Declarative Memory
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.
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 phenomenon where people follow the direction of another person's gaze, influencing their attention and behavior. Important for understanding visual attention and designing more effective visual cues in interfaces.
A Gestalt principle stating that elements with a distinct visual feature (e.g., a unique color, size, or shape) capture attention and are perceived as a focal point. Crucial for designing interfaces that direct attention toward visual elements that signal and enable forward progress.
A Gestalt principle that describes the visual relationship between a figure and its background, crucial for understanding visual perception. Important for designing clear and effective visual hierarchies in user interfaces.
A cognitive bias where someone mistakenly assumes that others have the same background knowledge they do. Essential for designers to ensure communications and products are clear and accessible to all users, regardless of their background knowledge.
A cognitive bias where people assume others share the same beliefs, values, or preferences as themselves. Important for helping designers avoid projecting their own biases and assumptions onto users during research and design.
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.
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 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 process where ideas are brought together to find a single, best solution to a problem. Important for problem-solving and decision-making in design processes.
A type of sensory memory that briefly holds visual information for a fraction of a second. Useful for understanding how users process visual information and designing interfaces accordingly.
A tendency for respondents to answer questions in a manner that is not truthful or accurate, often influenced by social desirability or survey design. Important for understanding and mitigating biases in survey and research data.
A Gestalt principle stating that elements moving in the same direction are perceived as a group or a single entity. Crucial for creating visual designs that effectively convey movement and relationships.
The process of predicting how one will feel in the future, which often involves biases and inaccuracies. Important for understanding user behavior and decision-making, aiding in the design of better user experiences.
The ability to recognize, understand, and manage one's own emotions and the emotions of others. Essential for designing empathetic user experiences and effective team collaboration.
The concept that humans have a finite capacity for attention, influencing how they perceive and interact with information. Crucial for designing user experiences that are not overwhelming and facilitate focus.
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.
An organization that applies behavioral science to policy and practice to improve public services and outcomes. Important for understanding practical applications of behavioral science in policy and public services.
The tendency for individuals to present themselves in a favorable light by overreporting good behavior and underreporting bad behavior in surveys or research. Crucial for designing research methods that mitigate biases and obtain accurate data.
A cognitive bias where people prefer the option that seems to eliminate risk entirely, even if another option offers a greater overall benefit. Important for understanding decision-making and designing risk communication for users.
The process by which attention is guided by internal goals and external stimuli, affecting how information is processed and remembered. Useful for designing user interfaces that direct user attention effectively.
A cognitive bias where people ignore general statistical information in favor of specific information. Critical for designers to use general statistical information to improve decision-making accuracy and avoid bias.
A cognitive bias where people judge the likelihood of an event based on the size of its category rather than its actual probability. Crucial for designers to understand how category size influences user perception and decision-making processes.
The study of computers as persuasive technologies, focusing on how they can change attitudes or behaviors. Important for designing systems that effectively influence user behavior ethically.
A strategy where an additional, less attractive option is introduced to make other pricing options look more appealing, often steering customers towards a particular choice. Important for guiding user decisions and increasing the perceived value of targeted pricing tiers.
Research aimed at exploring and identifying new opportunities, needs, and ideas to inform the design process. Essential for discovering user insights and guiding innovative design solutions.
A model of organizational change management that involves preparing for change (unfreeze), implementing change (change), and solidifying the new state (refreeze). Important for successfully implementing and sustaining changes in product design processes and organizational practices.
Information Visualization (InfoVis) is the study and practice of visual representations of abstract data to reinforce human cognition. Crucial for transforming complex data into intuitive visual formats, enabling faster insights and better decision-making.
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.
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 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.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice. Important for understanding user habits and designing intuitive user interfaces.
A cognitive bias where people seek out more information than is needed to make a decision, often leading to analysis paralysis. Crucial for designing decision-making processes that avoid information overload for users.
The economic theory that suggests limited availability of a resource increases its value, influencing decision-making and behavior. Important for creating urgency and increasing perceived value in marketing.
The use of universal character types and personalities to define and communicate a brand's identity. Important for creating a relatable and memorable brand personality.
The ability to use learned knowledge and experience, often increasing with age and accumulated learning. Important for understanding how expertise and knowledge accumulation impact design and decision-making.
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.
Methods and techniques used to overcome mental blocks that hinder creative thinking and problem-solving. Crucial for maintaining productivity and fostering innovation in design.
A logical fallacy in which it is assumed that qualities of one thing are inherently qualities of another, due to an irrelevant association. Important for avoiding incorrect associations in user research and data interpretation.
An experimental design where different groups of participants are exposed to different conditions, allowing for comparison between groups. Important for understanding and applying different experimental designs in user research.
A pricing strategy that offers a middle option with substantial value at a moderate price, often perceived as the best deal by users. Useful for driving sales by presenting a balanced choice that appears more attractive relative to higher and lower-priced options.
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.
Small rewards or incentives given to users to encourage specific behaviors or actions. Important for motivating user engagement and fostering desired behaviors.
A logical fallacy where anecdotal evidence is used to make a broad generalization. Crucial for improving critical thinking and avoiding misleading conclusions.
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 judge the strength of arguments based on the believability of their conclusions rather than the logical strength of the arguments. Important for understanding cognitive biases that affect decision-making and user perceptions.
A cognitive bias where individuals or organizations continue to invest in a failing project or decision due to the amount of resources already committed. Important for designers to recognize and mitigate their own risks of continuing unsuccessful initiatives.
A cognitive bias where people disproportionately prefer smaller, immediate rewards over larger, later rewards. Important for understanding and designing around user decision-making and reward structures.
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 mental shortcut where current emotions influence decisions, often bypassing logic and reasoning. Important for understanding how emotions impact user decisions, aiding in more effective design and marketing.
Managing product development with a focus on understanding and influencing user behavior through behavioral science principles. Essential for product managers to create user-centric products that drive desired behaviors.
A principle that states the time it takes to make a decision increases with the number and complexity of choices available. Crucial for designing user interfaces that minimize cognitive load and enhance decision-making efficiency.
A cognitive architecture model that explains how humans can learn and adapt to new tasks. Useful for understanding user learning and behavior adaptation, informing better user experience design.
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 idea that self-control or willpower draws upon a limited pool of mental resources that can be used up. Useful for designing user experiences that consider the limitations of willpower and self-control.
The minimum difference in stimulus intensity that a person can detect, also known as the just noticeable difference (JND). Crucial for designing user interfaces that are sensitive to changes in user input and feedback.
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.
The study of how people make choices about what and how much to do at various points in time, often involving trade-offs between costs and benefits occurring at different times. Crucial for designing systems that account for delayed gratification and long-term planning.
A phenomenon where users fail to notice significant changes in their visual field. Important for understanding and designing around potential user perception issues.
The tendency to overestimate how much our future preferences and behaviors will align with our current preferences and behaviors. Important for understanding user behavior and designing experiences that account for changes over time.