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Principles
Aesthetic Usability Effect
Users perceive aesthetically pleasing designs as easier to use.
After Heuristic
Users are influenced by their emotions when evaluating or making decisions.
Afterlife Effect
We recycle more when shown what the product will become.
Aggregation Effect
Negative experiences feel less painful overall when combined together.
Aha! Moment
When users first realize the product's value.
Analysis Paralysis
The capacity to process information and make decisions decreases each time a decision is made.
Analysis Paralysis
The capacity to process information and make decisions decreases each time a decision is made.
Attentional Bias
Users' minds filter what they pay attention to.
Authority Bias
Users tend to prioritize/listen to opinions from authority figures.
Autonomy Bias
We have a deep need to control our situations.
Availability Bias
Our judgments are greatly influenced by what comes to mind more easily.
Availability Heuristic
Users prefer the latest information over previous ones.
Backfire Effect
When people's beliefs are challenged, their beliefs become stronger.
Biophilia Effect
We are interested in living beings and become stressed if we are too separated from them.
Boundary Pricing
We are more likely to improve if the base price feels closer.
Cashless Effect
Users spend more when they don't see their money.
Centre-Stage Effect
People tend to choose the middle option in a set of choices.
Certainty Effect
We crave clarity about opportunities and make costly sacrifices to obtain it.
Cheerleader Effect
Individual items appear more attractive when presented in a group.
Choice-Supportive Bias
We remember more positive aspects of our choices than the negative ones.
Chunking
We process information better when it's presented in small groups.
Cognitive Dissonance
It is very painful to hold two conflicting ideas in mind.
Curse of Knowledge
Unaware that people do not have the same level of knowledge.
Cognitive Load
The total amount of mental effort required when completing a task.
Collection Bias
We have an emotional need to collect related sets of items.
Commitment
After we make a public statement, we make consistent decisions to support it.
Competition
We struggle with and against each other for limited resources and status.
Confirmation Bias
We seek information that supports our existing beliefs and ignore what does not.
Contrast Effect
We remember products that stand out from their environment better.
Curiosity Effect
We are driven to seek missing information that fills the gaps in our knowledge.
Decision Fatigue
Making too many decisions reduces the user's ability to make rational choices.
Decoy Effect
We’re more likely to choose option B over A when option C is added — making B appear more attractive by comparison.
Default Effect
We tend to accept options that are pre-selected for us.
Delay Discounting
We tend to choose a smaller, immediate reward over a larger one that requires waiting.
Delighters
People remember unexpected and delightful moments more vividly.
Devil Effect
Our perception of one negative attribute unfairly spills over into unrelated areas.
Discoverability
The ease with which users can find something.
Door In The Face
We’re more likely to agree to a smaller request after first rejecting a larger one.
Dunning-Kruger
People tend to overestimate their abilities when they know very little.
Dynamic Norms
We are more likely to change if we can see the new behavior develop.
Empathy Gap
People underestimate how much emotions affect user behavior.
Endowed Progress Effect
We reach our goals faster when we have help getting started.
Entourage Effect
Our status increases when we share our VIP treatment.
Expectation Bias
People tend to be influenced by their own expectations.
External Trigger
When information about what to do next is provided within the prompt itself.
False Consensus
People overestimate how many others agree with them.
Familiarity Bias
People prefer experiences they are familiar with.
Fast & Slow Thinking
People tend to be influenced by their own expectations.
Feed Forward
When users know what to expect before taking action.
Feedback Loop
When users take action, feedback communicates what happens next.
Fitt’s Law
The larger, the easier to target.
Flow State
Fully immersed and focused on the task.
Fluency Shortcut
Statements that are easier to understand are more trusted.
Foot In The Door
Making a small commitment now makes us more likely to agree to a larger commitment later.
Framing
We make very different decisions depending on how the facts are presented.
Fresh Start Effect
We’re more likely to stick to habits formed at the beginning of a new time period.
Goal Gradient
Our effort increases the closer we get to completing a task.
Goal Priming
When we’re reminded of our goals, we’re more motivated to achieve them.
Halo Effect
We incorrectly transfer judgments of known attributes to unrelated or unknown ones.
Hedonic Adaptation
We feel less pleasure from gains and less discomfort from losses over time.
Hick’s Law
The more choices, the harder it is to decide.
Hindsight Bias
People consider themselves brilliant after being proven right about something.
Humor Effect
We are more motivated and remember things that make us laugh.
Hyperbolic Discounting
People prioritize immediate rewards over greater long-term benefits.
If-Then Plans
If in this scenario, we plan to do that, we're more likely to achieve our goals.
IKEA Effect
We disproportionately pay more for something we helped create.
In-Group Bias
We tend to like our own group more than others.
Internal Trigger
When users take action based on memory.
Investment Loops
When users invest themselves, they will return.
Juxtaposition
Elements that are close and similar are perceived as a whole.
