Premack Principle
A strategy where engaging, preferred activities are used to motivate users to complete less engaging, necessary tasks.
A strategy where engaging, preferred activities are used to motivate users to complete less engaging, necessary tasks.
A theory that describes how individuals pursue goals using either a promotion focus (seeking gains) or a prevention focus (avoiding losses).
Elements in a process that cause resistance or slow down user actions, which can lead to frustration or be used intentionally to prevent errors and encourage deliberate actions.
The ratio of interactive elements (links, buttons) to the number of goals on a landing page.
A step-by-step guide that helps users complete a complex task by breaking it down into manageable steps.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The principle stating that there is a limit to the amount of complexity that users can handle, and if designers don't manage complexity, users will.
A usability testing method that measures the first click users make on a webpage to determine if they can successfully navigate to their goal.
Designing products that leverage behavioral science to influence user behavior in positive ways.