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.
A key aspect of Gestalt psychology where complex patterns arise out of relatively simple interactions.
A model that explains behavior change through the interaction of three elements: motivation, ability, and triggers.
A key aspect of Gestalt psychology describing the mind's ability to fill in gaps to create a whole object from incomplete elements.
The study of the nature, functions, and effects of cinema, exploring how films communicate and create meaning.
A team focused on designing and improving the user experience across products and services.
A specific form of banner blindness where users ignore content placed in the right-hand rail of a web page.
Model-View-Controller (MVC) is an architectural pattern that separates an application into three main logical components: the Model (data), the View (user interface), and the Controller (processes that handle input).
A strategy where less immediate or tangible rewards are substituted with more immediate or tangible ones to encourage desired behaviors.