MINDSPACE
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.
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.
The tendency to avoid information that one perceives as potentially negative or anxiety-inducing. Important for designing experiences that encourage information-seeking behavior.
A cognitive bias where individuals overestimate their own abilities, qualities, or performance relative to others. Important for understanding user self-perception and designing systems that account for inflated self-assessments.
A cognitive bias where individuals overestimate how well their thoughts, feelings, and emotions are understood by others. Crucial for designing communication and user interfaces that account for and mitigate this bias.
The phenomenon where individuals' expectations about a situation influence their actual experience of that situation. Useful for understanding the influence of expectations on outcomes.
The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.
The enhancement or diminishment of perception, cognition, or related performance as a result of exposure to a stimulus of greater or lesser value in the same dimension. Useful for designing interfaces that leverage contrasting elements to guide user attention and behavior.
The process of triggering particular aspects of a person's identity to influence their behavior or decisions. Important for designing personalized and effective user experiences.
A Gestalt principle where elements that are located within the same closed region are perceived as being grouped together. Essential for creating designs that are easily understood and visually organized.
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.
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 cognitive bias where individuals tend to focus on positive information or events more than negative ones, especially as they age. Useful for understanding user preferences and designing experiences that emphasize positive outcomes.
The minimum difference in stimulus intensity that a person can detect, also known as the just noticeable difference (JND). Crucial for designing user interfaces that are sensitive to changes in user input and feedback.
The tendency for images to be more easily remembered than words, highlighting the power of visual communication. Crucial for designing effective visual content that enhances memory retention and user engagement.
A phenomenon where vivid mental images can interfere with actual perception, causing individuals to mistake imagined experiences for real ones. Important for ensuring that marketing and product design set realistic user expectations to avoid disappointment and maintain brand integrity.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction. Crucial for creating products that are not only functional but also enjoyable, efficient, and satisfying to use.
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 psychological phenomenon where repeated exposure to a stimulus leads to an increased preference for it. Useful for designing marketing and user engagement strategies that increase familiarity and preference.
A cognitive bias where a person's subjective confidence in their judgments is greater than their objective accuracy. Crucial for understanding user decision-making and designing systems that account for overconfidence.
A phenomenon where the probability of recalling an item from a list depends on the length of the list. Important for understanding memory processes and designing effective information presentation.
A cognitive bias where people judge harmful actions as worse, or less moral, than equally harmful omissions (inactions). Important for understanding user decision-making and designing systems that mitigate this bias.
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.
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.
The tendency for negative information to have a greater impact on one's psychological state and processes than neutral or positive information. Important for understanding and mitigating the impact of negative information.
The phenomenon where people have a reduced ability to recall the last items in a list when additional, unrelated information is added at the end. Crucial for designing information presentation to optimize memory retention.
The tendency for the first items presented in a sequence to be remembered better than those in the middle. Crucial for designing information presentation and improving memory retention.
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 drive to perform an activity for its inherent satisfaction rather than for some separable consequence. Crucial for designing experiences that engage users through inherent enjoyment and interest.
The way information is presented to users, which can significantly influence their decisions and perceptions. Important for designing messages and interfaces that guide user choices effectively.
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.
A cognitive bias where individuals underestimate their own abilities and performance relative to others, believing they are worse than average. Important for understanding self-perception biases among designers and designing systems that support accurate self-assessment.
A cognitive bias where people judge an experience largely based on how they felt at its peak (most intense point) and its end, rather than the total sum of the experience. Crucial for designing memorable and satisfying user experiences.
The tendency to overestimate the duration or intensity of the emotional impact of future events. Important for understanding user expectations and satisfaction.
A set of principles describing how the human mind organizes visual information into meaningful wholes. Crucial for designing intuitive digital interfaces and cohesive user experiences that align with natural human perception patterns.
A behavioral economics concept where people categorize and treat money differently depending on its source or intended use. Crucial for understanding financial behavior and designing systems that align with users' mental accounting practices.
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.
The study of computers as persuasive technologies, focusing on how they can change attitudes or behaviors. Important for designing systems that effectively influence user behavior ethically.
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 psychological principle where people are more likely to be influenced by those they like. Important for understanding social influences and improving user engagement and marketing strategies.
A psychological theory that predicts an individual's behavior based on their intention, which is influenced by their attitudes and subjective norms. Important for understanding and predicting user behavior and designing interventions to influence actions.
The tendency to believe that things will always function the way they normally have, often leading to underestimation of disaster risks. Important for understanding risk perception and designing systems that effectively communicate potential changes.
A cognitive bias where people focus on the most noticeable or prominent information while ignoring less conspicuous details. Important for understanding user decision-making and ensuring balanced presentation of information.
A psychological model that outlines the stages individuals go through to change behavior, including precontemplation, contemplation, preparation, action, and maintenance. Crucial for designing interventions and experiences that support users at different stages of behavior change.
Capability, Opportunity, Motivation (COM...) is a framework for understanding Behavior (àB). Important for designing interventions that effectively change user behavior.
The study of psychology as it relates to the economic decision-making processes of individuals and institutions. Essential for understanding and influencing user decision-making and behavior in economic contexts.
The use of visual elements to draw attention to important information or guide user actions. Important for enhancing user experience and ensuring key information is noticed.
A cognitive bias where someone mistakenly assumes that others have the same background knowledge they do. Essential for designers to ensure communications and products are clear and accessible to all users, regardless of their background knowledge.
A bias that occurs when researchers' expectations influence the outcome of a study. Crucial for designing research methods that ensure objectivity and reliability.
A Gestalt principle suggesting that elements are perceived as a single unit or group if they share an organizing visual cue like bullet points, or connecting lines. Essential for creating designs that organize and define related elements through grouping.
A phenomenon where learning is improved when study sessions are spaced out over time rather than crammed together. Crucial for designing educational and training programs that enhance long-term retention.
A phenomenon where users perceive greater value in a service or product if they believe more effort was involved in its creation or delivery. Important for enhancing perceived value and user satisfaction.
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.
A cognitive bias that leads individuals to prefer things to remain the same rather than change, often resisting new options or changes. Crucial for understanding resistance to change and designing strategies to overcome it among users.
The idea that self-control or willpower draws upon a limited pool of mental resources that can be used up. Useful for designing user experiences that consider the limitations of willpower and self-control.
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.
The tendency to forget information that can be easily found online, also known as digital amnesia. Important for understanding how access to information impacts memory and designing experiences accordingly.
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 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.
A cognitive bias where people tend to believe that others are more affected by media messages and persuasive communications than they are themselves. Important for understanding media influence and designing communications that account for this bias in user perception.
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.