Egocentric Bias
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.
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 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.
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.
A Gestalt principle that states objects that are close to each other tend to be perceived as a group. Crucial for creating intuitive and organized visual designs that align with natural perceptual tendencies.
UI/UX design tactics that intentionally manipulate users into taking actions they might not otherwise take. Important for recognizing and avoiding unethical design practices.
A behavioral economic theory that describes how people choose between probabilistic alternatives that involve risk, where the probabilities of outcomes are known. Crucial for understanding decision-making under risk and designing systems that align with user behavior.
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 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 design concept where digital interfaces incorporate elements that resemble their real-world counterparts to make them more intuitive and familiar to users. Important for creating intuitive and user-friendly interfaces by leveraging familiar real-world cues.
A cognitive bias where people tend to remember the first and last items in a series better than those in the middle, impacting recall and memory. Crucial for designing information presentation to optimize user memory and recall.
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.
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 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 theory that explains how the amount of mental effort required to process information can impact user experience and task performance. Important for designing user interfaces that minimize unnecessary cognitive effort, enhancing usability and user satisfaction.
A dark pattern where availability is falsely limited to pressure users into making a purchase. Awareness of this deceptive practice is important to provide honest information about product availability.
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.
A sales technique used to uncover a prospect's pain points through a series of targeted questions. Important for understanding customer needs and driving effective sales conversations.
The practice of designing products, services, and environments with a focus on the overall user experience. Essential for creating holistic and meaningful interactions.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction. Crucial for creating products that are not only functional but also enjoyable, efficient, and satisfying to use.
The perception of a brand in the minds of consumers, shaped by interactions and experiences with the brand. Crucial for understanding consumer perceptions and guiding brand strategy.
User-Centered Design (UCD) is an iterative design approach that focuses on understanding users' needs, preferences, and limitations throughout the design process. Crucial for creating products that are intuitive, efficient, and satisfying for the intended users.
The rate at which employees leave a company and are replaced by new hires, often used as a measure of organizational health and stability. Essential for understanding workforce dynamics and designing strategies to improve employee retention.
The process of breaking down decisions into smaller, manageable stages to simplify the decision-making process. Useful for guiding users through complex decisions in a structured manner.
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.