Exposure Effect
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 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 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 state where individuals lose their sense of self-awareness and personal responsibility in groups, often leading to atypical behavior. Crucial for understanding group dynamics and designing experiences that promote positive group interactions.
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.
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 psychological phenomenon where people do something primarily because others are doing it. Important for understanding social influences on user behavior and trends.
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 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.
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.
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 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 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.
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 phenomenon where users perceive greater value in a service or product if they believe more effort was involved in its creation or delivery. Important for enhancing perceived value and user satisfaction.
The phenomenon where individuals' expectations about a situation influence their actual experience of that situation. Useful for understanding the influence of expectations on outcomes.
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 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.
A phenomenon where people are more likely to remember information when they are in the same state of consciousness as when they learned it. Important for understanding how context affects memory recall and designing experiences that facilitate better retention.
A learning phenomenon where information is better retained when study sessions are spaced out over time rather than crammed in a short period. Crucial for designing educational tools and content that optimize long-term retention.
A cognitive phenomenon where people are more likely to pursue goals or change behavior following a temporal landmark (e.g., new year, birthday). Useful for designing interventions and features that leverage these moments to encourage positive behavior.
The psychological discomfort experienced when parting with money, influenced by the payment method and context. Crucial for understanding spending behavior and designing payment systems that mitigate discomfort.
The phenomenon where higher-priced products are perceived to be of higher quality, regardless of the actual quality. Useful for understanding consumer perceptions and designing effective pricing strategies.
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 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 learning is improved when study sessions are spaced out over time rather than crammed together. Crucial for designing educational and training programs that enhance long-term retention.
A phenomenon where people perceive an item as more valuable when it is free, leading to an increased likelihood of choosing the free item over a discounted one. Important for understanding consumer behavior and designing effective marketing strategies.
The tendency to avoid information that one perceives as potentially negative or anxiety-inducing. Important for designing experiences that encourage information-seeking behavior.
The phenomenon where taking a test on material improves long-term retention of that material more than additional study sessions. Crucial for designing educational tools and methods that enhance learning and retention.
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.
The phenomenon where the credibility of the source of information influences how the message is received and acted upon. Crucial for designing communication strategies that leverage trusted sources.
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.
The tendency for individuals to put in less effort when working in a group compared to when working alone, due to reduced accountability. Crucial for understanding group dynamics and designing systems that ensure individual accountability.
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.
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.
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.
The tendency to forget information that can be easily found online, also known as digital amnesia. Important for understanding how access to information impacts memory and designing experiences accordingly.
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.
A cognitive bias where individuals tend to avoid risks when they perceive potential losses more acutely than potential gains. Important for understanding decision-making behavior in users and designing systems that mitigate risk aversion.
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.
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.
The psychological phenomenon where humorous content is more easily remembered and perceived positively by users. Useful for creating engaging and memorable user experiences.
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 phenomenon where vivid mental images can interfere with actual perception, causing individuals to mistake imagined experiences for real ones. Important for ensuring that marketing and product design set realistic user expectations to avoid disappointment and maintain brand integrity.
A phenomenon where users fail to notice significant changes in their visual field. Important for understanding and designing around potential user perception issues.
A psychological phenomenon where the desire for harmony and conformity in a group results in irrational or dysfunctional decision-making. Crucial for recognizing and mitigating the risks of poor decision-making in teams.
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.
A cognitive bias where people remember scenes as being more expansive than they actually were. Important for understanding how users perceive and recall visual information, aiding in better visual design decisions.
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.
The phenomenon where having too many options leads to anxiety and difficulty making a decision, reducing overall satisfaction. Important for designing user experiences that balance choice and simplicity to enhance satisfaction.
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.
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.
Also known as Self Relevance Effect, the tendency for individuals to better remember information that is personally relevant or related to themselves. Important for designing personalized user experiences and enhancing memory retention.
The reduction of restraint in behavior, often due to the absence of social cues, which can lead to impulsive actions and emotional outbursts. Important for understanding user behavior in online and anonymous contexts.
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 cognitive bias where people see patterns in random data. Important for designers to improve data interpretation and avoid false conclusions based on perceived random patterns.
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 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.
The phenomenon where people remember information better when it is presented through multiple sensory modalities rather than a single modality. Crucial for enhancing memory retention and understanding through multimodal presentations.
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.