Truth Bias
The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.
The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.
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 individuals tend to focus on positive information or events more than negative ones, especially as they age. Useful for understanding user preferences and designing experiences that emphasize positive outcomes.
Interactive Voice Response (IVR) is an automated telephony system that interacts with callers, gathers information, and routes calls to the appropriate recipient. It improves customer service and automates information retrieval.
A cognitive bias where people judge harmful actions as worse, or less moral, than equally harmful omissions (inactions). Important for understanding user decision-making and designing systems that mitigate this bias.
A cognitive bias where people judge the likelihood of an event based on the size of its category rather than its actual probability. Crucial for designers to understand how category size influences user perception and decision-making processes.
A theory of motivation that explains behavior as driven by a desire for rewards or incentives. Crucial for designing systems that effectively motivate and engage users.
The tendency to believe that large or significant events must have large or significant causes. Important for understanding cognitive biases in decision-making and designing systems that present accurate causal relationships.
A psychological state where individuals lose their sense of self-awareness and personal responsibility in groups, often leading to atypical behavior. Crucial for understanding group dynamics and designing experiences that promote positive group interactions.
A cognitive bias where individuals favor others who are perceived to be similar to themselves, affecting judgments and decision-making. Crucial for understanding biases in team dynamics and decision-making processes among designers.
The enhancement or diminishment of perception, cognition, or related performance as a result of exposure to a stimulus of greater or lesser value in the same dimension. Useful for designing interfaces that leverage contrasting elements to guide user attention and behavior.
A psychological phenomenon where people remember uncompleted or interrupted tasks better than completed tasks. Crucial for designing engaging experiences that leverage task incompletion to maintain user interest.
A cognitive bias that leads individuals to prefer things to remain the same rather than change, often resisting new options or changes. Crucial for understanding resistance to change and designing strategies to overcome it among users.
A cognitive bias where people are less likely to spend large denominations of money compared to an equivalent amount in smaller denominations. Useful for designers to understand consumer behavior and design pricing strategies that consider spending biases.
A cognitive bias where people allow themselves to indulge after doing something positive, believing they have earned it. Important for understanding user behavior and designing systems that account for self-regulation.
A cognitive bias that causes people to believe they are less likely to experience negative events and more likely to experience positive events than others. Crucial for understanding user risk perception and designing systems that account for unrealistic optimism.
The tendency to overestimate the duration or intensity of the emotional impact of future events. Important for understanding user expectations and satisfaction.
A cognitive bias where people ignore general statistical information in favor of specific information. Critical for designers to use general statistical information to improve decision-making accuracy and avoid bias.
A cognitive bias where bizarre or unusual information is better remembered than common information. Useful for designers to create memorable and engaging user experiences by incorporating unique elements.
The tendency to cling to one's beliefs even in the face of contradictory evidence. Important for understanding resistance to change and designing interventions that address this bias.
A specific form of banner blindness where users ignore content placed in the right-hand rail of a web page. Important for optimizing web page layouts and placing critical information where it will be seen.
A cognitive bias where people remember scenes as being more expansive than they actually were. Important for understanding how users perceive and recall visual information, aiding in better visual design decisions.
A type of bias that occurs when the observer's expectations or beliefs influence their interpretation of what they are observing, including experimental outcomes. Essential for ensuring the accuracy and reliability of research and data collection.
The tendency to perceive a greater quantity as a better value, regardless of the actual utility. Important for understanding consumer behavior and designing effective marketing strategies.
A tendency for respondents to answer questions in a manner that is not truthful or accurate, often influenced by social desirability or survey design. Important for understanding and mitigating biases in survey and research data.
Market Requirements Document (MRD) is a comprehensive document that outlines the market's needs, target audience, and business objectives for a product. It serves as a crucial tool for aligning product development efforts with market demands and business goals, ensuring that the final product meets customer needs and achieves market success.
A framework suggesting there are two systems of thinking: System 1 (fast, automatic) and System 2 (slow, deliberate), influencing decision-making and behavior. Crucial for understanding how users process information and make decisions.
A learning phenomenon where information is better retained when study sessions are spaced out over time rather than crammed in a short period. Crucial for designing educational tools and content that optimize long-term retention.
A cognitive bias where individuals strengthen their beliefs when presented with evidence that contradicts them. Important for understanding user resistance to change and designing strategies to address and mitigate this bias.
An analysis comparing the costs and benefits of a decision or project to determine its feasibility and value. Important for making informed business and design decisions.
The tendency to perceive and interpret information based on prior experiences and expectations, influencing how different users perceive design differently. Important for designing interfaces that meet user expectations, improving usability and intuitive navigation.
The technology of transmitting and understanding information through touch. Crucial for enhancing user interactions with devices and systems through tactile feedback.
