Bandwagon Effect
A psychological phenomenon where people do something primarily because others are doing it. Important for understanding social influences on user behavior and trends.
A psychological phenomenon where people do something primarily because others are doing it. Important for understanding social influences on user behavior and trends.
The ability to influence others' behavior by offering positive incentives or rewards, commonly used in organizational and social contexts. Crucial for understanding dynamics of motivation and influence in team and organizational settings.
A cognitive bias where the perception of one positive trait influences the perception of other unrelated traits. Important for designers to manage and utilize this bias effectively in user experience design.
A principle that suggests people are more likely to comply with requests or follow suggestions from authority figures. Important for designing persuasive experiences and understanding user compliance.
The way information is presented to users, which can significantly influence their decisions and perceptions. Important for designing messages and interfaces that guide user choices effectively.
A psychological phenomenon where people follow the actions of others in an attempt to reflect correct behavior for a given situation. Essential for designing interfaces and experiences that leverage social influence to guide user behavior and increase trust and engagement.
The change in opinions or behavior that occurs when individuals conform to the information provided by others. Important for understanding social dynamics and designing systems that leverage social proof and peer influence.
The persistence of misinformation in memory and influence on reasoning, even after it has been corrected. Crucial for understanding and mitigating the impact of misinformation in design and communication.
A psychological principle where people are more likely to be influenced by those they like. Important for understanding social influences and improving user engagement and marketing strategies.
A cognitive bias where people tend to believe that others are more affected by media messages and persuasive communications than they are themselves. Important for understanding media influence and designing communications that account for this bias in user perception.
A theory that a person's behavior is influenced by and influences personal factors and the environment, creating a continuous loop of interaction between these elements. Important for understanding how behavior, personal factors, and environmental contexts dynamically interact to shape user experiences and outcomes.
A self-reinforcing process in which a collective belief gains more plausibility through its increasing repetition in public discourse. Important for understanding how information spreads and influences public perception.
Technology designed to change attitudes or behaviors of users through persuasion and social influence, but not coercion. Crucial for designing systems that effectively influence user behavior while maintaining ethical standards.
A phenomenon where the success or failure of a design or business outcome is influenced by external factors beyond the control of the decision-makers, akin to serendipity. Important for recognizing and accounting for external influences in performance evaluations to ensure fair assessments and informed decisions.
A psychological theory that predicts an individual's behavior based on their intention, which is influenced by their attitudes and subjective norms. Important for understanding and predicting user behavior and designing interventions to influence actions.
A cognitive bias where consumers change their preference between two options when presented with a third, less attractive option. Useful for designers to create choice architectures that effectively influence user decisions.
A theoretical approach that focuses on observable behaviors and dismisses internal processes, emphasizing the role of environmental factors in shaping behavior. Foundational for understanding how external factors influence user behavior and for designing behavior-based interventions.
Messenger, Incentives, Norms, Defaults, Salience, Priming, Affect, Commitment, and Ego (MINDSPACE) is a framework used to understand and influence behavior. Crucial for designing interventions that effectively influence user behavior.
The study of cultural norms, values, and practices and their influence on human behavior. Useful for designing products that are culturally sensitive and relevant.
The practice of organizing the context in which people make decisions to influence the outcomes, often used to nudge users towards certain behaviors. Crucial for designing user experiences that guide decision-making and improve outcomes.
The evaluation of products based on their ability to influence and shape user behavior. Useful for assessing how well a product guides and influences user actions and decisions.
Practical applications of behavioral science to understand and influence human behavior in various contexts. Crucial for applying scientific insights to design and improve user experiences and outcomes.
The application of behavioral science principles to design products that influence user behavior in a desired way. Crucial for creating products that effectively guide user behavior and improve outcomes.
A psychological effect where exposure to one stimulus influences the response to a subsequent stimulus, without conscious guidance or intention. Crucial for designing experiences that subtly guide user behavior and decision-making.
A tendency to avoid making decisions that might lead to regret, influencing risk-taking and decision-making behaviors. Crucial for understanding decision-making processes and designing systems that minimize regret.
The tendency for individuals to mimic the actions of a larger group, often leading to conformity and groupthink. Crucial for understanding social influence and designing experiences that consider group dynamics.
A cognitive bias where individuals better remember the most recent information they have encountered, influencing decision-making and memory recall. Important for designing user experiences that leverage or mitigate the impact of recent information.
The study of how digital media and technologies influence the way we communicate and persuade. Important for designing effective digital communication strategies.
The tendency for people's perception to be affected by their recurring thoughts at the time. Important for understanding how current thoughts influence user perception and decision-making.
