Friend Spam
A dark pattern where the product asks for the user's social media or email credentials and then spams all the user's contacts. Recognizing the harm of this practice is important to protect user trust and avoid spamming their contacts.
A dark pattern where the product asks for the user's social media or email credentials and then spams all the user's contacts. Recognizing the harm of this practice is important to protect user trust and avoid spamming their contacts.
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 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 dark pattern where users are unknowingly signed up for a recurring subscription. Awareness of this tactic is important to ensure transparent subscription services and prevent deceptive charges.
The tendency to recall past behavior in a way that aligns with current beliefs and attitudes. Crucial for understanding how memories and self-perception can be influenced by current perspectives.
A cognitive bias where people judge an experience largely based on how they felt at its peak (most intense point) and its end, rather than the total sum of the experience. Crucial for designing memorable and satisfying user experiences.
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.
A cognitive bias where people favor members of their own group over those in other groups. Important for designing inclusive and equitable experiences for users.
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 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.
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.
The tendency for negative information to have a greater impact on one's psychological state and processes than neutral or positive information. Important for understanding and mitigating the impact of negative information.
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 that causes people to overestimate the likelihood of negative outcomes. Important for understanding user risk perception and designing systems that address irrational pessimism.
A model that explains behavior change through the interaction of three elements: motivation, ability, and triggers. Crucial for designing interventions and experiences that effectively change user behavior.
The reduction of restraint in behavior, often due to the absence of social cues, which can lead to impulsive actions and emotional outbursts. Important for understanding user behavior in online and anonymous contexts.
A psychological phenomenon where individuals are perceived as more likable if they make a mistake, provided they are generally competent. Important for understanding human perception and leveraging relatability in marketing and leadership.
The study of the interplay between individuals and their surroundings, including built environments and natural settings. Essential for designing spaces that enhance well-being and productivity.
The phenomenon where a humanoid object that appears almost, but not exactly, like a real human causes discomfort in observers. Important for understanding user reactions to lifelike robots and avatars.
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.
A theory that suggests people learn behaviors, skills, and attitudes through observing and imitating others, as well as through direct experiences. Crucial for understanding how users acquire new behaviors and designing educational or training programs.
A theory in environmental psychology that suggests people prefer environments where they can see (prospect) without being seen (refuge). Useful for understanding environmental design and creating spaces that feel safe and inviting.
CSAT (Customer Satisfaction) measures how products or services provided by a company meet or exceed customer expectations. Essential for understanding customer needs and improving product offerings.
A theory suggesting that information processed at a deeper, more meaningful level is better remembered than information processed at a shallow level. Crucial for designing educational and informational content that enhances retention and understanding.
Net Promoter Score (NPS) is a metric used to measure customer loyalty and satisfaction based on their likelihood to recommend a product or service to others. Crucial for gauging overall customer sentiment and predicting business growth through customer advocacy.
A high-level description of the future state of a product, outlining its purpose, target audience, and key differentiators. Essential for providing direction and inspiration for product development efforts.
A type of data visualization that uses dots to represent values for two different numeric variables, plotted along two axes. Essential for identifying relationships, patterns, and outliers in datasets used in digital product design and analysis.