The UX Psychology Handbook

100+ laws, biases, and principles that explain how people think, decide, and behave.

Jun 11, 2026 - 07:55
Jun 11, 2026 - 12:21
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The UX Psychology Handbook
https://vk.com/doc1040652818_697640897

  


  

  


  

  

Hick's law

Hick's law

More options leads to harder decisions

Hick's Law is a principle in psychology and design that suggests the time it takes for an individual to make a decision increases with the number of choices or stimuli present. This law emphasizes the importance of simplifying choices and reducing complexity in design to improve decision-making efficiency. ↑ Back to contents

  

Confirmation Bias

Confirmation Bias

People look for evidence that confirms what they think

Confirmation bias is a cognitive bias where individuals tend to seek out, interpret, and remember information that confirms their preexisting beliefs or hypotheses, while ignoring or discounting contradictory evidence. This bias can lead to selective perception and the reinforcement of existing beliefs, hindering objective evaluation and decision-making. ↑ Back to contents

  

Priming

Priming

Previous stimuli influence users' decision

Priming is a psychological phenomenon where exposure to one stimulus influences a person's response to a subsequent stimulus, often without conscious awareness. This effect can affect perceptions, judgments, and behaviors, demonstrating the subtle ways in which prior experiences and stimuli shape our thoughts and actions. ↑ Back to contents

  

Cognitive Load

Cognitive Load

Total amount of mental effort that is required to complete a task

Cognitive load refers to the amount of mental effort required to process information or perform a task. It encompasses both the intrinsic complexity of the task itself and the additional cognitive demands imposed by external factors, such as distractions or multitasking. Managing cognitive load is crucial in design and education to optimize learning and task performance. ↑ Back to contents

  

Anchoring Bias

Anchoring Bias

Users rely heavily on the first piece of information they see

Anchoring bias is a cognitive bias where individuals rely too heavily on initial information (the "anchor") when making decisions or judgments, even if the anchor is irrelevant or misleading. This bias can lead to systematic errors in judgment, as individuals may be unwilling to adjust their estimates or decisions sufficiently away from the initial anchor. ↑ Back to contents

  

Nudge

Nudge

Subtle hints can affect users' decisions

A nudge is a subtle, indirect suggestion or intervention that influences people's behavior without restricting their freedom of choice. It is designed to gently steer individuals towards making better decisions or adopting desirable behaviors, often by afiltering the presentation of options or providing timely reminders or prompts. ↑ Back to contents

  

Progressive Disclosure

Progressive Disclosure

Users are less overwhelmed if they're exposed to complex features later

Progressive disclosure is a design technique where information is revealed gradually, presenting only the most relevant or essential details initially and offering additional information as needed or requested. This approach helps to manage complexity, reduce cognitive overload, and enhance user understanding by providing information in a structured and digestible manner, improving the overall user experience. ↑ Back to contents

  

Fitts's Law

Fitts's Law

Large and close elements are easier to interact with

Fitts's Law predicts the time required to rapidly move to a target area, based on the distance to the target and the size of the target area. It states that the time required for a pointing task is determined by the distance to the target and the size of the target, with larger targets and closer distances resulting in faster pointing movements. ↑ Back to contents

  

Decoy Effect

Decoy Effect

Create a new option that's easy to discard

The Decoy Effect is a cognitive bias where the introduction of a third, less attractive option influences individuals to favor one of the original options, which may have seemed less appealing when considered alone. This effect is often used in marketing and decision-making contexts to steer people towards a specific choice by manipulating their perception of afilternatives. ↑ Back to contents

  

Framing

Framing

The way information is presented affects how users make decisions

Framing is a cognitive phenomenon where the presentation or context of information influences individuals' perceptions, judgments, and decisions. By framing information in different ways, such as emphasizing gains versus losses or highlighting different aspects of an issue, individuals may interpret the same information differently, leading to varied responses and outcomes. ↑ Back to contents

  

Attentional Bias

Attentional Bias

Users' thoughts filter what they pay attention to

Attention bias refers to the tendency of individuals to selectively focus their attention on certain stimuli or information while neglecting others. This cognitive phenomenon can be influenced by factors such as past experiences, emotions, and individual differences, and it plays a significant role in shaping perception, memory, and decision-making processes. ↑ Back to contents

  

Empathy Gap

Empathy Gap

People underestimate how much emotions influence user behaviors

The empathy gap occurs when individuals underestimate how their emotions influence their decisions or behaviors, especially when they are in a different emotional state. ↑ Back to contents

  

