Winner’s Curse
A phenomenon where the winner of an auction tends to overpay due to emotional competition, leading to a less favorable outcome than anticipated.
A phenomenon where the winner of an auction tends to overpay due to emotional competition, leading to a less favorable outcome than anticipated.
A design principle that involves repeating elements to create consistency and unity, making the design more cohesive and understandable.
The process of creating representations of how users will interact with a system, including the flow of interactions and the overall experience.
A statistical rule stating that nearly all values in a normal distribution (99.7%) lie within three standard deviations (sigma) of the mean.
Quantitative measures used to track and assess the performance and success of a product, such as usage rates, customer satisfaction, and revenue.
The process of exceeding customer expectations to create a positive emotional reaction.
Observe, Orient, Decide, and Act (OODA) is a decision-making framework often used in strategic planning and rapid response situations.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
The tendency to overestimate how much our future preferences and behaviors will align with our current preferences and behaviors.