Affective Forecasting
The process of predicting how one will feel in the future, which often involves biases and inaccuracies. Important for understanding user behavior and decision-making, aiding in the design of better user experiences.
The process of predicting how one will feel in the future, which often involves biases and inaccuracies. Important for understanding user behavior and decision-making, aiding in the design of better user experiences.
A dark pattern where the user is guilt-tripped into opting into something by using language designed to shame them if they decline. Designers must avoid this manipulative tactic and respect user decisions without using guilt or shame.
Managing product development with a focus on understanding and influencing user behavior through behavioral science principles. Essential for product managers to create user-centric products that drive desired behaviors.
A cognitive bias where one negative trait of a person or thing influences the perception of other traits. Important for designing experiences that counteract or mitigate negative biases in user perception.
The tendency for people to feel more motivated and accelerate their efforts as they get closer to achieving a goal. Important for designing systems that motivate users effectively.
The phenomenon where users perceive aesthetically pleasing designs as more usable, regardless of the actual usability. Important for designers to understand the impact of aesthetics on user perception and usability.
A theory that suggests there is an optimal level of arousal for peak performance, and too much or too little arousal can negatively impact performance. Important for designing experiences that keep users engaged without overwhelming them.
A psychological principle where people are more likely to be influenced by those they like. Important for understanding social influences and improving user engagement and marketing strategies.
The process by which attention is guided by internal goals and external stimuli, affecting how information is processed and remembered. Useful for designing user interfaces that direct user attention effectively.
A phenomenon where users perceive greater value in a service or product if they believe more effort was involved in its creation or delivery. Important for enhancing perceived value and user satisfaction.
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.
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.
A cognitive bias where individuals tend to focus on positive information or events more than negative ones, especially as they age. Useful for understanding user preferences and designing experiences that emphasize positive outcomes.
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.
The theory that users search for information in a manner similar to animals foraging for food, aiming to maximize value while minimizing effort. Important for designing efficient and user-centered information retrieval systems.
The process of triggering particular aspects of a person's identity to influence their behavior or decisions. Important for designing personalized and effective user experiences.
A cognitive bias where individuals overestimate their own abilities, qualities, or performance relative to others. Important for understanding user self-perception and designing systems that account for inflated self-assessments.
A cognitive bias where users believe they have explored all available content, even when more is present. Important for designing interfaces that clearly indicate the presence of additional content.
The use of visual elements to draw attention to important information or guide user actions. Important for enhancing user experience and ensuring key information is noticed.
A psychological perspective that emphasizes the study of the whole person and the uniqueness of each individual, focusing on concepts such as self-actualization and personal growth. Crucial for understanding and designing experiences that cater to individual user needs and potential.
A psychological phenomenon where people do something primarily because others are doing it. Important for understanding social influences on user behavior and trends.
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 Gestalt principle stating that people will perceive and interpret ambiguous or complex images as the simplest form(s) possible. Important for understanding visual perception and designing intuitive user interfaces.
UI/UX design tactics that intentionally manipulate users into taking actions they might not otherwise take. Important for recognizing and avoiding unethical design practices.
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 tendency to recall past behavior in a way that aligns with current beliefs and attitudes. Crucial for understanding how memories and self-perception can be influenced by current perspectives.
A key aspect of Gestalt psychology where complex patterns arise out of relatively simple interactions. Crucial for understanding how users perceive complex designs and patterns.
The ease with which visual information can be processed and understood by the viewer. Important for creating intuitive and accessible interfaces.
The minimum difference in stimulus intensity that a person can detect, also known as the just noticeable difference (JND). Crucial for designing user interfaces that are sensitive to changes in user input and feedback.
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 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.
The psychological phenomenon where people prefer options that are not too extreme, but just right. Crucial for designing products and experiences that cater to the majority preference.
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 drive to perform an activity for its inherent satisfaction rather than for some separable consequence. Crucial for designing experiences that engage users through inherent enjoyment and interest.
A design concept where digital interfaces incorporate elements that resemble their real-world counterparts to make them more intuitive and familiar to users. Important for creating intuitive and user-friendly interfaces by leveraging familiar real-world cues.
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.
A cognitive bias where a person's subjective confidence in their judgments is greater than their objective accuracy. Crucial for understanding user decision-making and designing systems that account for overconfidence.
A cognitive bias where people allow themselves to indulge after doing something positive, believing they have earned it. Important for understanding user behavior and designing systems that account for self-regulation.
The tendency for people to prefer things that are easy to think about and understand. Important for designing user interfaces that are intuitive and easy to use.
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.
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 place too much importance on one aspect of an event, causing errors in judgment. Important for understanding decision-making and designing interfaces that provide balanced information.
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.
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 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.
The attribution of human traits, emotions, or intentions to non-human entities, often used in design to make interfaces more relatable and engaging. Important for creating relatable and engaging designs that resonate with users.
A theory in environmental psychology that suggests people prefer environments where they can see (prospect) without being seen (refuge). Useful for understanding environmental design and creating spaces that feel safe and inviting.
A cognitive bias where people judge an experience largely based on how they felt at its peak (most intense point) and its end, rather than the total sum of the experience. Crucial for designing memorable and satisfying user experiences.
A cognitive bias where repeated statements are more likely to be perceived as true, regardless of their actual accuracy. Crucial for understanding how repetition influences beliefs and designing communication strategies for users.
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.
A mental shortcut that relies on immediate examples that come to mind when evaluating a specific topic, concept, method, or decision. Crucial for understanding how people make decisions and the biases that influence their choices.
A type of long-term memory involving information that can be consciously recalled, such as facts and events. Important for understanding how users retain and recall information in design.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment. Crucial for creating engaging and sticky user experiences.
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.
A psychological phenomenon where individuals are perceived as more likable if they make a mistake, provided they are generally competent. Important for understanding human perception and leveraging relatability in marketing and leadership.
A cognitive bias where someone mistakenly assumes that others have the same background knowledge they do. Essential for designers to ensure communications and products are clear and accessible to all users, regardless of their background knowledge.
A cognitive bias where people favor members of their own group over those in other groups. Important for designing inclusive and equitable experiences for users.
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.
The series of actions or operations involved in the acquisition, interpretation, storage, and retrieval of information. Crucial for understanding how users handle information and designing systems that align with cognitive processes.