Hot Hand Fallacy
The mistaken belief that a person who has experienced success in a random event has a higher probability of further success in additional attempts. Crucial for understanding and designing around user decision-making biases.
The mistaken belief that a person who has experienced success in a random event has a higher probability of further success in additional attempts. Crucial for understanding and designing around user decision-making biases.
A cognitive bias where people rely too heavily on their own perspective and experiences when making decisions. Important for designers to recognize and mitigate their own perspectives influencing design decisions.
The application of behavioral science principles to improve the design and usability of digital products, focusing on user behavior and interactions. Important for creating user experiences that are intuitive and engaging by leveraging behavioral insights.
A cognitive bias where people's decisions are influenced by how information is presented rather than just the information itself. Crucial for designers to minimize bias in how information is presented to users.
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 discrepancy between what people intend to do and what they actually do. Crucial for designing interventions that bridge the gap between user intentions and actions.
A phenomenon where people fail to recognize a repeated item in a visual sequence, impacting information processing and perception. Important for understanding visual perception and designing interfaces that avoid repetitive confusion.
A type of long-term memory involving information that can be consciously recalled, such as facts and events. Important for understanding how users retain and recall information in design.
The deteriorating quality of decisions made by an individual after a long session of decision making, due to mental exhaustion. Important for designing interfaces that minimize cognitive load and simplify decision processes.
The process of encoding sensory input that has particular meaning or can be applied to a context, enabling deeper processing and memory retention. Important for understanding how information is processed and stored, enhancing design of educational content.
The phenomenon where having too many options leads to anxiety and difficulty making a decision, reducing overall satisfaction. Important for designing user experiences that balance choice and simplicity to enhance satisfaction.
A cognitive bias where individuals' expectations influence their perceptions and judgments. Relevant for understanding how expectations skew perceptions and decisions among users.
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.
A cognitive bias where users believe they have explored all available content, even when more is present. Important for designing interfaces that clearly indicate the presence of additional content.
The visible elements of a brand, such as color, design, and logo, that identify and distinguish the brand in consumers' minds. Crucial for creating a recognizable and cohesive brand presence that resonates with target audiences.
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 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.
The theory that people adjust their behavior in response to the perceived level of risk, often taking more risks when they feel more protected. Important for designing safety features and understanding behavior changes in response to risk perception.
A cognitive bias where individuals overestimate their ability to control impulsive behavior, leading to overexposure to temptations. Important for designing systems that help users manage self-control and avoid overexposure to temptations.
The tendency to attribute intentional actions to others' behaviors, often overestimating their intent. Important for understanding and mitigating biases in user interactions and feedback.
A cognitive bias where people place too much importance on one aspect of an event, causing errors in judgment. Important for understanding decision-making and designing interfaces that provide balanced information.
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 phenomenon where users fail to notice significant changes in their visual field. Important for understanding and designing around potential user perception issues.
A cognitive shortcut that relies on the recognition of one option over another to make a decision, often used when individuals have limited information. Crucial for designing interfaces and experiences that facilitate quick and effective decision-making.
Readability is a design principle that emphasizes making text easy to read and understand. Crucial for enhancing user comprehension and engagement in digital and print media.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals. Crucial for enhancing user engagement and motivation in various contexts.
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.
A motivational theory suggesting that individuals are motivated to act based on the expected outcomes of their actions and the attractiveness of those outcomes. Important for understanding motivation and behavior, distinct from decision-making under uncertainty.
The persistence of misinformation in memory and influence on reasoning, even after it has been corrected. Crucial for understanding and mitigating the impact of misinformation in design and communication.
A decision-making strategy that involves choosing an option that meets the minimum requirements rather than seeking the optimal solution, balancing effort and outcome. Important for designing user experiences that accommodate decision-making under constraints.
A decision-making rule where individuals choose the option with the highest perceived value based on the first good reason that comes to mind, ignoring other information. Crucial for understanding and designing for quick decision-making processes.
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 decision-making is affected by the lack of information or uncertainty. Important for understanding and mitigating user decision-making biases due to uncertainty or lack of information.
The tendency to search for, interpret, and remember information in a way that confirms one's preexisting beliefs or hypotheses. Crucial for understanding cognitive biases that affect user decision-making and designing interventions to mitigate them.
A concept in transactional analysis that describes three different aspects of the self: Parent, Adult, and Child, each influencing behavior and communication. Important for designing communication strategies and interfaces that resonate with different user states.
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 strategic decision making, incorporating psychological insights into traditional game theory models. Useful for understanding complex user interactions and designing systems that account for strategic behavior.
The tendency for people to prefer things that are easy to think about and understand. Important for designing user interfaces that are intuitive and easy to use.
The series of actions or operations involved in the acquisition, interpretation, storage, and retrieval of information. Crucial for understanding how users handle information and designing systems that align with cognitive processes.
A cognitive bias where people prefer familiar things over unfamiliar ones, even if the unfamiliar options are objectively better. Useful for designing interfaces and products that leverage familiar elements to enhance user comfort.
A cognitive approach where information is processed at a surface level, focusing on basic features rather than deeper meaning, often leading to poorer memory retention. Important for designing educational and informational content that encourages deeper processing and understanding.
A cognitive process that groups information into manageable units, making it easier to remember and process. Important for designing user interfaces that enhance usability and information retention.
The study of how individuals make choices among alternatives and the principles that guide these choices. Important for designing decision-making processes and interfaces that help users make informed choices.
Environmental signals that influence behavior and decision-making, such as signage, prompts, or notifications. Useful for designing environments and systems that effectively guide user behavior.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice. Important for understanding user habits and designing intuitive user interfaces.
The phenomenon where external incentives diminish intrinsic motivation, leading to reduced performance or engagement. Important for designing motivational strategies that do not undermine intrinsic motivation.
A cognitive bias where people avoid negative information or situations, preferring to remain uninformed or ignore problems. Important for understanding user behavior and designing systems that encourage proactive engagement.
Methods and techniques used to overcome mental blocks that hinder creative thinking and problem-solving. Crucial for maintaining productivity and fostering innovation in design.
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.
The act of designing and implementing subtle interventions to influence behavior in a predictable way. Crucial for guiding user behavior effectively without limiting freedom of choice.
The tendency to favor people who are similar to oneself in terms of background, beliefs, or interests. Important for recognizing and mitigating bias in user research and team dynamics.
A theory that emphasizes the role of emotions in risk perception and decision-making, where feelings about risk often diverge from cognitive assessments. Important for designing systems that account for emotional responses to risk and improve decision-making.
The tendency for individuals to continue a behavior or endeavor as a result of previously invested resources (time, money, or effort) rather than future potential benefits. Important for understanding decision-making biases and designing systems that help users avoid irrational persistence.
A theoretical approach that focuses on observable behaviors and dismisses internal processes, emphasizing the role of environmental factors in shaping behavior. Foundational for understanding how external factors influence user behavior and for designing behavior-based interventions.
A framework that combines multiple theories to explain and predict behavior, focusing on intention, knowledge, skills, environmental constraints, and habits. Crucial for designing interventions that effectively change user behavior.
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.
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.
The experience of noticing something for the first time and then frequently encountering it shortly after, also known as frequency illusion. Important for understanding user perception and cognitive biases in information processing.
The drive to perform an activity due to external rewards or pressures rather than for the inherent enjoyment of the activity itself. Important for designing systems that effectively use external incentives to motivate user behavior.
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.