Effort Justification
A cognitive bias where people attribute greater value to outcomes that required significant effort to achieve. Useful for designing experiences that recognize and reward user effort and persistence.
A cognitive bias where people attribute greater value to outcomes that required significant effort to achieve. Useful for designing experiences that recognize and reward user effort and persistence.
The tendency to search for, interpret, and remember information in a way that confirms one's preexisting beliefs or hypotheses. Crucial for understanding cognitive biases that affect user decision-making and designing interventions to mitigate them.
A cognitive bias where people wrongly believe they have direct insight into the origins of their mental states, while treating others' introspections as unreliable. Important for designing experiences that account for discrepancies between user self-perception and actual behavior.
The drive to perform an activity due to external rewards or pressures rather than for the inherent enjoyment of the activity itself. Important for designing systems that effectively use external incentives to motivate user behavior.
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.
The degree to which a product's elements are consistent with external standards or other products. Important for ensuring compatibility and user familiarity across different systems.
The act of persuading individuals or organizations to act in a certain way based on moral arguments or appeals. Useful for designing persuasive communications and ethical influence strategies.
A cognitive bias where people judge the likelihood of an event based on its relative size rather than absolute probability. Important for understanding user decision-making biases and designing systems that present information accurately.
The cognitive bias where people treat a set of items as more significant when they are perceived as a cohesive group. Important for understanding user perception and decision-making.
A psychological state where individuals lose their sense of self-awareness and personal responsibility in groups, often leading to atypical behavior. Crucial for understanding group dynamics and designing experiences that promote positive group interactions.
The process of providing incentives or rewards to encourage specific behaviors or actions. Important for motivating user behavior and increasing engagement.
A cognitive process that groups information into manageable units, making it easier to remember and process. Important for designing user interfaces that enhance usability and information retention.
A theory of motivation that emphasizes the importance of autonomy, competence, and relatedness in fostering intrinsic motivation and psychological well-being. Important for understanding how to design experiences that support user motivation and well-being.
A cognitive bias where people overestimate the importance of information that is readily available. Essential for designers to understand and mitigate how easily accessible information can disproportionately influence decisions.
An interdisciplinary study of systems, examining the complex interactions and relationships between components within a whole. Crucial for understanding and designing complex, interconnected systems.
A framework that explores the structure and function of stories and how they influence human cognition and behavior. Important for creating compelling and meaningful user experiences through storytelling.
A concept in transactional analysis that describes three different aspects of the self: Parent, Adult, and Child, each influencing behavior and communication. Important for designing communication strategies and interfaces that resonate with different user states.
A cognitive bias where people allow themselves to indulge after doing something positive, believing they have earned it. Important for understanding user behavior and designing systems that account for self-regulation.
A cognitive bias where individuals overestimate their ability to control impulsive behavior, leading to overexposure to temptations. Important for designing systems that help users manage self-control and avoid overexposure to temptations.
A cognitive bias where people place too much importance on one aspect of an event, causing errors in judgment. Important for understanding decision-making and designing interfaces that provide balanced information.
A cognitive bias where people remember scenes as being more expansive than they actually were. Important for understanding how users perceive and recall visual information, aiding in better visual design decisions.
Minimum Viable Feature (MVF) is the smallest possible version of a feature that delivers value to users and allows for meaningful feedback collection. Crucial for rapid iteration in product development, enabling teams to validate ideas quickly and efficiently while minimizing resource investment.
The study of social relationships, structures, and processes. Important for understanding the impact of social dynamics on user behavior and designing for social interactions.
A cognitive bias where people favor members of their own group over those in other groups. Important for designing inclusive and equitable experiences for users.
An organization that applies behavioral science to policy and practice to improve public services and outcomes. Important for understanding practical applications of behavioral science in policy and public services.
A cognitive bias that causes people to believe they are less likely to experience negative events and more likely to experience positive events than others. Crucial for understanding user risk perception and designing systems that account for unrealistic optimism.
A distinct text-only typographic treatment of a brand name used as a logo. Important for establishing a recognizable brand identity and ensuring consistent brand representation.
The phenomenon where external incentives diminish intrinsic motivation, leading to reduced performance or engagement. Important for designing motivational strategies that do not undermine intrinsic motivation.
Methods and techniques used to overcome mental blocks that hinder creative thinking and problem-solving. Crucial for maintaining productivity and fostering innovation in design.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions. Crucial for understanding user behavior and designing experiences that address both internal and external factors.
