User Interviews
A qualitative research method involving direct conversations with users to gather insights into their needs, behaviors, and experiences.
A qualitative research method involving direct conversations with users to gather insights into their needs, behaviors, and experiences.
A cognitive bias where people overestimate the probability of success for difficult tasks and underestimate it for easy tasks.
Also known as "Maslow's Hammer," a cognitive bias where people rely too heavily on a familiar tool or method, often summarized as "if all you have is a hammer, everything looks like a nail.".
Minimum Viable Experience (MVE) is the simplest version of a product that delivers a complete and satisfying user experience while meeting core user needs.
A phenomenon where an item that stands out is more likely to be remembered than other items, often used in design to highlight important elements.
A Japanese term for "mistake-proofing," referring to any mechanism or process that helps prevent errors by design.
A cognitive bias where people assume others share the same beliefs, values, or preferences as themselves.
The arrangement of visual elements in a way that signifies their importance, guiding users' attention to the most critical parts of a design.
A cognitive bias where people overemphasize information that is placed prominently or in a way that catches their attention first.