Visual Anchors

Visual Anchors

Elements used to guide users eyes

Visual anchors are points of reference in a visual context that help guide perception and understanding. These anchors can be specific objects, landmarks, or features within an image or scene that draw attention and provide a frame of reference for interpretation. In various elds such as design, navigation, and psychology, visual anchors play a crucial role in shaping how individuals perceive and interact with visual information. ↑ Back to contents

  

Von Restorff Effect

Von Restorff Effect

People notice items that stand out more

The Von Restorff Effect, named after psychologist Hedwig von Restorff, states that unique items are more likely to be remembered than those that are similar. This psychological phenomenon underscores the importance of distinctiveness in memory retention and has applications in marketing, education, and design. ↑ Back to contents

  

Visual Hierarchy

Visual Hierarchy

The order in which people perceive what they see

Visual hierarchy is the arrangement of elements to guide attention and convey importance in a design. It uses factors like size, color, and spacing to highlight key information for easier understanding. ↑ Back to contents

  

Selective Attention

Selective Attention

People filter out things from their environment when in focus

Selective attention is the ability to focus on specific stimuli while ignoring others. It's a cognitive process essential for filtering information and directing mental resources to relevant tasks or inputs. ↑ Back to contents

  

Survivorship Bias

Survivorship Bias

People neglect things that don't make it past a selection process

Survivorship bias occurs when we focus only on the successful or surviving outcomes, ignoring those that failed or were eliminated. This bias can lead to inaccurate conclusions or decisions because it overlooks important factors that contribute to failure or loss. ↑ Back to contents

  

Juxtaposition

Juxtaposition

Elements that are close and similar are perceived as a single unit

Juxtaposition is the placement of two or more contrasting elements side by side to highlight their differences or create a specific effect. It's a technique commonly used in art, literature, and design to evoke emotions, provoke thoughts, or emphasize themes. ↑ Back to contents

  

Signifiers

Signifiers

Elements that communicate what they will do

Signifiers are visual, auditory, or tactile cues that convey meaning or indicate the presence of something. They serve as symbols or indicators in various contexts, such as design, language, and user interfaces, helping users navigate and understand their environment more effectively. ↑ Back to contents

  

Contrast

Contrast

Users' attention is drawn to higher visual weights

Contrast is the degree of difference between elements in a design, such as color, size, or shape. It is used to create visual interest, emphasize important information, and guide the viewer's attention. ↑ Back to contents

  

External Trigger

External Trigger

When the information on what to do next is within the prompt itself

An external trigger is a stimulus from the environment that prompts a specific response or behavior in an individual. It could be anything from a notification on a smartphone to a sound or visual cue that initiates an action or reaction. ↑ Back to contents

  

Centre-Stage Effect

Centre-Stage Effect

People tend to choose the middle option in a set of items

Centre-Stage Effect refers to prioritizing certain elements or features in a user interface, often leading users to overestimate their importance or prominence. This can influence user behavior and perception, affecting their interaction with the product or website. ↑ Back to contents

  

Law of Proximity

Law of Proximity

Elements close to each other are usually considered related

The Law of Proximity is a principle in design stating that elements placed close together are perceived as related or forming a group. This principle is used to organize and structure information effectively, guiding user comprehension and creating visual hierarchy. ↑ Back to contents

  

Tesler's Law

Tesler's Law

If you simplify too much, you'll transfer some complexity to the users

Coined by Larry Tesler this principle suggests that any simplification or reduction in complexity in one aspect of a system will often result in an equivalent increase in complexity elsewhere. This concept is fundamental in user interface design, highlighting the need for thoughtful consideration of where complexity is best managed within a system. ↑ Back to contents

  

Spark Effect

Spark Effect

Users are more likely to take action when the effort is small.

The "Spark Effect" is a term used to describe the phenomenon where a small, seemingly insignificant action or event triggers a much larger, unexpected outcome or chain of events. This concept highlights the potential for small actions to have significant impacts, often leading to transformative changes or breakthroughs. ↑ Back to contents

  

Feedback Loop

Feedback Loop

When users take action, feedback communicates what happened

Feedback loop in Ul design refers to the response provided by the interface itself to inform users about their interactions and the system's status. This feedback can include visual cues such as animations, changes in color or shape, auditory signals like beeps or alerts, or textual messages displayed on the screen. ↑ Back to contents

  

Expectations Bias

Expectations Bias

People tend to be influenced by their own expectations.