A strategic framework that designs user experiences to guide behavior and decisions towards desired outcomes. Crucial for creating effective and ethical influence in digital interfaces.
Anchoring (also known as Focalism) is a cognitive bias where individuals rely heavily on the first piece of information (the "anchor") when making decisions. Crucial for understanding and mitigating initial information's impact on user decision-making processes.
The phenomenon where individuals' expectations about a situation influence their actual experience of that situation. Useful for understanding the influence of expectations on outcomes.
A cognitive bias where individuals' expectations influence their perceptions and judgments. Relevant for understanding how expectations skew perceptions and decisions among users.
The design of environments in which people make decisions, influencing their choices and behaviors. Important for creating user experiences that guide decision-making processes effectively.
The study of the principles that govern human behavior, including how people respond to stimuli and learn from their environment. Crucial for designing user experiences that anticipate and influence user behavior.
The use of behavioral science insights to inform and guide strategic decision-making in organizations. Crucial for developing strategies that effectively influence behavior and drive business success.
The process of triggering particular aspects of a person's identity to influence their behavior or decisions. Important for designing personalized and effective user experiences.
Social, Technological, Economic, Environmental, Political, Legal, and Ethical (STEEPLE) is an analysis tool that examines the factors influencing an organization. Crucial for comprehensive strategic planning and risk management in product design.
The study of computers as persuasive technologies, focusing on how they can change attitudes or behaviors. Important for designing systems that effectively influence user behavior ethically.
A cognitive bias where one negative trait of a person or thing influences the perception of other traits. Important for designing experiences that counteract or mitigate negative biases in user perception.
A technique used to prime an audience before delivering a persuasive message. Essential for enhancing the effectiveness of persuasive communication by shaping audience receptivity.
Easy, Attractive, Social, and Timely (EAST) is a behavioral insights framework used to influence behavior. Important for designing interventions and user experiences that effectively change behavior.
Environmental signals that influence behavior and decision-making, such as signage, prompts, or notifications. Useful for designing environments and systems that effectively guide user behavior.
The study of how colors affect perceptions and behaviors. Important for designing experiences that evoke desired emotional responses from users.
A strategy where an additional, less attractive option is introduced to make other pricing options look more appealing, often steering customers towards a particular choice. Important for guiding user decisions and increasing the perceived value of targeted pricing tiers.
The value or satisfaction derived from a decision, influencing the choices people make. Crucial for understanding user preferences and designing experiences that maximize satisfaction.
Managing product development with a focus on understanding and influencing user behavior through behavioral science principles. Essential for product managers to create user-centric products that drive desired behaviors.
A cognitive bias where repeated statements are more likely to be perceived as true, regardless of their actual accuracy. Crucial for understanding how repetition influences beliefs and designing communication strategies for users.
A mental shortcut where current emotions influence decisions, often bypassing logic and reasoning. Important for understanding how emotions impact user decisions, aiding in more effective design and marketing.
The phenomenon where the credibility of the source of information influences how the message is received and acted upon. Crucial for designing communication strategies that leverage trusted sources.
The phenomenon where users perceive aesthetically pleasing designs as more usable, regardless of the actual usability. Important for designers to understand the impact of aesthetics on user perception and usability.
The act of designing and implementing subtle interventions to influence behavior in a predictable way. Crucial for guiding user behavior effectively without limiting freedom of choice.
The study of how psychological influences affect financial behaviors and decision-making. Essential for understanding and influencing financial decision-making and behavior.
The systematic identification, analysis, planning, and implementation of actions designed to engage and influence stakeholders in a project. Crucial for maintaining positive relationships and ensuring stakeholder support throughout the project lifecycle.
Zero Moment of Truth (ZMOT) is a concept in marketing that refers to the point in the buying cycle when the consumer researches a product before the seller even knows they exist. Crucial for understanding consumer behavior and optimizing marketing strategies to influence decision-making at this early stage.
The process of identifying and assessing the influence and interest of various stakeholders in a project, to prioritize engagement and communication strategies. Crucial for effectively managing stakeholder relationships and ensuring project success.
The study of social relationships, structures, and processes. Important for understanding the impact of social dynamics on user behavior and designing for social interactions.
A cognitive bias where people overestimate the importance of information that is readily available. Essential for designers to understand and mitigate how easily accessible information can disproportionately influence decisions.
The ability of users to influence the behavior and outcomes of a system or product, allowing them to interact with it according to their preferences. Essential for creating user-friendly interfaces that allow for flexibility and customization.
The cognitive bias where people treat a set of items as more significant when they are perceived as a cohesive group. Important for understanding user perception and decision-making.