Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
A dark pattern where the user is tricked into publicly sharing more information about themselves than they intended.
The design of environments in which people make decisions, influencing their choices and behaviors.
A motivational theory suggesting that individuals are motivated to act based on the expected outcomes of their actions and the attractiveness of those outcomes.
The concept that humans have a finite capacity for attention, influencing how they perceive and interact with information.
A phenomenon where users fail to notice significant changes in their visual field.
Research aimed at exploring and identifying new opportunities, needs, and ideas to inform the design process.
The phenomenon where having too many options leads to anxiety and difficulty making a decision, reducing overall satisfaction.
A mental shortcut where current emotions influence decisions, often bypassing logic and reasoning.