Empathy Gap
A cognitive bias where people underestimate the influence of emotional states on their own and others' behavior. Crucial for designers to account for varying user emotional states in experience design.
A cognitive bias where people underestimate the influence of emotional states on their own and others' behavior. Crucial for designers to account for varying user emotional states in experience design.
Easy, Attractive, Social, and Timely (EAST) is a behavioral insights framework used to influence behavior. Important for designing interventions and user experiences that effectively change behavior.
A theory that a person's behavior is influenced by and influences personal factors and the environment, creating a continuous loop of interaction between these elements. Important for understanding how behavior, personal factors, and environmental contexts dynamically interact to shape user experiences and outcomes.
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 practice of organizing the context in which people make decisions to influence the outcomes, often used to nudge users towards certain behaviors. Crucial for designing user experiences that guide decision-making and improve outcomes.
The process of providing incentives or rewards to encourage specific behaviors or actions. Important for motivating user behavior and increasing engagement.
A strategy where engaging, preferred activities are used to motivate users to complete less engaging, necessary tasks. Useful for designing user interfaces and experiences that encourage desired behaviors by leveraging more enjoyable activities as rewards.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions. Crucial for understanding user behavior and designing experiences that address both internal and external factors.
The way information is presented to users, which can significantly influence their decisions and perceptions. Important for designing messages and interfaces that guide user choices effectively.
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 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.
Interaction Design (IxD) focuses on creating engaging interfaces with well-thought-out behaviors. Crucial for ensuring intuitive and effective user interactions.
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.
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.
A cognitive bias where people judge harmful actions as worse, or less moral, than equally harmful omissions (inactions). Important for understanding user decision-making and designing systems that mitigate this bias.
A persuasion strategy that involves getting a person to agree to a small request to increase the likelihood of agreeing to a larger request later. Crucial for building user commitment and enhancing marketing and sales strategies.
Human-Centered Design (HCD) is an approach to problem-solving that involves the human perspective in all steps of the process. It ensures designs are user-friendly and meet actual user needs.
A motivational theory suggesting that individuals are motivated to act based on the expected outcomes of their actions and the attractiveness of those outcomes. Important for understanding motivation and behavior, distinct from decision-making under uncertainty.
A decision-making paradox that shows people's preferences can violate the expected utility theory, highlighting irrational behavior. Important for understanding inconsistencies in user decision-making and designing better user experiences.
A cognitive bias where people wrongly believe they have direct insight into the origins of their mental states, while treating others' introspections as unreliable. Important for designing experiences that account for discrepancies between user self-perception and actual behavior.
The psychological phenomenon where humorous content is more easily remembered and perceived positively by users. Useful for creating engaging and memorable user experiences.
A reading pattern where users skip over certain sections of content, often due to a lack of perceived relevance. Crucial for designing content that is engaging and relevant to prevent users from bypassing important information.
Research conducted in natural settings to collect data on how people interact with products or environments in real-world conditions. Crucial for gaining authentic insights into user behaviors and contexts.
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 people disproportionately prefer smaller, immediate rewards over larger, later rewards. Important for understanding and designing around user decision-making and reward structures.
The mistaken belief that a person who has experienced success in a random event has a higher probability of further success in additional attempts. Crucial for understanding and designing around user decision-making biases.
A cognitive bias where individuals interpret others' behaviors as having hostile intent, even when the behavior is ambiguous or benign. Important for understanding user interactions and designing experiences that mitigate negative interpretations.
A cognitive bias where people overestimate the probability of success for difficult tasks and underestimate it for easy tasks. Useful for designers to understand user confidence and design
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 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.
The hypothesis that safety measures may lead to behavioral changes that offset the benefits of the measures, potentially leading to risk compensation. Crucial for understanding risk behavior and designing systems that account for compensatory behaviors.
A cognitive bias where individuals tend to avoid risks when they perceive potential losses more acutely than potential gains. Important for understanding decision-making behavior in users and designing systems that mitigate risk aversion.
A tendency to avoid making decisions that might lead to regret, influencing risk-taking and decision-making behaviors. Crucial for understanding decision-making processes and designing systems that minimize regret.
A framework for understanding what drives individuals to act, involving theories such as Maslow's hierarchy of needs. Important for designing products and experiences that align with users' intrinsic and extrinsic motivations.
The observed tendency of humans to quickly return to a relatively stable level of happiness despite major positive or negative events or life changes. Useful for designing experiences that maintain user engagement and satisfaction over time.
The study of how colors affect perceptions and behaviors. Important for designing experiences that evoke desired emotional responses from users.
The reduction of restraint in behavior, often due to the absence of social cues, which can lead to impulsive actions and emotional outbursts. Important for understanding user behavior in online and anonymous contexts.
The tendency to attribute intentional actions to others' behaviors, often overestimating their intent. Important for understanding and mitigating biases in user interactions and feedback.
A cognitive bias where individuals better remember the most recent information they have encountered, influencing decision-making and memory recall. Important for designing user experiences that leverage or mitigate the impact of recent information.
The cognitive bias where people treat a set of items as more significant when they are perceived as a cohesive group. Important for understanding user perception and decision-making.
A cognitive bias that leads individuals to prefer things to remain the same rather than change, often resisting new options or changes. Crucial for understanding resistance to change and designing strategies to overcome it among users.
The psychological discomfort experienced when parting with money, influenced by the payment method and context. Crucial for understanding spending behavior and designing payment systems that mitigate discomfort.
The tendency for individuals to give positive responses or feedback out of politeness, regardless of their true feelings. Crucial for obtaining honest and accurate user feedback.
A cognitive bias where people overestimate the importance of information that is readily available. Essential for designers to understand and mitigate how easily accessible information can disproportionately influence decisions.
A cognitive bias that causes people to overestimate the likelihood of negative outcomes. Important for understanding user risk perception and designing systems that address irrational pessimism.
A concept in transactional analysis that describes three different aspects of the self: Parent, Adult, and Child, each influencing behavior and communication. Important for designing communication strategies and interfaces that resonate with different user states.
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.
The study of social relationships, structures, and processes. Important for understanding the impact of social dynamics on user behavior and designing for social interactions.
The perception of a relationship between two variables when no such relationship exists. Crucial for understanding and avoiding biases in data interpretation and decision-making.
The phenomenon where the credibility of the source of information influences how the message is received and acted upon. Crucial for designing communication strategies that leverage trusted sources.
The tendency for negative information to have a greater impact on one's psychological state and processes than neutral or positive information. Important for understanding and mitigating the impact of negative information.
The tendency for the first items presented in a sequence to be remembered better than those in the middle. Crucial for designing information presentation and improving memory retention.
A cognitive bias that causes people to believe they are less likely to experience negative events and more likely to experience positive events than others. Crucial for understanding user risk perception and designing systems that account for unrealistic optimism.
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 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 individuals strengthen their beliefs when presented with evidence that contradicts them. Important for understanding user resistance to change and designing strategies to address and mitigate this bias.
A technique used to prime an audience before delivering a persuasive message. Essential for enhancing the effectiveness of persuasive communication by shaping audience receptivity.
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.
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.
Minimum Viable Experience (MVE) is the simplest version of a product that delivers a complete and satisfying user experience while meeting core user needs. Essential for rapidly validating product concepts and user experience designs while ensuring that even early versions of a product provide value and a positive impression to users.