Expectations bias is a cognitive bias where preconceived notions or beliefs influence perceptions and judgments, leading individuals to interpret information in a way that aligns with their expectations, potentially distorting objectivity. ↑ Back to contents

  

Social Proof

Social Proof

Users adapt their behaviors based on what others do

Social proof is a psychological phenomenon where individuals look to the actions or behaviors of others to guide their own decisions and actions, especially in uncertain situations. It is based on the assumption that if others are doing something, it must be the correct or appropriate thing to do. Social proof is commonly used in marketing and persuasion techniques to influence consumer behavior and encourage conformity. ↑ Back to contents

  

Scarcity

Scarcity

People value things more when they're in limited supply

Scarcity is a principle where the perceived value of an item or opportunity increases when it is limited or difficult to obtain. This psychological effect triggers a sense of urgency and desire in individuals, leading them to place higher importance on acquiring the scarce item or opportunity. Scarcity is often used in marketing and sales strategies to drive demand and prompt action from consumers. ↑ Back to contents

  

Curiosity Gap

Curiosity Gap

Users have a desire to seek out missing information

The Curiosity Gap is a concept where individuals are drawn to information or experiences when there's a gap between what they know and what they want to know. This gap creates a sense of curiosity, motivating people to seek out more information or engage further with a topic, content, or product. It's often leveraged in marketing and content creation to capture and maintain audience interest. ↑ Back to contents

  

Familiarity Bias

Familiarity Bias

People prefer familiar experiences

Familiarity bias is a cognitive bias where individuals favor options or ideas they are familiar with over unfamiliar afilternatives, even if the unfamiliar options may be objectively better. This bias is driven by comfort and ease of processing familiar information, leading to a preference for the status quo and resistance to change. ↑ Back to contents

  

Skeuomorphism

Skeuomorphism

Users adapt more easily to things that look like real-world objects

Skeuomorphism is a design approach that incorporates visual elements or characteristics from real-world objects into digital interfaces to make them more familiar and intuitive for users. This technique often involves using textures, shadows, and 3D effects to simulate physical materials or objects, enhancing user understanding and usability. ↑ Back to contents

  

Reciprocity

Reciprocity

People feel the need to reciprocate when they receive something

Reciprocity is a social principle where individuals feel obliged to repay favors, gifts, or acts of kindness they have received from others. This mutual exchange fosters cooperation, trust, and social bonds, as individuals reciprocate gestures to maintain balance and fairness in relationships. ↑ Back to contents

  

Singularity Effect

Singularity Effect

Users care disproportionately about an individual as compared to a group

People are more willing to empathize with a single, identifiable person than large abstract groups. This means that the addition of more people doesn't increase your willingness to help proportionally. On the opposite, your compassion fades as more people are involved. ↑ Back to contents

  

Variable Reward

Variable Reward

People especially enjoy unexpected rewards

Variable reward is a principle used in psychology and design where rewards are delivered unpredictably and variably in response to certain behaviors or actions. This approach creates a sense of anticipation and excitement, encouraging continued engagement and behavior repetition. Variable rewards are often employed in product design, gaming, and marketing to foster user engagement and drive desired actions. ↑ Back to contents

  

Aha! moment

Aha! moment

When new users first realize the value of your product

The "Aha! moment" refers to a sudden realization or understanding that occurs when a person grasps a concept, solves a problem, or makes a connection between seemingly unrelated ideas. It is often accompanied by a feeling of insight, clarity, or enlightenment, and can lead to significant shifts in perspective or behavior. ↑ Back to contents

  

Goal Gradient Effect

Goal Gradient Effect

Motivation increases as users get closer to their goal

The Goal Gradient Effect is a psychological principle where individuals increase their efforts or motivation as they progress towards a goal, due to the perception of being closer to the endpoint. This effect leads to accelerated progress and heightened engagement as individuals approach the completion of a task or achievement. ↑ Back to contents

  

Occam's Razor

Occam's Razor

Simple solutions are often better than the more complex ones

Occam's Razor, also known as the principle of parsimony, suggests that among competing explanations or hypotheses, the simplest one is usually the correct one. In other words, when faced with multiple explanations for a phenomenon, the one that requires the fewest assumptions or entities is typically preferred. ↑ Back to contents

  

Noble Edge Effect

Noble Edge Effect

Users tend to prefer socially responsible companies

The Noble Edge Effect is a phenomenon where individuals perceive morally good or socially responsible companies or brands as having other positive attributes, such as higher quality or reliability. This effect arises from the association of ethical behavior with overall competence and trustworthiness, leading consumers to favor companies that demonstrate ethical practices. ↑ Back to contents