The Principle of Growth is an information architecture guideline that plans for the future expansion and evolution of a system. Crucial for ensuring that information structures can scale and adapt over time.
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.
Representational State Transfer (REST) is an architectural style for designing networked applications based on stateless, client-server communication. Essential for building scalable and efficient web services.
Perceivable, Operable, Understandable, and Robust (POUR) are the four main principles of web accessibility. These principles are essential for creating inclusive digital experiences that can be accessed and used by people with a wide range of abilities and disabilities.
A learning phenomenon where information is better retained when study sessions are spaced out over time rather than crammed in a short period. Crucial for designing educational tools and content that optimize long-term retention.
The study of complex systems and how interactions within these systems give rise to collective behaviors. Useful for understanding and managing the complexity in design processes and systems.
The tendency to attribute intentional actions to others' behaviors, often overestimating their intent. Important for understanding and mitigating biases in user interactions and feedback.
A theory that suggests people learn behaviors, skills, and attitudes through observing and imitating others, as well as through direct experiences. Crucial for understanding how users acquire new behaviors and designing educational or training programs.
The study of mental processes such as perception, memory, reasoning, and problem-solving. Important for designing interfaces that align with how users process information and make decisions.
The theory that all behaviors are acquired through conditioning, often used to understand and influence behavior change. Important for designing interventions that promote positive behavior change.
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.
The Principle of Front Doors is an information architecture guideline that acknowledges multiple entry points into a website or system. Crucial for ensuring that all entry points provide a coherent and navigable experience.
A framework suggesting there are two systems of thinking: System 1 (fast, automatic) and System 2 (slow, deliberate), influencing decision-making and behavior. Crucial for understanding how users process information and make decisions.
A cognitive shortcut that relies on the recognition of one option over another to make a decision, often used when individuals have limited information. Crucial for designing interfaces and experiences that facilitate quick and effective decision-making.
A decision-making strategy where individuals are prompted to make a choice rather than defaulting to a pre-set option. Useful for increasing user engagement and ensuring intentional decision-making.
Emotional states where individuals are calm and rational, often contrasted with hot states where emotions run high. Important for understanding decision-making processes and designing experiences that accommodate both states.
Zone of Proximal Development (ZPD) is a concept in educational psychology that describes the difference between what a learner can do independently and what they can achieve with guidance and support. Crucial for designing effective educational experiences and scaffolding that promote optimal learning and skill development.
Zero Moment of Truth (ZMOT) is a concept in marketing that refers to the point in the buying cycle when the consumer researches a product before the seller even knows they exist. Crucial for understanding consumer behavior and optimizing marketing strategies to influence decision-making at this early stage.
A practice by Google where the mobile version of a website becomes the starting point for what Google includes in its index and the baseline for determining rankings. Crucial for ensuring websites are optimized for mobile users and perform well in search rankings.
A strategy where an additional, less attractive option is introduced to make other pricing options look more appealing, often steering customers towards a particular choice. Important for guiding user decisions and increasing the perceived value of targeted pricing tiers.
Small rewards or incentives given to users to encourage specific behaviors or actions. Important for motivating user engagement and fostering desired behaviors.
The study of the nature, structure, and variation of language, including phonetics, phonology, syntax, semantics, and pragmatics. Essential for understanding how language influences communication and user interactions in digital products.
A cognitive bias where people perceive past events as having been more predictable than they actually were. Important for understanding and mitigating biases in user feedback and decision-making.
The Principle of Choices is an information architecture guideline that emphasizes providing users with meaningful options to navigate and interact with a system. Crucial for enhancing user experience by ensuring users can easily find what they need without being overwhelmed.
The initial interaction a customer has with a brand. Important for understanding the beginning of the customer journey.
The set of shared values, practices, and goals that characterize a startup company. Important for fostering innovation, agility, and a collaborative environment within product design teams.
A psychological phenomenon where a person who has done a favor for someone is more likely to do another favor for that person than if they had received a favor from them. Useful for building positive relationships and encouraging cooperative behavior in design and user interactions.
The systematic identification, analysis, planning, and implementation of actions designed to engage and influence stakeholders in a project. Crucial for maintaining positive relationships and ensuring stakeholder support throughout the project lifecycle.
The tendency for individuals to present themselves in a favorable light by overreporting good behavior and underreporting bad behavior in surveys or research. Crucial for designing research methods that mitigate biases and obtain accurate data.
Content designed to attract clicks by using sensational or misleading headlines. Important for recognizing and avoiding practices that can harm user trust and content quality.