Bait and Switch
A dark pattern where users think they are going to take one action, but a different, undesirable action happens instead.
A dark pattern where users think they are going to take one action, but a different, undesirable action happens instead.
Also known as Magical Number 7 +/- 2, a theory in cognitive psychology that states the average number of objects an individual can hold in working memory is about seven.
A cognitive bias where one negative trait of a person or thing influences the perception of other traits.
A technique used to assess the visual hierarchy of a design by squinting to see which elements stand out the most.
A blend of physical and digital experiences to create a cohesive user experience.
UI patterns that excessively demand user attention, often interrupting the user experience.
A fictional character created to represent a user type that might use a site, brand, or product in a similar way, guiding design decisions.
A phenomenon where vivid mental images can interfere with actual perception, causing individuals to mistake imagined experiences for real ones.
A Gestalt principle that states that objects that are similar in appearance are perceived as being more related than objects that are dissimilar.