  

Hawthorne Effect

Hawthorne Effect

Users change their behavior when they know they are being observed

The Hawthorne Effect is a phenomenon where individuals modify their behavior or performance in response to the awareness of being observed or studied. This effect, observed during the Hawthorne experiments in the 1920s and 1930s, highlights the impact of social factors on behavior and productivity in workplace settings. ↑ Back to contents

  

Halo Effect

Halo Effect

People judge things (or people) based on their feelings towards one trait

The Halo Effect is a cognitive bias where a person's overall impression of something influences their perception of specific traits or characteristics associated with it, leading to biased judgments or evaluations. ↑ Back to contents

  

Miller's Law

Miller's Law

Users can only keep 7÷2 items in their working memory

Miller's Law suggests that the average person can hold about seven (plus or minus two) items in their working memory at once. This principle emphasizes the limited capacity of human cognition and is often applied in user interface design to optimize information presentation and enhance user comprehension. ↑ Back to contents

  

Unit Bias

Unit Bias

One unit of something feels like the optimal amount

Unit bias is a cognitive bias where individuals tend to consume a standard portion or unit of a certain item, regardless of whether it's appropriate for their needs, leading to overconsumption or inefficient resource allocation. ↑ Back to contents

  

Flow State

Flow State

Being fully immersed and focused on a task

Flow state, coined by psychologist Mihaly Csikszentmihalyi, refers to a mental state characterized by complete absorption, focus, and enjoyment in an activity, where individuals are fully immersed and energized by the experience. ↑ Back to contents

  

Authority Bias

Authority Bias

Users attribute more importance to the opinion of an authority figure

Authority bias is a cognitive bias where individuals tend to give more weight or trust to the opinions, actions, or decisions of authority gures or perceived experts, often without critically evaluating the merit of their expertise or information. ↑ Back to contents

  

Pseudo-Set Framing

Pseudo-Set Framing

Tasks that are part of a group are more tempting to complete

Pseudo-set framing is a cognitive bias where individuals perceive a situation as a subset of a larger problem, limiting their perspective and potentially overlooking afilternative solutions or implications. ↑ Back to contents

  

Group Attractiveness Effect

Group Attractiveness Effect

Individual items seem more attractive when presented in a group

The Group Attractiveness Effect is a phenomenon where individuals perceive members of a group as more attractive when they are surrounded by others, compared to when they are seen alone. This bias highlights the influence of social context on attractiveness perception. ↑ Back to contents

  

Curse of Knowledge

Curse of Knowledge

Not realizing that people don't have the same level of knowledge

The Curse of Knowledge is a cognitive bias where individuals who are knowledgeable about a topic or concept struggle to understand or communicate it to others who lack that knowledge. This bias can lead to difficulties in effective communication and teaching, as the knowledgeable person may assume others have the same level of understanding. ↑ Back to contents

  

Self-Initiated Triggers

Self-Initiated Triggers

Users are more likely to interact with prompts they setup for themselves

Self-initiated triggers are cues or prompts that originate from within oneself, prompting a specific action or behavior. These triggers are internally generated and can be based on personal goals, motivations, or habits, driving individuals to initiate actions without external influence. ↑ Back to contents

  

Survey Bias

Survey Bias

Users tend to skew survey answers towards what's socially acceptable

Survey bias refers to the unintentional distortion of user feedback or data collected through surveys due to factors such as leading questions, response options, or the timing and context of survey administration. This bias can result in inaccurate insights about user preferences, behaviors, and needs, impacting the design decisions made based on the survey data. ↑ Back to contents

  

Cognitive Dissonance

Cognitive Dissonance

It's painful to hold two opposing ideas in our mind

Cognitive dissonance is the mental discomfort experienced when holding conflicting beliefs, attitudes, or behaviors. Individuals strive to reduce this discomfort by either changing their beliefs or justifying their actions, seeking consistency between their thoughts and actions. ↑ Back to contents

  

Feedforward

Feedforward

When users know what to expect before they take action

Feedforward refers to providing users with guidance or cues about how to interact with a system before they engage with it, helping to shape their expectations and actions. It anticipates users needs and behaviors, enhancing usability and reducing errors by preemptively guiding users through the interface or process. ↑ Back to contents

  

Hindsight Bias

Hindsight Bias

People overestimate their ability to predict outcomes after the fact

Hindsight bias is a cognitive bias where individuals perceive events as having been more predictable or foreseeable after they have occurred, leading them to overestimate their ability to predict outcomes. This bias can distort memory and decision-making, as it influences how individuals evaluate past events. ↑ Back to contents