Labor Illusion
People value something more when they see the work behind it.
Law of Instrument
If all you have is a hammer, everything looks like a nail.
Law of Pragnanz
Users interpret ambiguous images in the simplest and most complete form.
Law of Proximity
Elements that are close to each other are usually perceived as related.
Law of Similarity
Users perceive a connection between elements that look similar.
Limited Access
We place greater value on things when barriers are placed around them.
Limited Choice
We are more likely to decide when options are wisely limited.
Loss Aversion
We feel worse about losing something than we feel good about gaining it.
Mere Exposure Effect
We tend to prefer things because they become more familiar to us.
Metaphorical Shortcut
New or complex ideas are easier to understand through existing ones.
Method of Loci
People remember more things when associated with a specific location.
Miller’s Law
Users can only hold 5 ± 2 items in their memory.
Negativity Bias
Users remember negative events more than positive ones.
Nostalgia Effect
Thinking about the past makes us want to spend more in the present.
Nudge
Subtle cues can capture attention and influence user decisions.
Occam’s Razor
Simpler solutions are often better than complex ones.
Odor Priming
We’re willing to pay more when we smell something pleasant.
Ownership Bias
We value things more when we feel ownership over them.
Pareto Principle
Roughly 80% of effects come from 20% of causes.
Parkinson’s Law
Tasks expand to fill the time available for their completion.
Peak-End Rule
We remember an experience by its peak moments and how it ended.
Picture Superiority Effect
We remember images better than words.
Planning Fallacy
People tend to underestimate how much time a task will take.
Present Bias
What we want now often goes against what we aspire to in the future.
Priming
Our decisions are shaped by memories triggered by things we’ve just seen or heard.
Product-Person Bias
We seek and value human connections within our products.
Progressive Disclosure
Users won’t feel overwhelmed if complex features are introduced gradually.
Provide Exit Point
Invite users to exit at the appropriate context.
Pseudo-Set Framing
Grouped tasks are more enticing to complete.
Reactance
We tend to do the opposite of what’s asked when pushed too hard.
Reciprocity
We are wired to return the kindness we receive.
Reciprocity Decay
Our urge to give back quickly fades over time.
Recognition Over Recall
It’s easier to recognize than to recall from memory.
Rewards
We change our behavior when given rewards that reinforce actions and goals.
Rhyme As Reason Effect
Statements that rhyme often seem more truthful.
Risk Aversion
We dislike uncertainty and tend to stick with what we know.
Round Pricing Preference
We prefer and trust round numbers over those ending in 9.
Salience
Our choices are influenced by the information presented to us.
Scarcity
We value things more when they are limited in availability.
Segregation Effect
Positive experiences feel better overall when spaced out over time.
Selective Attention
People filter out things around them when they’re focused.
Self-Initiated Trigger
Users are more likely to engage when the action is triggered by themselves.
Self-Serving Bias
People credit themselves for positive events and blame others for negative ones.
Sensory Appeal
Users are more engaged with things that appeal to multiple senses.
Serial Position Effect
We are most likely to remember the first and last items in a list.
Shaping
Gradually reinforcing actions to approach the desired behavior.
Signifier
Elements that communicate what actions are possible.
Skeuomorphism
Users adapt more easily to things that resemble real-world objects.
Social Proof
We mimic others’ behavior, especially in unfamiliar situations.
Spacing Effect
We remember things better when they’re repeated over time and across contexts.
Spark Effect
Users are more likely to take action when the effort required is small.
Spotlight Effect
People tend to believe they are noticed more than they actually are.
Status
We continuously look for ways to improve how others perceive us.
Status Quo Bias
We tend to stick with our previous choices, even if alternatives might be better.
Storyteller Bias
We are more persuaded by and remember those who tell stories.
Storytelling Effect
People remember stories better than facts.
Sunk Cost Bias
We cannot let go of our past bad investments, even if it makes sense to do so.
Surprise Effect
We respond well to positive, unexpected personal gestures.
Survey Bias
Users tend to direct their answers toward socially acceptable responses.
Survivorship Bias
People overlook things that didn’t survive the selection process.
Temptation Bundling
We are more likely to do difficult tasks when combined with enjoyable ones.
Temptation Coupling
Hard tasks are acceptable if they are truly necessary.
Tesler’s Law
If we simplify designs too much, we end up transferring complexity to the users.
Time Scarcity
We are more likely to take action when time is running out.
Tiny Habits
We are more likely to achieve goals when they are broken down into smaller tasks.
Unit Bias
One unit of something feels like the optimal amount.
Visual Anchor
Visual elements are used to guide and give cues to the user's eyes.
Visual Hierarchy
The order in which people view what they see.
Von Restorff Effect
People remember something that stands out more.
Waber’s Law
Users adapt better to gradual, small changes.
Zeigarnik Effect
Unfinished tasks occupy our mind until completed.
Zero Price Bias
We value something more when it is free rather than very cheap.