A cognitive bias where people prefer the option that seems to eliminate risk entirely, even if another option offers a greater overall benefit. Important for understanding decision-making and designing risk communication for users.
New Product Development (NPD) is the complete process of bringing a new product to market, from idea generation to commercialization. Essential for companies to innovate, stay competitive, and meet evolving customer needs through a structured approach to creating and launching new offerings.
Critical Incident Technique (CIT) is a method used to gather and analyze specific incidents that significantly contribute to an activity or outcome. This method is important for identifying key factors that influence performance and user satisfaction.
A cognitive bias where individuals tend to avoid risks when they perceive potential losses more acutely than potential gains. Important for understanding decision-making behavior in users and designing systems that mitigate risk aversion.
A Gestalt principle that states objects that are close to each other tend to be perceived as a group. Crucial for creating intuitive and organized visual designs that align with natural perceptual tendencies.
Enterprise Architecture (EA) is a strategic framework used to align an organization's business strategy with its IT infrastructure. Crucial for optimizing processes, improving agility, and ensuring that technology supports business goals.
Perceivable, Operable, Understandable, and Robust (POUR) are the four main principles of web accessibility. These principles are essential for creating inclusive digital experiences that can be accessed and used by people with a wide range of abilities and disabilities.
A cognitive bias that causes people to attribute their own actions to situational factors while attributing others' actions to their character. Essential for helping designers recognize their own situational influences on interpreting user behavior and feedback.
The study of mental processes such as perception, memory, reasoning, and problem-solving. Important for designing interfaces that align with how users process information and make decisions.
Research aimed at exploring and identifying new opportunities, needs, and ideas to inform the design process. Essential for discovering user insights and guiding innovative design solutions.
A phenomenon where people perceive an item as more valuable when it is free, leading to an increased likelihood of choosing the free item over a discounted one. Important for understanding consumer behavior and designing effective marketing strategies.
The study of narrative and narrative structure and the ways that these affect our perception. Useful for understanding and applying narrative techniques in design and communication.
Customer Effort Score (CES) is a metric that measures how much effort customers have to put in to interact with a product or service. Crucial for identifying friction points and improving user experience in digital products.
A Gestalt principle that describes the visual relationship between a figure and its background, crucial for understanding visual perception. Important for designing clear and effective visual hierarchies in user interfaces.
Research conducted in natural settings to collect data on how people interact with products or environments in real-world conditions. Crucial for gaining authentic insights into user behaviors and contexts.
The tendency to overvalue new innovations and technologies while undervaluing existing or traditional approaches. Important for balanced decision-making and avoiding unnecessary risks in adopting new technologies.
A mode of thinking, derived from Dual Process Theory, that is slow, deliberate, and analytical, requiring more cognitive effort and conscious reasoning. Crucial for designing complex tasks and interfaces that require thoughtful decision-making and problem-solving, ensuring they are clear and logical for users.
Product Strategy is a framework that outlines how a product will achieve its business goals and satisfy customer needs. Crucial for guiding product development, prioritizing features, and aligning the team around a clear vision.
A set of cognitive processes that include working memory, flexible thinking, and self-control, crucial for planning, decision-making, and behavior regulation. Crucial for designing interfaces and experiences that support users' cognitive abilities.
A framework for understanding what drives individuals to act, involving theories such as Maslow's hierarchy of needs. Important for designing products and experiences that align with users' intrinsic and extrinsic motivations.
A cognitive bias that occurs when conclusions are drawn from a non-representative sample, focusing only on successful cases and ignoring failures. Crucial for making accurate assessments and designing systems that consider both successes and failures.
The stages a product goes through from introduction to growth, maturity, and decline, influencing marketing and development strategies. Crucial for planning product development and marketing strategies at each stage of the product's life.
A concept in behavioral economics that describes how future benefits are perceived as less valuable than immediate ones. Important for understanding user preferences and designing experiences that account for time-based value perceptions.
Mutually Exclusive, Collectively Exhaustive (MECE) is a problem-solving framework ensuring that categories are mutually exclusive and collectively exhaustive, avoiding overlaps and gaps. Essential for structured thinking and comprehensive analysis in problem-solving.
The theory that all behaviors are acquired through conditioning, often used to understand and influence behavior change. Important for designing interventions that promote positive behavior change.
The tendency for individuals to present themselves in a favorable light by overreporting good behavior and underreporting bad behavior in surveys or research. Crucial for designing research methods that mitigate biases and obtain accurate data.
The tendency for individuals to give positive responses or feedback out of politeness, regardless of their true feelings. Crucial for obtaining honest and accurate user feedback.
Search Engine Results Page (SERP) is the page displayed by a search engine in response to a user's query. Essential for understanding how search results are presented and how to optimize content to appear prominently.