Peak End Rule
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.
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.
The phenomenon where individuals' expectations about a situation influence their actual experience of that situation.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction.
The practice of designing products that evoke specific emotional responses to enhance user experience and engagement.
The tendency for negative information to have a greater impact on one's psychological state and processes than neutral or positive information.
The study of how the brain perceives and responds to art and design, exploring the neural basis for aesthetic experiences.
The psychological discomfort experienced when parting with money, influenced by the payment method and context.
A team focused on designing and improving the user experience across products and services.
The practice of designing products, services, and environments with a focus on the overall user experience.