Haptics
The technology of transmitting and understanding information through touch. Crucial for enhancing user interactions with devices and systems through tactile feedback.
The technology of transmitting and understanding information through touch. Crucial for enhancing user interactions with devices and systems through tactile feedback.
A theory that emphasizes the role of emotions in risk perception and decision-making, where feelings about risk often diverge from cognitive assessments. Important for designing systems that account for emotional responses to risk and improve decision-making.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice. Important for understanding user habits and designing intuitive user interfaces.
The study of computers as persuasive technologies, focusing on how they can change attitudes or behaviors. Important for designing systems that effectively influence user behavior ethically.
The study of how individuals make choices among alternatives and the principles that guide these choices. Important for designing decision-making processes and interfaces that help users make informed choices.
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.
Readability is a design principle that emphasizes making text easy to read and understand. Crucial for enhancing user comprehension and engagement in digital and print media.
The style and attitude of the communication in a product, reflecting the brand's personality and affecting how messages are perceived by users. Important for creating a consistent and engaging user experience that aligns with the brand identity.
A method of comparing two versions of a webpage or app to see which performs better in terms of user engagement or conversions. Crucial for designers and product managers to test variations and optimize user experience and performance.
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.
The tendency to forget information that can be easily found online, also known as digital amnesia. Important for understanding how access to information impacts memory and designing experiences accordingly.
The tendency for images to be more easily remembered than words, highlighting the power of visual communication. Crucial for designing effective visual content that enhances memory retention and user engagement.
The Principle of Exemplars is an information architecture guideline that uses representative examples to illustrate content categories. Crucial for enhancing user understanding and facilitating content discovery.
A research method that focuses on understanding phenomena through in-depth exploration of human behavior, opinions, and experiences, often using interviews or observations. Essential for gaining deep insights into user needs and behaviors to inform design and development.
The Principle of Disclosure is an information architecture guideline that promotes revealing information progressively as users need it. Crucial for managing complexity and preventing information overload.
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.
Information Visualization (InfoVis) is the study and practice of visual representations of abstract data to reinforce human cognition. Crucial for transforming complex data into intuitive visual formats, enabling faster insights and better decision-making.
The phenomenon where people have a reduced ability to recall the last items in a list when additional, unrelated information is added at the end. Crucial for designing information presentation to optimize memory retention.
The change in opinions or behavior that occurs when individuals conform to the information provided by others. Important for understanding social dynamics and designing systems that leverage social proof and peer influence.
A cognitive bias where individuals give stronger weight to payoffs that are closer to the present time compared to those in the future. Important for understanding user time-related decision-making and designing systems that encourage long-term thinking.
A key aspect of Gestalt psychology describing the mind's ability to fill in gaps to create a whole object from incomplete elements. Crucial for designing creative and engaging visuals that are both pleasing to the eye and cleverly satisfying to the mind.
The belief in one's ability to succeed in specific situations or accomplish a task, influencing motivation and behavior. Crucial for designing systems that enhance user confidence and encourage goal achievement.
The ability to identify and interpret patterns in data, often used in machine learning and cognitive psychology. Crucial for designing systems that leverage pattern recognition for predictive analytics and user interactions.
A cognitive bias where people tend to believe that others are more affected by media messages and persuasive communications than they are themselves. Important for understanding media influence and designing communications that account for this bias in user perception.
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.
An approach to design that actively involves all stakeholders (e.g., employees, partners, customers) in the design process. Crucial for creating designs that truly meet user needs and expectations.
Behavioral Science (BeSci) is the study of human behavior through systematic analysis and investigation. Essential for understanding and influencing user behavior in design and product development.
The theory that people adjust their behavior in response to the perceived level of risk, often taking more risks when they feel more protected. Important for designing safety features and understanding behavior changes in response to risk perception.
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.
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.
The study of how the brain perceives and responds to art and design, exploring the neural basis for aesthetic experiences. Important for understanding the neurological underpinnings of aesthetic preferences and enhancing design impact.
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.
A cognitive bias where people perceive past events as having been more predictable than they actually were. Important for understanding and mitigating biases in user feedback and decision-making.
A design principle that states that contrasting elements (such as color, shape, size) can be used to draw attention and create visual interest. Important for creating visually engaging and accessible designs that guide user attention effectively.
A cognitive bias where bizarre or unusual information is better remembered than common information. Useful for designers to create memorable and engaging user experiences by incorporating unique elements.
The study of the principles that govern human behavior, including how people respond to stimuli and learn from their environment. Crucial for designing user experiences that anticipate and influence user behavior.
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 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.
A phenomenon where people fail to recognize a repeated item in a visual sequence, impacting information processing and perception. Important for understanding visual perception and designing interfaces that avoid repetitive confusion.
A heuristic where individuals evenly distribute resources across all options, regardless of their specific needs or potential. Useful for understanding and designing around simplistic decision-making strategies.
A cognitive bias where people prefer a greater variety of options when making simultaneous choices compared to sequential choices. Important for designers to consider user preferences for variety when designing choice architectures and product offerings.
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 phenomenon where people are more likely to remember information when they are in the same state of consciousness as when they learned it. Important for understanding how context affects memory recall and designing experiences that facilitate better retention.
A theory that suggests the depth of processing (shallow to deep) affects how well information is remembered. Important for designing educational content and user interfaces that enhance memory retention.
Anchoring (also known as Focalism) is a cognitive bias where individuals rely heavily on the first piece of information (the "anchor") when making decisions. Crucial for understanding and mitigating initial information's impact on user decision-making processes.
A cognitive approach that involves meaningful analysis of information, leading to better understanding and retention. Crucial for designing educational and informational content that promotes deep engagement and learning.
The study of how people acquire knowledge, skills, and behaviors through experience, practice, and instruction. Useful for creating educational content and interactive tutorials that enhance user learning.
The tendency to believe that things will always function the way they normally have, often leading to underestimation of disaster risks. Important for understanding risk perception and designing systems that effectively communicate potential changes.
The drive to perform an activity due to external rewards or pressures rather than for the inherent enjoyment of the activity itself. Important for designing systems that effectively use external incentives to motivate user behavior.
A temporary increase in the frequency and intensity of a behavior when reinforcement is first removed. Useful for understanding user behavior changes in response to modifications in design or system features.
Rich Internet Application (RIA) is a web application that offers interactive and engaging user experiences similar to desktop applications. Essential for providing enhanced functionality and better user interfaces on the web.
A cognitive bias where individuals evaluate the value of bundled items differently than they would if the items were evaluated separately. Important for understanding user behavior and designing effective product bundles and pricing strategies.
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 key aspect of Gestalt psychology that explains the tendency for ambiguous images to pop back and forth unstably between alternative interpretations in the mind. Important for understanding visual perception and designing interfaces that avoid ambiguity.
The study of how people make choices about what and how much to do at various points in time, often involving trade-offs between costs and benefits occurring at different times. Crucial for designing systems that account for delayed gratification and long-term planning.
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.
A cognitive bias where people prefer the option that seems to eliminate risk entirely, even if another option offers a greater overall benefit. Important for understanding decision-making and designing risk communication for users.
A principle often used in behavioral economics that suggests people evaluate options based on relative comparisons rather than absolute values. Important for understanding decision-making and designing choices that highlight beneficial comparisons.
Emotional states where individuals are calm and rational, often contrasted with hot states where emotions run high. Important for understanding decision-making processes and designing experiences that accommodate both states.