Miller’s Law
Also known as Magical Number 7 +/- 2, a theory in cognitive psychology that states the average number of objects an individual can hold in working memory is about seven.
Also known as Magical Number 7 +/- 2, a theory in cognitive psychology that states the average number of objects an individual can hold in working memory is about seven.
A usability testing method where participants verbalize their thoughts while interacting with a product.
A brainstorming technique where participants sketch eight ideas in eight minutes to generate a wide range of concepts quickly.
The deteriorating quality of decisions made by an individual after a long session of decision making, due to mental exhaustion.
Elements in a process that cause resistance or slow down user actions, which can lead to frustration or be used intentionally to prevent errors and encourage deliberate actions.
Any process or administrative barrier that unnecessarily complicates transactions and creates friction, discouraging beneficial behaviors.
A cognitive bias where individuals better remember the most recent information they have encountered, influencing decision-making and memory recall.
A cognitive bias where individuals overlook or underestimate the cost of opportunities they forego when making decisions.
A principle stating that productivity increases when the computer and its user interact at a pace that ensures neither has to wait on the other.