Intrinsic Motivation
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 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 study of how people make choices about what and how much to do at various points in time, often involving trade-offs between costs and benefits occurring at different times. Crucial for designing systems that account for delayed gratification and long-term planning.
A phenomenon where people better understand and remember information when it is presented visually. Crucial for designing effective and engaging visual content.
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.
The belief that abilities and intelligence can be developed through dedication and hard work. Important for fostering a culture of continuous learning and improvement.
A logical fallacy where people assume that specific conditions are more probable than a single general one. Important for understanding and addressing cognitive biases in user behavior.
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.
The tendency to judge the strength of arguments based on the believability of their conclusions rather than the logical strength of the arguments. Important for understanding cognitive biases that affect decision-making and user perceptions.
A heuristic where individuals evenly distribute resources across all options, regardless of their specific needs or potential. Useful for understanding and designing around simplistic decision-making strategies.
A model that explains behavior change through the interaction of three elements: motivation, ability, and triggers. Crucial for designing interventions and experiences that effectively change user behavior.
A cognitive bias where individuals or organizations continue to invest in a failing project or decision due to the amount of resources already committed. Important for designers to recognize and mitigate their own risks of continuing unsuccessful initiatives.
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.
The tendency for people to feel more motivated and accelerate their efforts as they get closer to achieving a goal. Important for designing systems that motivate users effectively.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals. Crucial for enhancing user engagement and motivation in various contexts.
Representativeness is a heuristic in decision-making where individuals judge the probability of an event based on how much it resembles a typical case. Crucial for understanding biases in human judgment and improving decision-making processes.
Readability is a design principle that emphasizes making text easy to read and understand. Crucial for enhancing user comprehension and engagement in digital and print media.
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.
The ability to recognize, understand, and manage one's own emotions and the emotions of others. Essential for designing empathetic user experiences and effective team collaboration.