Salience Bias
A cognitive bias where people focus on the most noticeable or prominent information while ignoring less conspicuous details. Important for understanding user decision-making and ensuring balanced presentation of information.
A cognitive bias where people focus on the most noticeable or prominent information while ignoring less conspicuous details. Important for understanding user decision-making and ensuring balanced presentation of information.
A psychological theory that predicts an individual's behavior based on their intention, which is influenced by their attitudes and subjective norms. Important for understanding and predicting user behavior and designing interventions to influence actions.
Universal, symbolic patterns and images that derive from the collective unconscious, used in design to create meaningful and resonant experiences. Useful for creating designs that tap into universal human experiences and emotions.
A cognitive bias where people underestimate the influence of emotional states on their own and others' behavior. Crucial for designers to account for varying user emotional states in experience design.
A key aspect of Gestalt psychology describing the mind's ability to fill in gaps to create a whole object from incomplete elements. Crucial for designing creative and engaging visuals that are both pleasing to the eye and cleverly satisfying to the mind.
A cognitive bias that causes people to attribute their own actions to situational factors while attributing others' actions to their character. Essential for helping designers recognize their own situational influences on interpreting user behavior and feedback.
The study of how people acquire knowledge, skills, and behaviors through experience, practice, and instruction. Useful for creating educational content and interactive tutorials that enhance user learning.
Zone of Proximal Development (ZPD) is a concept in educational psychology that describes the difference between what a learner can do independently and what they can achieve with guidance and support. Crucial for designing effective educational experiences and scaffolding that promote optimal learning and skill development.
A psychological state where individuals feel as though the success and well-being of a project or task is their personal responsibility, akin to having an "owner's mentality.". Essential for fostering accountability, motivation, and proactive engagement within a product design team.
A cognitive bias where individuals evaluate the value of bundled items differently than they would if the items were evaluated separately. Important for understanding user behavior and designing effective product bundles and pricing strategies.
The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.
A technique used to prime an audience before delivering a persuasive message. Essential for enhancing the effectiveness of persuasive communication by shaping audience receptivity.
A cognitive bias where individuals overestimate their own abilities, qualities, or performance relative to others. Important for understanding user self-perception and designing systems that account for inflated self-assessments.
Behavioral Science (BeSci) is the study of human behavior through systematic analysis and investigation. Essential for understanding and influencing user behavior in design and product development.
Anchoring (also known as Focalism) is a cognitive bias where individuals rely heavily on the first piece of information (the "anchor") when making decisions. Crucial for understanding and mitigating initial information's impact on user decision-making processes.
The tendency to cling to one's beliefs even in the face of contradictory evidence. Important for understanding resistance to change and designing interventions that address this bias.
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 pricing strategy where a high-priced option is introduced first to set a reference point, making other options seem more attractive in comparison. Important for shaping user perceptions of value and creating a benchmark for other pricing options.
A phenomenon where people are more likely to remember information when they are in the same state of consciousness as when they learned it. Important for understanding how context affects memory recall and designing experiences that facilitate better retention.
A key aspect of Gestalt psychology where complex patterns arise out of relatively simple interactions. Crucial for understanding how users perceive complex designs and patterns.
Designing products that leverage behavioral science to influence user behavior in positive ways. Crucial for creating products that are effective in shaping user behavior and improving engagement.
A theory that suggests there is an optimal level of arousal for peak performance, and too much or too little arousal can negatively impact performance. Important for designing experiences that keep users engaged without overwhelming them.
A phenomenon where group members make decisions that are more extreme than the initial inclination of its members due to group discussions and interactions. Crucial for understanding and mitigating the risks of extreme decision-making in group settings.
A phenomenon where users perceive greater value in a service or product if they believe more effort was involved in its creation or delivery. Important for enhancing perceived value and user satisfaction.
The tendency to believe that things will always function the way they normally have, often leading to underestimation of disaster risks. Important for understanding risk perception and designing systems that effectively communicate potential changes.
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.
