Crystallized Intelligence
The ability to use learned knowledge and experience, often increasing with age and accumulated learning. Important for understanding how expertise and knowledge accumulation impact design and decision-making.
The ability to use learned knowledge and experience, often increasing with age and accumulated learning. Important for understanding how expertise and knowledge accumulation impact design and decision-making.
A set of cognitive processes that include working memory, flexible thinking, and self-control, crucial for planning, decision-making, and behavior regulation. Crucial for designing interfaces and experiences that support users' cognitive abilities.
A cognitive bias where individuals underestimate their own abilities and performance relative to others, believing they are worse than average. Important for understanding self-perception biases among designers and designing systems that support accurate self-assessment.
A cognitive bias where individuals with low ability at a task overestimate their ability, while experts underestimate their competence. Crucial for designers to create educational content and user interfaces that accommodate varying levels of user expertise.
A cognitive bias where people judge the likelihood of an event based on its relative size rather than absolute probability. Important for understanding user decision-making biases and designing systems that present information accurately.
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.
A cognitive bias where individuals overestimate their ability to control impulsive behavior, leading to overexposure to temptations. Important for designing systems that help users manage self-control and avoid overexposure to temptations.
The cognitive bias where people treat a set of items as more significant when they are perceived as a cohesive group. Important for understanding user perception and decision-making.
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 framework suggesting there are two systems of thinking: System 1 (fast, automatic) and System 2 (slow, deliberate), influencing decision-making and behavior. Crucial for understanding how users process information and make decisions.
Also known as "Maslow's Hammer," a cognitive bias where people rely too heavily on a familiar tool or method, often summarized as "if all you have is a hammer, everything looks like a nail.". Important for designers to recognize and avoid over-reliance on familiar methods in problem-solving and design.
A rule-of-thumb or shortcut that simplifies decision-making and problem-solving processes. Essential for designing user-friendly interfaces that facilitate quick and efficient decision-making.
A phenomenon where the probability of recalling an item from a list depends on the length of the list. Important for understanding memory processes and designing effective information presentation.
A phenomenon where information is better remembered if it is generated from one's own mind rather than simply read. Useful for designing educational and interactive content that enhances memory retention.
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.
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 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.
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 design technique that involves showing only essential information initially, revealing additional details as needed to prevent information overload. Crucial for creating user-friendly interfaces that enhance usability and reduce cognitive load.
A cognitive bias where people give greater weight to outcomes that are certain compared to those that are merely probable. Important for designers to consider how users weigh certain outcomes more heavily in their decision-making.
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 tendency for people to overestimate their ability to control events. Important for understanding user behavior and designing experiences that manage expectations.
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 phenomenon where new information interferes with the ability to recall previously learned information, affecting memory retention. Crucial for understanding memory dynamics and designing educational or training programs.
The tendency for individuals to recall information that is consistent with their current mood. Important for understanding how mood affects memory and designing experiences that account for emotional states.
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 logical fallacy where anecdotal evidence is used to make a broad generalization. Crucial for improving critical thinking and avoiding misleading conclusions.
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. Crucial for designing user-friendly systems that manage complexity effectively.
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 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 phenomenon where people continue a failing course of action due to the amount of resources already invested. Important for recognizing and mitigating biased decision-making.
A phenomenon where people better understand and remember information when it is presented visually. Crucial for designing effective and engaging visual content.
A behavioral economics concept where people categorize and treat money differently depending on its source or intended use. Crucial for understanding financial behavior and designing systems that align with users' mental accounting practices.
A self-reinforcing process in which a collective belief gains more plausibility through its increasing repetition in public discourse. Important for understanding how information spreads and influences public perception.
The error of making decisions based solely on quantitative observations and ignoring all other factors. Important for ensuring a holistic approach to 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.
Zone of Proximal Development (ZPD) is a concept in educational psychology that describes the difference between what a learner can do independently and what they can achieve with guidance and support. Crucial for designing effective educational experiences and scaffolding that promote optimal learning and skill development.
Case-Based Reasoning (CBR) is an AI method that solves new problems based on the solutions of similar past problems. This approach is essential for developing intelligent systems that learn from past experiences to improve problem-solving capabilities.
A phenomenon where an item that stands out is more likely to be remembered than other items, often used in design to highlight important elements. Crucial for designing interfaces that effectively capture user attention.
A Gestalt principle that states that objects that are similar in appearance are perceived as being more related than objects that are dissimilar. Essential for creating visually cohesive and intuitive designs.
Perceivable, Operable, Understandable, and Robust (POUR) are the four main principles of web accessibility. These principles are essential for creating inclusive digital experiences that can be accessed and used by people with a wide range of abilities and disabilities.
A set of algorithms, modeled loosely after the human brain, designed to recognize patterns and perform complex tasks. Essential for developing advanced AI applications in various fields.
Methods and techniques used to overcome mental blocks that hinder creative thinking and problem-solving. Crucial for maintaining productivity and fostering innovation in design.
The study of psychology as it relates to the economic decision-making processes of individuals and institutions. Essential for understanding and influencing user decision-making and behavior in economic contexts.
A behavioral economic theory that describes how people choose between probabilistic alternatives that involve risk, where the probabilities of outcomes are known. Crucial for understanding decision-making under risk and designing systems that align with user behavior.
Environmental signals that influence behavior and decision-making, such as signage, prompts, or notifications. Useful for designing environments and systems that effectively guide user behavior.
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.
A theory in economics that models how rational individuals make decisions under risk by maximizing the expected utility of their choices. Essential for understanding decision-making under risk.
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 study of how psychological influences affect financial behaviors and decision-making. Essential for understanding and influencing financial decision-making and behavior.