Placement Bias
A cognitive bias where people overemphasize information that is placed prominently or in a way that catches their attention first. Crucial for designing interfaces and information displays that manage user attention effectively.
A cognitive bias where people overemphasize information that is placed prominently or in a way that catches their attention first. Crucial for designing interfaces and information displays that manage user attention effectively.
The enhancement or diminishment of perception, cognition, or related performance as a result of exposure to a stimulus of greater or lesser value in the same dimension. Useful for designing interfaces that leverage contrasting elements to guide user attention and behavior.
A theory that describes how individuals pursue goals using either a promotion focus (seeking gains) or a prevention focus (avoiding losses). Crucial for designing motivation strategies and understanding user behavior in goal pursuit.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance. Important for designing systems that encourage consistent user behavior.
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 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.
The drive to perform an activity for its inherent satisfaction rather than for some separable consequence. Crucial for designing experiences that engage users through inherent enjoyment and interest.
A cognitive bias where individuals evaluate outcomes relative to a reference point rather than on an absolute scale. Essential for understanding decision-making and consumer behavior.
A model by Don Norman outlining the cognitive steps users take when interacting with a system: goal formation, planning, specifying, performing, perceiving, interpreting, and comparing. Important for designing user-friendly and effective products by understanding and supporting user behavior at each stage.
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 perform actions or behaviors automatically due to learning, repetition, and practice. Important for understanding user habits and designing intuitive user interfaces.
A phenomenon where the success or failure of a design or business outcome is influenced by external factors beyond the control of the decision-makers, akin to serendipity. Important for recognizing and accounting for external influences in performance evaluations to ensure fair assessments and informed decisions.
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.
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 mental and physical effort required to complete a task, influencing user experience and performance. Crucial for designing systems that minimize cognitive and physical load, enhancing usability and efficiency.
A logical fallacy where people assume that specific conditions are more probable than a single general one. Important for understanding and addressing cognitive biases in user behavior.
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 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.
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 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.
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 prompt or cue that initiates a behavior or response, often used in behavior design to encourage specific actions. Crucial for designing systems that effectively prompt desired user behaviors.
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 perceive an outcome as certain while it is actually uncertain, based on how information is presented. Crucial for understanding and mitigating biased user decision-making.
The tendency for individuals to favor information that aligns with their existing beliefs and to avoid information that contradicts them. Crucial for understanding how users engage with content and designing systems that present balanced perspectives.
The belief that abilities and intelligence can be developed through dedication and hard work. Important for fostering a culture of continuous learning and improvement.
A logical fallacy where anecdotal evidence is used to make a broad generalization. Crucial for improving critical thinking and avoiding misleading conclusions.
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.
Small rewards or incentives given to users to encourage specific behaviors or actions. Important for motivating user engagement and fostering desired behaviors.
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.
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 model that explains behavior change through the interaction of three elements: motivation, ability, and triggers. Crucial for designing interventions and experiences that effectively change user behavior.
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 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 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.
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 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 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 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.
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.
The tendency for people to feel more motivated and accelerate their efforts as they get closer to achieving a goal. Important for designing systems that motivate users effectively.
A Gestalt principle where the mind completes incomplete figures to form a whole, aiding in the perception of shapes and objects. Crucial for designing visual elements that are easily understood by users.
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.
The process of defining how a product is perceived in the minds of consumers, relative to competing products, to create a unique market identity. Essential for differentiating a product and attracting the target market.
Large Language Model (LLM) is an advanced artificial intelligence system trained on vast amounts of text data to understand and generate human-like text. Essential for natural language processing tasks, content generation, and enhancing human-computer interactions across various applications in product design and development.
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 cognitive bias where individuals overestimate how well their thoughts, feelings, and emotions are understood by others. Crucial for designing communication and user interfaces that account for and mitigate this bias.
A decision-making strategy where individuals allocate resources proportionally to the probability of an outcome occurring, rather than optimizing the most likely outcome. Important for understanding decision-making behaviors and designing systems that guide better resource allocation.
A tool used in education to help learners organize and structure new information before learning it in detail. Useful for designing educational content and onboarding materials that facilitate better learning and 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.
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 to attribute positive qualities to one's own choices and downplay the negatives, enhancing post-decision satisfaction. Useful for understanding user satisfaction and designing experiences that reinforce positive decision outcomes.
A dark pattern where the user is tricked into publicly sharing more information about themselves than they intended. Designers must avoid this deceptive practice and ensure clear, consensual data sharing to respect user privacy.
A state of overthinking and indecision that prevents making a choice, often due to too many options or uncertainty. Important for designing interfaces that simplify decision-making processes for users.
A strategy where less immediate or tangible rewards are substituted with more immediate or tangible ones to encourage desired behaviors. Important for designing systems that leverage immediate incentives to promote long-term goals.
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 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.
A situation in which an individual is unable to make a decision due to the overwhelming number of options available. Important for designing interfaces that streamline decision-making processes for users.