Nudging
The act of designing and implementing subtle interventions to influence behavior in a predictable way.
The act of designing and implementing subtle interventions to influence behavior in a predictable way.
The objective analysis and evaluation of an issue in order to form a judgment.
Decision-making strategies that use simple heuristics to make quick, efficient, and satisfactory choices with limited information.
The design of environments in which people make decisions, influencing their choices and behaviors.
A dark pattern where the user is required to do something in order to access certain functionality or information.
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.
The study of how people make choices about what and how much to do at various points in time, often involving trade-offs between costs and benefits occurring at different times.
A cognitive bias where repeated statements are more likely to be perceived as true, regardless of their actual accuracy.
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.