Hook Model
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
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.
The tendency for people to prefer things that are easy to think about and understand.
User interfaces that change in response to user behavior or preferences to improve usability and efficiency.
The tendency for people to defer purchasing decisions to a later time, often leading to procrastination.
A key aspect of Gestalt psychology describing the mind's ability to fill in gaps to create a whole object from incomplete elements.
A phenomenon where the probability of recalling an item from a list depends on the length of the list.
A prioritization method that assigns different weights to criteria based on their importance, helping to make informed decisions and prioritize tasks effectively.
Features or elements added to enhance the functionality or user experience of a system.