Hook Model
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
The phenomenon where individuals' expectations about a situation influence their actual experience of that situation.
The deteriorating quality of decisions made by an individual after a long session of decision making, due to mental exhaustion.
A brainstorming technique where participants sketch eight ideas in eight minutes to generate a wide range of concepts quickly.
A behavioral economics concept where people categorize and treat money differently depending on its source or intended use.
The application of behavioral science principles to improve the design and usability of digital products, focusing on user behavior and interactions.
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.
A dark pattern where additional costs are only revealed at the last step of the checkout process.
A stimulus that gains reinforcing properties through association with a primary reinforcer, such as money or tokens, which are associated with basic needs.