
A persuasion strategy that involves getting a person to agree to a small request to increase the likelihood of agreeing to a larger request later. Crucial for building user commitment and enhancing marketing and sales strategies.
The tendency to attribute intentional actions to others' behaviors, often overestimating their intent. Important for understanding and mitigating biases in user interactions and feedback.
Explainable AI (XAI) are AI systems that provide clear and understandable explanations for their decisions and actions. This transparency is crucial for building trust and confidence in AI applications across various domains.
A behavior in which an individual provides a benefit to another with the expectation that the favor will be returned in the future, fostering mutual cooperation and long-term relationships. Important for building trust, cooperation, and mutually beneficial relationships in various social and professional contexts.
Behavioral Science (BeSci) is the study of human behavior through systematic analysis and investigation. Essential for understanding and influencing user behavior in design and product development.
A framework that combines multiple theories to explain and predict behavior, focusing on intention, knowledge, skills, environmental constraints, and habits. Crucial for designing interventions that effectively change user behavior.
A brainstorming technique where participants intentionally suggest bad ideas to spur creative thinking and overcome mental blocks. Important for fostering creativity and out-of-the-box thinking during ideation sessions.
The extent to which individuals or organizations plan for and consider the long-term consequences of their actions. Crucial for designing strategies and products that are sustainable and adaptable over time.
A cognitive approach where information is processed at a surface level, focusing on basic features rather than deeper meaning, often leading to poorer memory retention. Important for designing educational and informational content that encourages deeper processing and understanding.
A philosophical approach to culture and literature that seeks to confront the social, historical, and ideological forces and structures that produce and constrain it. Valuable for analyzing and addressing power dynamics and biases in design.
Quantitative measures used to track and assess the performance and success of a product, such as usage rates, customer satisfaction, and revenue. Essential for making data-driven decisions to improve product performance and achieve business goals.
The series of actions or operations involved in the acquisition, interpretation, storage, and retrieval of information. Crucial for understanding how users handle information and designing systems that align with cognitive processes.
A cognitive bias where individuals tend to avoid risks when they perceive potential losses more acutely than potential gains. Important for understanding decision-making behavior in users and designing systems that mitigate risk aversion.
A theoretical approach that focuses on observable behaviors and dismisses internal processes, emphasizing the role of environmental factors in shaping behavior. Foundational for understanding how external factors influence user behavior and for designing behavior-based interventions.
A simple description of a feature from the perspective of the user, typically used in Agile development to capture requirements and guide development. Crucial for ensuring that development efforts are aligned with user needs and priorities.
A motivational theory suggesting that individuals are motivated to act based on the expected outcomes of their actions and the attractiveness of those outcomes. Important for understanding motivation and behavior, distinct from decision-making under uncertainty.
A key aspect of Gestalt psychology that explains the tendency for ambiguous images to pop back and forth unstably between alternative interpretations in the mind. Important for understanding visual perception and designing interfaces that avoid ambiguity.
A design philosophy that views constraints as opportunities for creativity and innovation, rather than limitations. Crucial for fostering a mindset that turns limitations into design strengths.
The evaluation of products based on their ability to influence and shape user behavior. Useful for assessing how well a product guides and influences user actions and decisions.
A cognitive bias where people rely too heavily on their own perspective and experiences when making decisions. Important for designers to recognize and mitigate their own perspectives influencing design decisions.
An AI-driven assistant or tool that helps users accomplish tasks more efficiently, often by providing suggestions and automating routine actions. Important for enhancing productivity and user experience through AI assistance.
A strategy where engaging, preferred activities are used to motivate users to complete less engaging, necessary tasks. Useful for designing user interfaces and experiences that encourage desired behaviors by leveraging more enjoyable activities as rewards.
The belief in one's ability to succeed in specific situations or accomplish a task, influencing motivation and behavior. Crucial for designing systems that enhance user confidence and encourage goal achievement.
A framework for understanding what drives individuals to act, involving theories such as Maslow's hierarchy of needs. Important for designing products and experiences that align with users' intrinsic and extrinsic motivations.
Easy, Attractive, Social, and Timely (EAST) is a behavioral insights framework used to influence behavior. Important for designing interventions and user experiences that effectively change behavior.
The process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them initially. Crucial for creative problem-solving and developing innovative solutions in product design and development.
A repository for team members to submit and collect innovative ideas, reflecting a commitment to fostering creativity and shared ownership of product development. Crucial for maintaining an open culture of innovation and capturing diverse perspectives that contribute to the product's evolution and success.
Situation-Complication-Resolution (SCR) is a communication and problem-solving framework used to structure information clearly and logically. Crucial for effectively conveying complex ideas and solutions in business and design contexts.
The ability of an object to stand out and attract attention within its environment. Important for designing elements that need to be easily noticed by users.
A cognitive process used to generate creative ideas by exploring many possible solutions, often contrasted with convergent thinking. Essential for fostering creativity and innovation in problem-solving and design.
A cognitive bias where individuals underestimate the time, costs, and risks of future actions while overestimating the benefits. Important for realistic project planning and setting achievable goals for designers.
The path or sequence of actions users follow based on information scent to find their desired information. Crucial for understanding user behavior and optimizing content discovery paths.
Minimum Marketable Feature (MMF) is the smallest set of functionality that delivers significant value to users and can be marketed effectively. Crucial for prioritizing development efforts and releasing valuable product increments quickly, balancing user needs with business objectives.
Technology designed to change attitudes or behaviors of users through persuasion and social influence, but not coercion. Crucial for designing systems that effectively influence user behavior while maintaining ethical standards.
A psychological principle where people place higher value on objects or opportunities that are perceived to be limited or rare. Important for understanding consumer behavior and designing marketing strategies that leverage perceived scarcity.
Messenger, Incentives, Norms, Defaults, Salience, Priming, Affect, Commitment, and Ego (MINDSPACE) is a framework used to understand and influence behavior. Crucial for designing interventions that effectively influence user behavior.
Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse (SCAMPER) is a creative thinking technique that encourages innovation in a product or process. Useful for generating new ideas and improving existing products or processes.
Quantitative data that provides broad, numerical insights but often lacks the contextual depth that thick data provides. Useful for capturing high-level trends and patterns, but should be complemented with thick data to gain a deeper understanding of user behavior and motivations.
A brainstorming technique that frames problems as opportunities for innovation, starting with the phrase "How might we...?". Essential for fostering creativity and generating solutions during the design process.
A cognitive bias where people are less likely to spend large denominations of money compared to an equivalent amount in smaller denominations. Useful for designers to understand consumer behavior and design pricing strategies that consider spending biases.