  

Law of Similarity

Law of Similarity

Users perceive a relationship between elements that look similar

The Law of Similarity is a principle in psychology and design that states that elements that share similar visual characteristics, such as shape, color, or size, are perceived as related or belonging to the same group. This principle is often utilized in design to create patterns, group related elements, and enhance visual organization. ↑ Back to contents

  

Law of Prägnanz

Law of Prägnanz

Users interpret ambiguous images in a simpler and more complete form

The Law of Prägnanz, also known as the Law of Simplicity or the Law of Good Figure, is a principle in Gestalt psychology stating that individuals perceive ambiguous or complex stimuli in the simplest and most organized way possible. ↑ Back to contents

  

Streisand Effect

Streisand Effect

When trying to censor information ends up increasing awareness of that information

The Streisand Effect refers to the phenomenon where attempting to suppress or censor information or content leads to increased attention, visibility, and spread of that information. This unintended consequence often occurs when attempts to restrict access to information draw more attention to it, resulting in widespread dissemination beyond what would have occurred if left alone. ↑ Back to contents

  

Spotlight Effect

Spotlight Effect

People tend to believe they are being noticed more than they really are

The Spotlight Effect is a cognitive bias where individuals overestimate the extent to which others notice or pay attention to their appearance, behavior, or actions in social situations. This bias leads people to believe that they are more conspicuous or scrutinized than they actually are, influencing their behavior and self-consciousness in social settings. ↑ Back to contents

  

Fresh Start Effect

Fresh Start Effect

Users are more likely to take action if there's a feeling of new beginnings

The Fresh Start Effect is a cognitive phenomenon where individuals feel motivated to pursue new goals or make significant changes in behavior during temporal landmarks, such as the start of a new week, month, or year. ↑ Back to contents

  

Labor Illusion

Labor Illusion

People value things more when they see the work behind them

Labor illusion is a cognitive bias where individuals perceive products or services to be of higher quality when they appear to involve more manual effort or labor, even if the actual process is automated or streamlined. This illusion arises from the association of craftsmanship and effort with value and authenticity, influencing consumer perceptions and preferences. ↑ Back to contents

  

Default Bias

Default Bias

Users tend not to change an established behavior

Default bias is a cognitive bias where individuals tend to stick with the default option when making decisions, even when other options may be more beneficial or suitable. This bias arises from the inertia of maintaining the status quo and the perceived safety or convenience of sticking with familiar choices. ↑ Back to contents

  

Investment Loops

Investment Loops

When users invest themselves, they're more likely to come back

Investment loops are cycles of repeated investment, where individuals commit more resources, such as time, money, or effort, into a pursuit due to their previous investments, even if the returns are diminishing or uncertain. These loops are driven by the desire to justify past investments and avoid losses, often leading to escalating commitment despite unfavorable outcomes. ↑ Back to contents

  

Loss Aversion

Loss Aversion

People prefer to avoid losses more than earning equivalent gains

Loss aversion in design involves minimizing the perceived losses or negative experiences users may encounter while interacting with a product or service. One way to address loss aversion is by designing interfaces that prevent users from losing their work, data, or progress. ↑ Back to contents

  

Commitment & Consistency

Commitment & Consistency

Users tend to be consistent with their previous actions

Commitment and consistency is a psychological principle where individuals have a strong tendency to align their actions and behaviors with their past commitments and beliefs. Once people commit to a particular stance or course of action, they are more likely to maintain consistency with that commitment, even in the face of contradictory evidence or changing circumstances. ↑ Back to contents

  

Sunk Cost Effect

Sunk Cost Effect

Users are reluctant to pull out of something they're invested in.

The Sunk Cost Effect is a cognitive bias where individuals continue to invest resources (time, money, effort) into a project or decision, despite diminishing returns or negative outcomes, because they have already invested significant resources. This bias is driven by the reluctance to "waste" previous investments, leading to irrational decision-making and potential losses. ↑ Back to contents

  

Reactance

Reactance

Users are less likely to adopt a behavior when they feel forced

Reactance is a psychological phenomenon where individuals resist or react negatively to perceived attempts to restrict their freedom of choice or autonomy. This reaction is often triggered when individuals feel that their freedom or control is threatened, leading them to assert their independence by acting contrary to the imposed restrictions or influence. ↑ Back to contents

  

