Cognitive Biases and Decision Making
Hick's Law states that as the number of choices increases, the time it takes to make a decision also increases, making decisions harder. Confirmation Bias describes the tendency for individuals to seek evidence that supports their existing beliefs while potentially ignoring contradictory evidence. Anchoring Bias occurs when a disproportionate weight is placed on the first piece of information encountered, thereby distorting perceptions of subsequent information. The Empathy Gap highlights that people often underestimate the influence of emotions on behaviors, making recognition of this bias crucial for understanding user experiences. Survivorship Bias leads to focusing on successful outcomes while neglecting failures, which can distort the understanding of success factors. The Decoy Effect shows that an easily discarded option can influence choices towards more desirable outcomes. Centre-Stage Effect suggests users often prefer options presented in the middle. Framing refers to how the presentation of information affects decision-making, altering perceptions. Expectations Bias demonstrates that pre-existing expectations influence experiences, while the Halo Effect reveals that a single positive attribute can skew overall judgments. The Curse of Knowledge is the assumption that others possess the same level of knowledge. Survey Bias arises when responses are skewed towards social acceptability. Cognitive Dissonance describes the discomfort experienced from conflicting thoughts. Hindsight Bias involves overestimating predictive abilities after an event has occurred. The Dunning-Kruger Effect is the phenomenon where individuals with limited knowledge overestimate their competence. The Affect Heuristic explains how current emotions can skew judgment, and Hyperbolic Discounting is the preference for immediate rewards over larger, delayed ones. The Cashless Effect indicates increased spending when payment is abstracted from physical cash. Self-serving bias involves attributing successes to one's own abilities and failures to external factors. The Backfire Effect explains how beliefs can be reinforced when challenged, and the False Consensus Effect is the overestimation of agreement levels with one's own beliefs. The Bandwagon Effect describes adopting beliefs based on others' choices. The Barnum-Forer Effect occurs when generic descriptions are perceived as personally relevant, and the Planning Fallacy is the tendency to underestimate task completion time.
User Experience and Design Principles
Priming illustrates how previous stimuli can influence subsequent decision-making; for example, certain words can shape interpretations. Cognitive Load refers to the total mental effort required to complete a task; a high cognitive load can hinder performance. A Nudge involves using subtle cues to influence decisions, such as altering layouts to encourage healthier choices. Progressive Disclosure is a strategy where complex features are gradually exposed to users, preventing them from becoming overwhelmed. Fitts's Law states that larger, closer interactive elements are easier to target, emphasizing the importance of prioritizing clickable items in interface design. Attentional Bias suggests that thoughts determine focus, impacting information processing. Visual Anchors guide users' attention to specific areas on a screen, while the Von Restorff Effect highlights that unique items are more noticeable than similar ones. Visual Hierarchy illustrates how the arrangement of elements affects information perception, with strategic placement guiding user focus. Selective Attention refers to users' ability to filter out irrelevant information based on their current focus. Banner Blindness describes the desensitization of users to frequent advertisements, thereby reducing their effectiveness. Juxtaposition suggests that closely placed elements may be perceived as a unit, aiding logical associations in design. Signifiers indicate function and possible actions, with effective design enhancing usability. Contrast, or variation, attracts attention and improves visual clarity. An External Trigger utilizes contextual prompts to enhance engagement. Tesler's Law stipulates that simplifying a system often redistributes complexity to the user. The Spark Effect notes that simple tasks prompt quicker actions. A Feedback Loop provides immediate results from actions, which enhances learning. The Aesthetic-Usability Effect demonstrates that visually appealing designs are often perceived as easier to use. Social Proof influences behavior, as people tend to adjust their actions based on what others are doing. Scarcity increases the perceived value of limited availability. The Curiosity Gap describes the increase in desire for information when it is perceived as scarce. A Mental Model refers to users' preconceived notions about how a system should function. Familiarity Bias is a preference for familiar experiences. Miller's Law posits that the average person can hold about items in working memory. Unit Bias is the perception that one unit is the optimal amount. A Flow State involves mental immersion and focus. Skeuomorphism, where digital elements are designed like real-world counterparts, can enhance usability. The Singularity Effect emphasizes how focusing on individuals can overshadow the collective. Reciprocity is the inclination to reciprocate after receiving something. Authority Bias refers to the greater weight given to experts' opinions. Pseudo-Set Framing makes tasks appear more achievable by bundling them. Variable Reward, or the allure of unexpected rewards, enhances engagement. The Group Attractiveness Effect makes items seem more desirable when presented in a group. Self-Initiated Triggers involve users responding to their own prompts. Goal Gradient Effect explains that motivation increases as one approaches a goal. Feedforward, anticipating expectations, enhances clarity before actions are taken. Occam's Razor is the preference for simplicity in solutions. The Noble Edge Effect describes favoring socially responsible companies. The Hawthorne Effect suggests that behavior can be modified under observation. Law of Similarity states that connections are perceived between similar elements. The Law of Prägnanz is the preference for simple interpretations of ambiguous forms. The Streisand Effect describes how attempts to suppress information can inadvertently increase its awareness. The Spotlight Effect is the tendency to overestimate how much others notice one's actions. The Fresh Start Effect links motivation to new beginnings. Labor Illusion suggests that valuation increases when effort is recognized. Default Bias is the resistance to changing established behaviors. Investment Loops indicate that personal investment increases the likelihood of return engagement. Loss Aversion describes how the fear of losses outweighs the joys from equivalent gains. Commitment & Consistency refers to the tendency to stick to previous choices. The Sunk Cost Effect makes individuals reluctant to exit a venture due to prior investments. Decision Fatigue describes the declining quality of decisions after making many choices. Reactance is the resistance to forced behaviors. The Observer-Expectancy Effect is a bias influencing participant behavior in research. Weber's Law states a better adaptability to small changes. The Law of the Instrument refers to an overreliance on tools, which can limit creativity. Temptation Bundling involves pairing challenging tasks with enjoyable ones. Parkinson's Law states that tasks expand to fill the time available for their completion. Second-Order Effects are the impacts resulting from initial consequences. The IKEA Effect suggests that people value self-created products more highly. Provide Exit Points means offering opportunities for users to disengage. The Peak-End Rule dictates that judgments are based on peak experiences and conclusions. Sensory Appeal indicates that engagement increases with multi-sensory stimulation. The Zeigarnik Effect shows better retention for incomplete tasks compared to completed ones. The Endowment Effect refers to an increased value derived from perceived ownership. Chunking involves grouping information to aid retention. The Picture Superiority Effect states that visuals are recalled more effectively than text. The Method of Loci enhances memory by associating information with physical locations. Shaping is the gradual reinforcement of desired behaviors. Delighters are elements that evoke joy or surprise. An Internal Trigger involves actions prompted by memories. Recognition Over Recall highlights that it's easier to recognize information than to retrieve it from memory. The Storytelling Effect enhances memory retention through narratives. Negativity Bias refers to the stronger recall of negative experiences. The Availability Heuristic involves favoring information that is readily available. The Spacing Effect shows better learning when study is distributed over time. Lastly, the Serial Position Effect explains that items at the beginning and end of a sequence are recalled more easily.