Environmental Psychology
The study of the interplay between individuals and their surroundings, including built environments and natural settings. Essential for designing spaces that enhance well-being and productivity.
The study of the interplay between individuals and their surroundings, including built environments and natural settings. Essential for designing spaces that enhance well-being and productivity.
A psychological theory proposed by Abraham Maslow that outlines a five-tier model of human needs, ranging from basic physiological needs to self-actualization. Crucial for designing products and services that address various levels of user needs.
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 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 concept that humans make decisions within the limits of their knowledge, cognitive capacity, and available time, leading to satisficing rather than optimal solutions. Crucial for designing systems and processes that account for human cognitive limitations and decision-making processes.
Universal, symbolic patterns and images that derive from the collective unconscious, used in design to create meaningful and resonant experiences. Useful for creating designs that tap into universal human experiences and emotions.
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.
A cognitive bias that causes people to attribute their own actions to situational factors while attributing others' actions to their character. Essential for helping designers recognize their own situational influences on interpreting user behavior and feedback.
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 framework that explores the structure and function of stories and how they influence human cognition and behavior. Important for creating compelling and meaningful user experiences through storytelling.
A set of principles describing how the human mind organizes visual information into meaningful wholes. Crucial for designing intuitive digital interfaces and cohesive user experiences that align with natural human perception patterns.
The study of how humans interact with systems and products, focusing on improving usability and performance. Crucial for designing user-friendly systems and products.
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.
The study of strategic decision making, incorporating psychological insights into traditional game theory models. Useful for understanding complex user interactions and designing systems that account for strategic behavior.
Also known as Magical Number 7 +/- 2, a theory in cognitive psychology that states the average number of objects an individual can hold in working memory is about seven. Crucial for designing user interfaces that align with human cognitive limitations.
Human-Computer Interaction (HCI) is the study of designing interfaces and interactions between humans and computers. It ensures that digital products are user-friendly, efficient, and satisfying.
A theory of emotion suggesting that physical and emotional responses to stimuli occur simultaneously and independently. Important for understanding user emotions and designing empathetic user experiences.
A cognitive architecture model that explains how humans can learn and adapt to new tasks. Useful for understanding user learning and behavior adaptation, informing better user experience design.
The phenomenon where a humanoid object that appears almost, but not exactly, like a real human causes discomfort in observers. Important for understanding user reactions to lifelike robots and avatars.
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.
The set of human characteristics associated with a brand, which shape how consumers perceive it. Important for creating a relatable and engaging brand identity.
Practical applications of behavioral science to understand and influence human behavior in various contexts. Crucial for applying scientific insights to design and improve user experiences and outcomes.
A key aspect of Gestalt psychology that explains the tendency for ambiguous images to pop back and forth unstably between alternative interpretations in the mind. Important for understanding visual perception and designing interfaces that avoid ambiguity.
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.
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.
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.
Anchoring (also known as Focalism) is a cognitive bias where individuals rely heavily on the first piece of information (the "anchor") when making decisions. Crucial for understanding and mitigating initial information's impact on user decision-making processes.
The tendency to give more weight to negative experiences or information than positive ones. Crucial for understanding user behavior and designing systems that balance positive and negative feedback.
A theory of motivation that emphasizes the importance of autonomy, competence, and relatedness in fostering intrinsic motivation and psychological well-being. Important for understanding how to design experiences that support user motivation and well-being.
Representativeness is a heuristic in decision-making where individuals judge the probability of an event based on how much it resembles a typical case. Crucial for understanding biases in human judgment and improving decision-making processes.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions. Crucial for understanding user behavior and designing experiences that address both internal and external factors.
A theory that explains how information is processed through different sensory modalities, such as visual, auditory, and tactile. Important for designing user experiences that engage multiple senses for better interaction and understanding.
A framework for understanding what drives individuals to act, involving theories such as Maslow's hierarchy of needs. Important for designing products and experiences that align with users' intrinsic and extrinsic motivations.
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.
A tendency to avoid making decisions that might lead to regret, influencing risk-taking and decision-making behaviors. Crucial for understanding decision-making processes and designing systems that minimize regret.
The tendency to believe that things will always function the way they normally have, often leading to underestimation of disaster risks. Important for understanding risk perception and designing systems that effectively communicate potential changes.
A cognitive bias where the total probability assigned to a set of events is less than the sum of the probabilities assigned to each event individually. Important for understanding how users estimate probabilities and make decisions under uncertainty.
The ability to recognize, understand, and manage one's own emotions and the emotions of others. Essential for designing empathetic user experiences and effective team collaboration.
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.
The concept that humans have a finite capacity for attention, influencing how they perceive and interact with information. Crucial for designing user experiences that are not overwhelming and facilitate focus.
The study of the principles that govern human behavior, including how people respond to stimuli and learn from their environment. Crucial for designing user experiences that anticipate and influence user behavior.
A cognitive bias where individuals better remember the most recent information they have encountered, influencing decision-making and memory recall. Important for designing user experiences that leverage or mitigate the impact of recent information.
The emotional attachment an employee feels toward their organization, which influences their desire to stay. Useful for understanding employee retention and motivation in organizational design and management.
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 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.
A behavior in which an individual provides a benefit to another with the expectation that the favor will be returned in the future, fostering mutual cooperation and long-term relationships. Important for building trust, cooperation, and mutually beneficial relationships in various social and professional contexts.
The use of behavioral science insights to inform and guide strategic decision-making in organizations. Crucial for developing strategies that effectively influence behavior and drive business success.
A type of bias that occurs when the observer's expectations or beliefs influence their interpretation of what they are observing, including experimental outcomes. Essential for ensuring the accuracy and reliability of research and data collection.
User-Centered Design (UCD) is an iterative design approach that focuses on understanding users' needs, preferences, and limitations throughout the design process. Crucial for creating products that are intuitive, efficient, and satisfying for the intended users.
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.
A cognitive bias where new evidence or knowledge is automatically rejected because it contradicts established norms or beliefs. Important for recognizing resistance to change and designing strategies to encourage openness to new ideas among designers.
A concept in transactional analysis that describes three different aspects of the self: Parent, Adult, and Child, each influencing behavior and communication. Important for designing communication strategies and interfaces that resonate with different user states.
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.
A cognitive bias where people judge the likelihood of an event based on the size of its category rather than its actual probability. Crucial for designers to understand how category size influences user perception and decision-making processes.
A phenomenon where people fail to recognize a repeated item in a visual sequence, impacting information processing and perception. Important for understanding visual perception and designing interfaces that avoid repetitive confusion.
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.
The phenomenon where people follow the direction of another person's gaze, influencing their attention and behavior. Important for understanding visual attention and designing more effective visual cues in interfaces.
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 Gestalt principle that states objects that are close to each other tend to be perceived as a group. Crucial for creating intuitive and organized visual designs that align with natural perceptual tendencies.