Law of the Instrument

Law of the Instrument

If all you have is a hammer, everything looks like a nail

The Law of the Instrument, also known as the law of the hammer, is a cognitive bias where individuals tend to use familiar tools or methods, regardless of their suitability for the task at hand. This bias reflects a tendency to rely on existing skills or resources, even when they may not be the most effective or appropriate solution. ↑ Back to contents

  

Temptation Bundling

Temptation Bundling

Hard tasks are less scary when coupled with something users desire

Temptation bundling is a behavioral strategy where individuals pair a desired activity, which they tend to avoid, with a less desirable but necessary activity. By combining these activities, individuals can motivate themselves to engage in the less desirable task by linking it with a rewarding experience. ↑ Back to contents

  

Dunning-Kruger Effect

Dunning-Kruger Effect

People tend to overestimate their skills when they don't know much

The Dunning-Kruger Effect is a cognitive bias where individuals with low ability or knowledge in a particular domain tend to overestimate their competence, while those with higher ability may underestimate their competence. This bias arises from a lack of metacognitive skills to accurately assess one's own competence, leading to inflated self-assessments among less skilled individuals. ↑ Back to contents

  

Discoverability

Discoverability

The ease with which users can discover your features

Discoverability refers to the ease with which users can nd and understand the features, functions, or content within a product or interface. A highly discoverable design ensures that users can easily navigate and access desired elements without extensive effort or guidance, enhancing usability and user satisfaction. ↑ Back to contents

  

Second-Order Effect

Second-Order Effect

The consequences of the consequences of actions

Second-order effects are indirect consequences or outcomes resulting from an initial action or event, often occurring beyond the immediate scope or timeframe. These effects are typically more complex and less predictable than the primary effects, impacting various aspects of a system or situation. ↑ Back to contents

  

Decision Fatigue

Decision Fatigue

Making a lot of decisions lowers users' ability to make rational ones

Decision fatigue refers to the deteriorating quality of decisions made by an individual after a long period of decision-making. As one makes more decisions throughout the day, their mental resources become depleted, leading to reduced willpower and increased impulsivity or avoidance of making further choices. ↑ Back to contents

  

Observer-Expectancy Effect

Observer-Expectancy Effect

When researchers' biases influence the participants of an experiment

The Observer-Expectancy Effect, also known as the experimenter expectancy effect or observer bias, occurs when a researcher's expectations or beliefs influence the outcomes of an experiment. This bias can lead the researcher to inadvertently influence participants' behavior or the results of the study, affecting the validity and reliability of the ndings. ↑ Back to contents

  

Weber's Law

Weber's Law

Users adapt better to small incremental changes

Weber's Law suggests that the smallest change in a stimulus that can be perceived by an observer is relative to the original intensity of the stimulus. This principle is foundational in psychophysics and has implications for understanding human perception across various sensory modalities. ↑ Back to contents

  

Parkinson's Law

Parkinson's Law

The time required to complete a task will take as much time as allowed

Parkinson's Law is the adage that work expands to ll the time available for its completion. It suggests that tasks will often take up all the time allocated to them, regardless of their actual complexity or importance. This principle highlights the importance of setting realistic deadlines and managing time effectively to avoid inef ciencies and procrastination. ↑ Back to contents

  

Affect Heuristic

Affect Heuristic

People's current emotions cloud and influence their judgment

The affect heuristic is a mental shortcut where individuals rely on their emotional responses or gut feelings when making judgments or decisions, rather than systematically analyzing available information. This bias can lead to quick decision-making but may also result in irrational or biased judgments influenced by emotions rather than objective reasoning. ↑ Back to contents

  

Hyperbolic Discounting

Hyperbolic Discounting

People tend to prioritize immediate benefits over bigger future gains

Hyperbolic discounting is a cognitive bias where individuals prioritize immediate rewards over larger, delayed rewards, even if the delayed reward offers greater overall benefit. This tendency leads to impulsive decision-making and can hinder long-term goal attainment. ↑ Back to contents

  

Chronoception

Chronoception

People's perception of time is subjective

Chronoception refers to an individual's perception and understanding of time. It encompasses how people experience the passage of time, their ability to estimate durations, and their awareness of temporal intervals. This cognitive ability influences various aspects of daily life, including decision-making, planning, and memory formation. ↑ Back to contents

  

Cashless Effect

Cashless Effect

People spend more when they can't actually see the money

The Cashless Effect describes the psychological phenomenon where individuals tend to spend more money when using digital forms of payment, such as credit cards or mobile wallets, compared to using cash. This tendency is attributed to the reduced psychological "pain" associated with spending money electronically, leading to increased impulse buying and less conscious spending behavior. ↑ Back to contents

