Gambler’s Fallacy
A cognitive bias where individuals believe that past random events affect the probabilities of future random events.
A cognitive bias where individuals believe that past random events affect the probabilities of future random events.
The persistence of misinformation in memory and influence on reasoning, even after it has been corrected.
In-product assistance provided within the context of a specific task or screen, tailored to the user's current needs.
A potential customer who has shown interest in a product or service and is more likely to become a customer.
An approach to design where content is prioritized and designed before other elements like layout and visual design.
Small rewards or incentives given to users to encourage specific behaviors or actions.
Software agents that can perform tasks or services for an individual based on verbal commands.
A metric used to rank leads based on their engagement with a brand, indicating their readiness to purchase.
The arrangement of visual elements in a way that signifies their importance, guiding users' attention to the most critical parts of a design.