The tendency to give more weight to negative experiences or information than positive ones. Crucial for understanding user behavior and designing systems that balance positive and negative feedback.
A self-reinforcing process in which a collective belief gains more plausibility through its increasing repetition in public discourse. Important for understanding how information spreads and influences public perception.
A cognitive bias where people overestimate the importance of information that is readily available. Essential for designers to understand and mitigate how easily accessible information can disproportionately influence decisions.
The tendency for individuals to recall information that is consistent with their current mood. Important for understanding how mood affects memory and designing experiences that account for emotional states.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions. Crucial for understanding user behavior and designing experiences that address both internal and external factors.
The tendency to overestimate the duration or intensity of the emotional impact of future events. Important for understanding user expectations and satisfaction.
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging. Important for creating relatable and engaging designs that resonate with users.
A mode of thinking, derived from Dual Process Theory, that is fast, automatic, and intuitive, often relying on heuristics and immediate impressions. Important for understanding how users make quick decisions and respond to design elements instinctively, aiding in the creation of intuitive and user-friendly interfaces.
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 cognitive bias where individuals' expectations influence their perceptions and judgments. Relevant for understanding how expectations skew perceptions and decisions among users.
The ability to identify and interpret patterns in data, often used in machine learning and cognitive psychology. Crucial for designing systems that leverage pattern recognition for predictive analytics and user interactions.
A cognitive bias where individuals interpret others' behaviors as having hostile intent, even when the behavior is ambiguous or benign. Important for understanding user interactions and designing experiences that mitigate negative interpretations.
Emotional states where individuals are calm and rational, often contrasted with hot states where emotions run high. Important for understanding decision-making processes and designing experiences that accommodate both states.
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 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 framework suggesting there are two systems of thinking: System 1 (fast, automatic) and System 2 (slow, deliberate), influencing decision-making and behavior. Crucial for understanding how users process information and make decisions.
A theory that a person's behavior is influenced by and influences personal factors and the environment, creating a continuous loop of interaction between these elements. Important for understanding how behavior, personal factors, and environmental contexts dynamically interact to shape user experiences and outcomes.
A cognitive bias where people attribute group behavior to the characteristics of the group members rather than the situation. Crucial for understanding team dynamics and avoiding misattribution in collaborative settings.
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 favor members of their own group over those in other groups. Important for designing inclusive and equitable experiences for users.
The study of narrative and narrative structure and the ways that these affect our perception. Useful for understanding and applying narrative techniques in design and communication.
A theory that explains how information is processed through different sensory modalities, such as visual, auditory, and tactile. Important for designing user experiences that engage multiple senses for better interaction and understanding.
A strategy where engaging, preferred activities are used to motivate users to complete less engaging, necessary tasks. Useful for designing user interfaces and experiences that encourage desired behaviors by leveraging more enjoyable activities as rewards.
A behavior change method that encourages the adoption of small, easy-to-do habits that can lead to larger, sustainable behavior changes. Important for designing systems that support gradual and sustainable behavior change.
A concept that humans make decisions within the limits of their knowledge, cognitive capacity, and available time, leading to satisficing rather than optimal solutions. Crucial for designing systems and processes that account for human cognitive limitations and decision-making processes.
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.
A behavioral economics concept where people categorize and treat money differently depending on its source or intended use. Crucial for understanding financial behavior and designing systems that align with users' mental accounting practices.
The tendency to perceive and interpret information based on prior experiences and expectations, influencing how different users perceive design differently. Important for designing interfaces that meet user expectations, improving usability and intuitive navigation.
A cognitive bias that leads individuals to prefer things to remain the same rather than change, often resisting new options or changes. Crucial for understanding resistance to change and designing strategies to overcome it among users.
A cognitive bias where individuals believe that past random events affect the probabilities of future random events. Important for designers to understand user decision-making biases related to randomness.
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 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.
A bias that occurs when researchers' expectations influence the outcome of a study. Crucial for designing research methods that ensure objectivity and reliability.
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.