  

Self-serving bias

Self-serving bias

People take credits for positive events and blame others if negative

Self-serving bias is a cognitive bias where individuals attribute their successes to internal factors, such as their abilities or efforts, while attributing failures to external factors, such as luck or circumstances. This bias helps to protect self- esteem and maintain a positive self-image, but it can also lead to distorted perceptions of reality and a lack of accountability. ↑ Back to contents

  

Pareto Principle

Pareto Principle

Roughly 80% of the effects come from 20% of the causes

The Pareto Principle, also known as the 80/20 rule, suggests that roughly 80% of outcomes result from 20% of causes. In various contexts, it implies that a minority of efforts or inputs often lead to the majority of results or outputs. This principle is widely observed in business, economics, and other elds, guiding resource allocation and decision-making for maximum efficiency and impact. ↑ Back to contents

  

Backfire Effect

Backfire Effect

When people's convictions are challenged, their beliefs get stronger

The Backfire Effect is a cognitive bias where individuals, when presented with evidence that contradicts their beliefs or worldview, may become even more entrenched in their original beliefs rather than changing their minds. ↑ Back to contents

  

False Consensus Effect

False Consensus Effect

People overestimate how much other people agree with them

The False Consensus Effect is a cognitive bias where individuals overestimate the extent to which others share their beliefs, attitudes, or behaviors. This bias leads people to assume that their opinions and preferences are more common or "normal" than they actually are, influencing their perceptions of social norms and interactions. ↑ Back to contents

  

Bandwagon Effect

Bandwagon Effect

Users tend to adopt beliefs in proportion of others who have already done so

The Bandwagon Effect is a cognitive bias where individuals are more likely to adopt certain beliefs, behaviors, or trends simply because they perceive that others are doing the same. This phenomenon often leads to conformity and the amplification of popular ideas or trends, regardless of their merit or validity. ↑ Back to contents

  

Barnum-Forer Effect

Barnum-Forer Effect

When you believe generic personality descriptions apply specifically to you.

The Barnum-Forer Effect, also known as the Forer Effect, is a cognitive bias where individuals believe that vague and general personality descriptions apply specifically to them, even though they could apply to a wide range of people. This phenomenon occurs because people tend to interpret vague statements as highly accurate and personally relevant, leading them to perceive the descriptions as insightful and applicable to themselves. ↑ Back to contents

  

IKEA Effect

IKEA Effect

When user partially create something, they value it way more

The IKEA Effect is a cognitive bias where individuals place a disproportionately high value on products they have partially created or assembled themselves, such as IKEA furniture. This bias occurs because people tend to attach personal significance and effort to their creations, leading to increased satisfaction and attachment to the end product. ↑ Back to contents

  

Planning Fallacy

Planning Fallacy

People tend to underestimate how much time a task will take

The Planning Fallacy is a cognitive bias where individuals consistently underestimate the time, costs, and resources required to complete a task or project. This bias occurs due to an optimistic outlook and a tendency to overlook potential obstacles or delays, leading to unrealistic expectations and poor planning. ↑ Back to contents

  

Provide Exit Points

Provide Exit Points

Invite users to leave your app at the right moment

Providing exit points involves offering users clear and accessible options to leave or disengage from a process, interaction, or system. These exit points enhance user autonomy and usability by allowing users to navigate away from unwanted situations or tasks, promoting a positive user experience. ↑ Back to contents

  

Peak-End Rule

Peak-End Rule

People judge an experience by its peak and how it ends.

The Peak-End Rule is a psychological principle stating that individuals tend to judge past experiences based on the most intense moments (peak) and how they ended. This bias influences perceptions of overall satisfaction or dissatisfaction, with memories often disproportionately shaped by these peak and ending moments rather than considering the experience in its entirety. ↑ Back to contents

  

Sensory Appeal

Sensory Appeal

Users engage more with things appealing to multiple senses

Sensory appeal refers to the design elements or features that stimulate the senses, such as sight, sound, touch, taste, and smell, to evoke emotional responses and enhance user experiences. By incorporating sensory elements into products, services, or environments, designers can create more engaging and memorable experiences that resonate with users on a deeper level. ↑ Back to contents

  

Zeigarnik Effect

Zeigarnik Effect

People remember incomplete tasks better than completed ones

The Zeigarnik Effect is a psychological principle where individuals remember uncompleted or interrupted tasks more than completed ones. This effect underscores the tendency for unresolved tasks to occupy our thoughts until they are completed, highlighting the importance of closure and completion in managing cognitive load and maintaining focus. ↑ Back to contents

