Continuous Reinforcement
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance.
A temporary increase in the frequency and intensity of a behavior when reinforcement is first removed.
The process of enabling users to take control of their interactions with a product or system, enhancing their confidence and satisfaction.
The arrangement of information in a way that prioritizes the most important content, guiding users through the information in a logical order.
A dark pattern where users are shown a preview of content that is then gated behind a paywall or sign-up.
The way information is presented to users, which can significantly influence their decisions and perceptions.
Tell, Don't Ask (TDA) is a design principle in software engineering that promotes encapsulation by having objects handle their own data and actions.
A design approach that focuses on building a robust core experience first, then adding more advanced features and capabilities for users with more capable browsers or devices.
A technique for creating interactive web applications by exchanging data with the server in the background without reloading the entire page.