Zeigarnik Effect
A psychological phenomenon where people remember uncompleted or interrupted tasks better than completed tasks. Crucial for designing engaging experiences that leverage task incompletion to maintain user interest.
A psychological phenomenon where people remember uncompleted or interrupted tasks better than completed tasks. Crucial for designing engaging experiences that leverage task incompletion to maintain user interest.
A psychological state where individuals feel as though the success and well-being of a project or task is their personal responsibility, akin to having an "owner's mentality.". Essential for fostering accountability, motivation, and proactive engagement within a product design team.
A psychological principle where people are more likely to be influenced by those they like. Important for understanding social influences and improving user engagement and marketing strategies.
Small rewards or incentives given to users to encourage specific behaviors or actions. Important for motivating user engagement and fostering desired behaviors.
A psychological effect where exposure to one stimulus influences the response to a subsequent stimulus, without conscious guidance or intention. Crucial for designing experiences that subtly guide user behavior and decision-making.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment. Crucial for creating engaging and sticky user experiences.
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 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 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.
A theory of motivation that explains behavior as driven by a desire for rewards or incentives. Crucial for designing systems that effectively motivate and engage users.
A psychological phenomenon where people follow the actions of others in an attempt to reflect correct behavior for a given situation. Essential for designing interfaces and experiences that leverage social influence to guide user behavior and increase trust and engagement.
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 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 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 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.
Designing products that leverage behavioral science to influence user behavior in positive ways. Crucial for creating products that are effective in shaping user behavior and improving engagement.
The tendency for images to be more easily remembered than words, highlighting the power of visual communication. Crucial for designing effective visual content that enhances memory retention and user engagement.
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 psychological model that outlines the stages individuals go through to change behavior, including precontemplation, contemplation, preparation, action, and maintenance. Crucial for designing interventions and experiences that support users at different stages of behavior change.
The application of neuroscience principles to marketing, aiming to understand consumer behavior and improve marketing strategies. Important for creating more effective and engaging marketing campaigns.
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 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. Crucial for designing memorable and satisfying user experiences.
A technique used to prime an audience before delivering a persuasive message. Essential for enhancing the effectiveness of persuasive communication by shaping audience receptivity.
The study of how colors affect perceptions and behaviors. Important for designing experiences that evoke desired emotional responses from users.
The drive to perform an activity for its inherent satisfaction rather than for some separable consequence. Crucial for designing experiences that engage users through inherent enjoyment and interest.
A psychological phenomenon where people do something primarily because others are doing it. Important for understanding social influences on user behavior and trends.
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 practice of designing products that evoke specific emotional responses to enhance user experience and engagement. Crucial for creating deeply engaging and satisfying user experiences.
The psychological phenomenon where humorous content is more easily remembered and perceived positively by users. Useful for creating engaging and memorable user experiences.
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.
A cognitive bias where the pain of losing is psychologically more powerful than the pleasure of gaining. Important for designing user experiences that account for and mitigate loss aversion.
A psychological phenomenon where people develop a preference for things simply because they are familiar with them. Crucial for designing user experiences that leverage familiarity to increase user comfort and satisfaction.
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 application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals. Crucial for enhancing user engagement and motivation in various contexts.
A cognitive bias where people underestimate the influence of emotional states on their own and others' behavior. Crucial for designers to account for varying user emotional states in experience design.
A cognitive bias where bizarre or unusual information is better remembered than common information. Useful for designers to create memorable and engaging user experiences by incorporating unique elements.
A key aspect of Gestalt psychology where complex patterns arise out of relatively simple interactions. Crucial for understanding how users perceive complex designs and patterns.
The tendency to avoid information that one perceives as potentially negative or anxiety-inducing. Important for designing experiences that encourage information-seeking behavior.
A prompt or cue that initiates a behavior or response, often used in behavior design to encourage specific actions. Crucial for designing systems that effectively prompt desired user behaviors.
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.
The phenomenon where external incentives diminish intrinsic motivation, leading to reduced performance or engagement. Important for designing motivational strategies that do not undermine intrinsic motivation.
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.
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 psychological principle where people place higher value on objects or opportunities that are perceived to be limited or rare. Important for understanding consumer behavior and designing marketing strategies that leverage perceived scarcity.
A cognitive bias where people avoid negative information or situations, preferring to remain uninformed or ignore problems. Important for understanding user behavior and designing systems that encourage proactive engagement.
The tendency for negative information to have a greater impact on one's psychological state and processes than neutral or positive information. Important for understanding and mitigating the impact of negative information.
The application of behavioral science principles to improve the design and usability of digital products, focusing on user behavior and interactions. Important for creating user experiences that are intuitive and engaging by leveraging behavioral insights.
The experience of noticing something for the first time and then frequently encountering it shortly after, also known as frequency illusion. Important for understanding user perception and cognitive biases in information processing.
A cognitive bias where people are less likely to spend large denominations of money compared to an equivalent amount in smaller denominations. Useful for designers to understand consumer behavior and design pricing strategies that consider spending biases.
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.
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 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.
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.
The tendency for people's perception to be affected by their recurring thoughts at the time. Important for understanding how current thoughts influence user perception and decision-making.
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.
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.
The belief in one's ability to succeed in specific situations or accomplish a task, influencing motivation and behavior. Crucial for designing systems that enhance user confidence and encourage goal achievement.
The tendency for individuals to favor information that aligns with their existing beliefs and to avoid information that contradicts them. Crucial for understanding how users engage with content and designing systems that present balanced perspectives.
A cognitive bias where people allow themselves to indulge after doing something positive, believing they have earned it. Important for understanding user behavior and designing systems that account for self-regulation.
A theory that suggests the depth of processing (shallow to deep) affects how well information is remembered. Important for designing educational content and user interfaces that enhance memory retention.