Mere Exposure Effect
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 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 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.
An approach that places the user's needs, preferences, and behaviors at the forefront of all design and development activities. Important for fostering a design culture that prioritizes user satisfaction and engagement.
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 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.
The psychological phenomenon where humorous content is more easily remembered and perceived positively by users. Useful for creating engaging and memorable user experiences.
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.
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.
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 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 application of behavioral science principles to design products that influence user behavior in a desired way. Crucial for creating products that effectively guide user behavior and improve outcomes.
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.
The tendency for people to overestimate their ability to control events. Important for understanding user behavior and designing experiences that manage expectations.
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.
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.
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 cognitive bias where people focus on the most noticeable or prominent information while ignoring less conspicuous details. Important for understanding user decision-making and ensuring balanced presentation of information.
A psychological theory that predicts an individual's behavior based on their intention, which is influenced by their attitudes and subjective norms. Important for understanding and predicting user behavior and designing interventions to influence actions.
A cognitive bias where people overestimate the probability of success for difficult tasks and underestimate it for easy tasks. Useful for designers to understand user confidence and design
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' expectations influence their perceptions and judgments. Relevant for understanding how expectations skew perceptions and decisions among users.
The tendency to avoid information that one perceives as potentially negative or anxiety-inducing. Important for designing experiences that encourage information-seeking 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.
A behavioral economics concept where people categorize and treat money differently depending on its source or intended use. Crucial for understanding financial behavior and designing systems that align with users' mental accounting practices.
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 cognitive bias where people wrongly believe they have direct insight into the origins of their mental states, while treating others' introspections as unreliable. Important for designing experiences that account for discrepancies between user self-perception and actual behavior.
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.
A key aspect of Gestalt psychology in which simple geometrical objects are recognized independent of rotation, translation, and scale. Crucial for understanding how users perceive and recognize patterns in design.
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 cognitive bias where people assume others share the same beliefs, values, or preferences as themselves. Important for helping designers avoid projecting their own biases and assumptions onto users during research and design.
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.
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.
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 where people overestimate the importance of information that is readily available. Essential for designers to understand and mitigate how easily accessible information can disproportionately influence decisions.
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 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 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 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.
A cognitive bias where people ascribe more value to things merely because they own them. Useful for understanding user attachment and designing persuasive experiences.
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.
The study of how psychological influences affect financial behaviors and decision-making. Essential for understanding and influencing financial decision-making and behavior.
Emotional states where individuals are calm and rational, often contrasted with hot states where emotions run high. Important for understanding decision-making processes and designing experiences that accommodate both states.
A cognitive bias where people give greater weight to outcomes that are certain compared to those that are merely probable. Important for designers to consider how users weigh certain outcomes more heavily in their decision-making.
The process of enabling users to take control of their interactions with a product or system, enhancing their confidence and satisfaction. Crucial for designing systems that provide users with the tools and information they need to make informed decisions.
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 study of how colors affect perceptions and behaviors. Important for designing experiences that evoke desired emotional responses from users.
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. Crucial for creating products that are not only functional but also enjoyable, efficient, and satisfying to use.
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.
A dark pattern where the design focuses the user's attention on one thing to distract them from another. Designers should avoid this deceptive tactic and ensure user attention is not unfairly diverted.
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.
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 model by Don Norman outlining the cognitive steps users take when interacting with a system: goal formation, planning, specifying, performing, perceiving, interpreting, and comparing. Important for designing user-friendly and effective products by understanding and supporting user behavior at each stage.
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 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 tendency to overestimate the duration or intensity of the emotional impact of future events. Important for understanding user expectations and satisfaction.
Small rewards or incentives given to users to encourage specific behaviors or actions. Important for motivating user engagement and fostering desired behaviors.
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 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.
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.
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.