Boundary Extension
A cognitive bias where people remember scenes as being more expansive than they actually were. Important for understanding how users perceive and recall visual information, aiding in better visual design decisions.
A cognitive bias where people remember scenes as being more expansive than they actually were. Important for understanding how users perceive and recall visual information, aiding in better visual design decisions.
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.
Customer Experience (CX) is the overall perception and feeling a customer has when interacting with a company, its products, or services. Crucial for ensuring positive interactions with a company, driving loyalty and satisfaction.
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.
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.
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.
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 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.
A psychological phenomenon where a person who has done a favor for someone is more likely to do another favor for that person than if they had received a favor from them. Useful for building positive relationships and encouraging cooperative behavior in design and user interactions.
Time to Value (TTV) is a metric that measures the time it takes for a customer to realize the value of a product or service after purchase. Crucial for optimizing customer satisfaction and improving business outcomes.
The underlying goal or motivation behind a user's search query, crucial for understanding and optimizing content to meet user needs and improve SEO. Essential for creating content that aligns with user needs and improving search engine rankings.
A visual technique used in Agile development to arrange user stories in a way that helps teams understand the user journey and prioritize work effectively. Crucial for ensuring that development efforts are aligned with user needs and priorities throughout the project.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals. Crucial for enhancing user engagement and motivation in various contexts.
A psychological effect where exposure to one stimulus influences the response to a subsequent stimulus, without conscious guidance or intention. Crucial for designing experiences that subtly guide user behavior and decision-making.
The tendency for people to value products more highly if they have put effort into assembling them. Important for understanding user satisfaction and product attachment.
A principle that states the time it takes to make a decision increases with the number and complexity of choices available. Crucial for designing user interfaces that minimize cognitive load and enhance decision-making efficiency.
The tendency to overestimate the duration or intensity of the emotional impact of future events. Important for understanding user expectations and satisfaction.
A cognitive bias that causes people to attribute their own actions to situational factors while attributing others' actions to their character. Essential for helping designers recognize their own situational influences on interpreting user behavior and feedback.
The design of environments in which people make decisions, influencing their choices and behaviors. Important for creating user experiences that guide decision-making processes effectively.
The phenomenon where having too many options leads to anxiety and difficulty making a decision, reducing overall satisfaction. Important for designing user experiences that balance choice and simplicity to enhance satisfaction.
A usability test where users are shown a design for 5 seconds to measure recall and initial reactions. Important for designers to test how well key information and elements are conveyed quickly to users.
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 research method in which participants interact with a series of potential product concepts in quick succession, providing rapid feedback on multiple ideas. Useful for quickly gathering user feedback on various concepts and iterating based on their preferences.
Measurements that track the effectiveness of each stage of the funnel, such as conversion rates and drop-off points. Crucial for identifying areas of improvement in the customer journey.
A technology and research method that measures where and how long a person looks at various areas on a screen or interface. Crucial for understanding user attention and improving interface design.
A phenomenon where vivid mental images can interfere with actual perception, causing individuals to mistake imagined experiences for real ones. Important for ensuring that marketing and product design set realistic user expectations to avoid disappointment and maintain brand integrity.
A strategy that focuses on identifying and addressing the specific problems or "pain points" of users in order to improve search engine rankings and attract more targeted traffic. Essential for creating content that directly addresses user needs and improves website visibility.
A reading pattern where users scan a page in horizontal stripes, focusing on headings and subheadings. Important for structuring content in a way that facilitates quick scanning and information retrieval.
A phenomenon where users fail to notice significant changes in their visual field. Important for understanding and designing around potential user perception issues.
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.
A psychological phenomenon where people remember uncompleted or interrupted tasks better than completed tasks. Crucial for designing engaging experiences that leverage task incompletion to maintain user interest.
Critical Incident Technique (CIT) is a method used to gather and analyze specific incidents that significantly contribute to an activity or outcome. This method is important for identifying key factors that influence performance and user satisfaction.
Feature Adoption Rate (FAR) is the percentage of users who adopt a new feature within a specified time period after its release. This metric is important for measuring the success and impact of new product features.
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.
An approach to design that relies on data and analytics to inform decisions and measure success. Crucial for making informed design decisions that are backed by evidence.
Messenger, Incentives, Norms, Defaults, Salience, Priming, Affect, Commitment, and Ego (MINDSPACE) is a framework used to understand and influence behavior. Crucial for designing interventions that effectively influence user behavior.
A cognitive bias where decision-making is affected by the lack of information or uncertainty. Important for understanding and mitigating user decision-making biases due to uncertainty or lack of information.
The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.
A cognitive architecture model that explains how humans can learn and adapt to new tasks. Useful for understanding user learning and behavior adaptation, informing better user experience design.
A business strategy where the product itself is the primary driver of customer acquisition, retention, and expansion, often through user experience and engagement. Essential for leveraging the product to drive business growth and achieve market success.
A system where outputs are fed back into the process as inputs, allowing for continuous improvement based on user responses. Crucial for iterative development and continuous improvement in design and product management.
A concept describing how motivation fluctuates over time, influenced by various factors such as goals, rewards, and external circumstances. Crucial for designing systems that align with users' motivational states to maximize engagement and productivity.
The experience of noticing something for the first time and then frequently encountering it shortly after, also known as frequency illusion. Important for understanding user perception and cognitive biases in information processing.
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 shortcut that relies on the recognition of one option over another to make a decision, often used when individuals have limited information. Crucial for designing interfaces and experiences that facilitate quick and effective decision-making.
A psychological phenomenon where repeated exposure to a stimulus leads to an increased preference for it. Useful for designing marketing and user engagement strategies that increase familiarity and preference.
Research conducted to assess the effectiveness, usability, and impact of a design or product. Essential for validating design decisions and improving user experiences.
A specific form of banner blindness where users ignore content placed in the right-hand rail of a web page. Important for optimizing web page layouts and placing critical information where it will be seen.
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.
Quantitative data that provides broad, numerical insights but often lacks the contextual depth that thick data provides. Useful for capturing high-level trends and patterns, but should be complemented with thick data to gain a deeper understanding of user behavior and motivations.
A mode of thinking, derived from Dual Process Theory, that is fast, automatic, and intuitive, often relying on heuristics and immediate impressions. Important for understanding how users make quick decisions and respond to design elements instinctively, aiding in the creation of intuitive and user-friendly interfaces.
A framework that combines multiple theories to explain and predict behavior, focusing on intention, knowledge, skills, environmental constraints, and habits. Crucial for designing interventions that effectively change user behavior.
The process of creating an interface that displays key performance indicators and metrics in a visually accessible way. Essential for monitoring performance and making data-driven decisions.
The study of how colors affect perceptions and behaviors. Important for designing experiences that evoke desired emotional responses from users.
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.
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.
The tendency to perceive a greater quantity as a better value, regardless of the actual utility. Important for understanding consumer behavior and designing effective marketing strategies.
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.
A cognitive phenomenon where people are more likely to pursue goals or change behavior following a temporal landmark (e.g., new year, birthday). Useful for designing interventions and features that leverage these moments to encourage positive behavior.
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.