  

Endowment Effect

Endowment Effect

Users value something more if they feel it's theirs

The Endowment Effect is a cognitive bias where individuals tend to value items more highly once they own or possess them, compared to their valuation of the same items when they don't own them. This bias leads to an inflated perception of the value of owned items, influencing decisions such as pricing, trading, or selling. ↑ Back to contents

  

Chunking

Chunking

People remember grouped information better

Chunking is a cognitive strategy where information is organized into smaller, manageable units, or "chunks," to improve memory and processing efficiency. By breaking down large amounts of information into meaningful groups, individuals can more easily retain and recall the information, enhancing cognitive performance and learning. ↑ Back to contents

  

Delighters

Delighters

People remember more unexpected and playful pleasures

Delighters, also known as "wow" moments or delightful surprises, are unexpected features, interactions, or details in a product or experience that pleasantly surprise and delight users. These elements go beyond meeting basic user needs, adding an extra layer of enjoyment or satisfaction to the user experience, and can leave a lasting positive impression. ↑ Back to contents

  

Internal Trigger

Internal Trigger

When users are prompted to take action based on a memory

An internal trigger refers to a psychological or emotional cue that prompts individuals to take action or engage in a specific behavior. Unlike external triggers, which come from the environment, internal triggers arise from within an individual's thoughts, feelings, or memories, motivating them to act based on internal states or desires. ↑ Back to contents

  

Picture Superiority Effect

Picture Superiority Effect

People remember pictures better than words

The Picture Superiority Effect is a cognitive phenomenon where information presented in visual form, such as images or graphics, is more easily remembered and recognized compared to text or verbal descriptions. This effect highlights the power of visual stimuli in memory retention and learning processes. ↑ Back to contents

  

Method of Loci

Method of Loci

People remember things more when they're associated with a location

The Method of Loci, also known as the Memory Palace technique, is a mnemonic strategy that leverages spatial memory to improve recall. In UX design, the Method of Loci can be applied to create intuitive and memorable user interfaces by associating digital content with spatial locations or visual landmarks. ↑ Back to contents

  

Shaping

Shaping

Incrementally reinforcing actions to get closer to a target behavior

Shaping is a technique used in behavior analysis where desired behaviors are reinforced gradually, starting with small steps or approximations leading to the final desired behavior. Through reinforcement of successive approximations, individuals are guided towards exhibiting the target behavior. ↑ Back to contents

  

Recognition Over Recall

Recognition Over Recall

It's easier to recognize things than recall them from memory

Recognition over recall is a cognitive principle suggesting that it's generally easier for individuals to recognize information when presented with options, rather than having to recall it from memory without any cues. This principle is often utilized in user interface design and learning materials to enhance usability and retention. ↑ Back to contents

  

Storytelling Effect

Storytelling Effect

People remember stories better than facts alone

The storytelling effect is the cognitive phenomenon where information presented in a narrative format is more memorable and engaging compared to information presented in a non-narrative form. This effect underscores the power of storytelling in communication and persuasion, as narratives evoke emotional responses and facilitate better retention of information. ↑ Back to contents

  

Negativity Bias

Negativity Bias

Users recall negative events more than positive ones

Negativity bias is a cognitive bias where individuals pay more attention to and give greater weight to negative experiences or information compared to positive ones. This bias can lead to heightened sensitivity to potential threats and negative outcomes, influencing decision-making and perceptions of the world. ↑ Back to contents

  

Availability Heuristic

Availability Heuristic

Users favor recent and available information over past information

The availability heuristic is a mental shortcut where individuals base their judgments and decisions on the ease with which examples or instances come to mind. This bias can lead people to overestimate the likelihood of events that are more readily available in memory, often due to recent exposure, vividness, or personal relevance, regardless of their actual frequency or probability. ↑ Back to contents

  

Spacing Effect

Spacing Effect

People learn more effectively when study sessions are spaced out

The spacing effect is a cognitive phenomenon where information is better retained and remembered when it is studied over multiple spaced intervals rather than in one continuous session. This effect highlights the importance of distributed practice for long-term retention and learning. ↑ Back to contents

  

Serial Position Effect

Serial Position Effect

It's easier for users to recall the first and last items of a list

The serial position effect is a cognitive phenomenon where individuals are more likely to remember the rst (primacy effect) and last (recency effect) items in a list, while items in the middle are less likely to be remembered. This effect highlights the influence of the position of information on memory recall. ↑ Back to contents

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