Availability Cascade
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.
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.
A cognitive bias where the perception of one positive trait influences the perception of other unrelated traits. Important for designers to manage and utilize this bias effectively in user experience design.
A psychological phenomenon where a person who has done a favor for someone is more likely to do another favor for that person than if they had received a favor from them. Useful for building positive relationships and encouraging cooperative behavior in design and user interactions.
A theoretical approach that focuses on observable behaviors and dismisses internal processes, emphasizing the role of environmental factors in shaping behavior. Foundational for understanding how external factors influence user behavior and for designing behavior-based interventions.
A strategic framework that designs user experiences to guide behavior and decisions towards desired outcomes. Crucial for creating effective and ethical influence in digital interfaces.
The evaluation of products based on their ability to influence and shape user behavior. Useful for assessing how well a product guides and influences user actions and decisions.
Easy, Attractive, Social, and Timely (EAST) is a behavioral insights framework used to influence behavior. Important for designing interventions and user experiences that effectively change behavior.
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 cognitive bias where individuals strengthen their beliefs when presented with evidence that contradicts them. Important for understanding user resistance to change and designing strategies to address and mitigate this bias.
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.
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 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 study of how psychological influences affect financial behaviors and decision-making. Essential for understanding and influencing financial decision-making and behavior.
The tendency to attribute positive qualities to one's own choices and downplay the negatives, enhancing post-decision satisfaction. Useful for understanding user satisfaction and designing experiences that reinforce positive decision outcomes.
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.
Modifications or additions to a system that encourage specific user behaviors. Important for guiding user actions and improving the effectiveness of interactions.
A cognitive bias where individuals favor others who are perceived to be similar to themselves, affecting judgments and decision-making. Crucial for understanding biases in team dynamics and decision-making processes among designers.
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 cognitive bias where people judge harmful actions as worse, or less moral, than equally harmful omissions (inactions). Important for understanding user decision-making and designing systems that mitigate this bias.
The tendency for people to overestimate their ability to control events. Important for understanding user behavior and designing experiences that manage expectations.
A phenomenon where group members make decisions that are more extreme than the initial inclination of its members due to group discussions and interactions. Crucial for understanding and mitigating the risks of extreme decision-making in group settings.
The tendency for the first items presented in a sequence to be remembered better than those in the middle. Crucial for designing information presentation and improving memory retention.
The tendency to search for, interpret, and remember information in a way that confirms one's preexisting beliefs or hypotheses. Crucial for understanding cognitive biases that affect user decision-making and designing interventions to mitigate them.
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 that causes people to believe they are less likely to experience negative events and more likely to experience positive events than others. Crucial for understanding user risk perception and designing systems that account for unrealistic optimism.
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.
The tendency to perceive and interpret information based on prior experiences and expectations, influencing how different users perceive design differently. Important for designing interfaces that meet user expectations, improving usability and intuitive navigation.
The theory that all behaviors are acquired through conditioning, often used to understand and influence behavior change. Important for designing interventions that promote positive behavior change.
A theory that suggests people learn behaviors, skills, and attitudes through observing and imitating others, as well as through direct experiences. Crucial for understanding how users acquire new behaviors and designing educational or training programs.
A cognitive bias where people tend to remember the first and last items in a series better than those in the middle, impacting recall and memory. Crucial for designing information presentation to optimize user memory and recall.
A cognitive bias where people attribute greater value to outcomes that required significant effort to achieve. Useful for designing experiences that recognize and reward user effort and persistence.
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.
An organization that applies behavioral science to policy and practice to improve public services and outcomes. Important for understanding practical applications of behavioral science in policy and public services.
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.
The core values outlined in the Agile Manifesto, including individuals and interactions, working software, customer collaboration, and responding to change. Fundamental for guiding agile practices and fostering an agile mindset.
A declaration of the values and principles essential for agile software development. Foundational for understanding the ethos of agile methodologies.
A distinct text-only typographic treatment of a brand name used as a logo. Important for establishing a recognizable brand identity and ensuring consistent brand representation.
The implied cost of additional rework caused by choosing an easy or limited solution now instead of using a better approach that would take longer. Essential for understanding and managing the long-term impacts of short-term technical decisions.
An interdisciplinary study of systems, examining the complex interactions and relationships between components within a whole. Crucial for understanding and designing complex, interconnected systems.
A mode of thinking, derived from Dual Process Theory, that is slow, deliberate, and analytical, requiring more cognitive effort and conscious reasoning. Crucial for designing complex tasks and interfaces that require thoughtful decision-making and problem-solving, ensuring they are clear and logical for users.
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 programming paradigm aimed at improving the clarity, quality, and development time of software by using structured control flow constructs. Essential for writing clear, maintainable, and efficient code in digital product development.
A Gestalt principle that describes the visual relationship between a figure and its background, crucial for understanding visual perception. Important for designing clear and effective visual hierarchies in user interfaces.
The actual width of a screen, typically measured in inches or millimeters, impacting the layout and design of user interfaces. Important for designing interfaces that fit different screen sizes.
A common pattern of eye movement where users scan web content in an "F" shape, focusing on the top and left side of the page. Crucial for designing web content that aligns with natural reading patterns to improve engagement.
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.
A strategy where engaging, preferred activities are used to motivate users to complete less engaging, necessary tasks. Useful for designing user interfaces and experiences that encourage desired behaviors by leveraging more enjoyable activities as rewards.
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 rate at which customers stop using a product or service, often used as a metric to measure customer retention. Crucial for understanding customer behavior and improving retention strategies.
The tendency for people to pay more attention to items placed in the center of a visual field. Crucial for designing layouts that maximize visibility and impact of key elements.
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.
Moment of Truth (MoT) refers to any instance where a customer interacts with a brand, product, or service in a way that leaves a significant impression. Crucial for identifying key touchpoints in the customer journey and optimizing them to enhance overall user experience and brand perception.
The discrepancy between what people intend to do and what they actually do. Crucial for designing interventions that bridge the gap between user intentions and actions.