Cognitive Biases Flashcards

1
Q

Hick’s Law

A

More options leads to harder decisions

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2
Q

Confirmation Bias

A

People look for evidence that confirms what they think

Category: information

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3
Q

Priming

A

Previous stimuli influences users’ decisions

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4
Q

Cognitive Load

A

The total amount of mental effort that is required to complete a task

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5
Q

Anchoring Bias

A

Users rely heavily on the first piece of information they see

Category: information

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6
Q

Nudge

A

Subtle hints can affect users’ decisions

Category: information

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7
Q

Progressive Disclosure

A

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

Category: information

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8
Q

Fitts’s Law

A

Large and close elements are easier to interact with

Category: information

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9
Q

Banner Blindness

A

Users tune out stuff they are repeatedly exposed to

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10
Q

Decoy Effect

A

Creating a third option that is completely inferior to the target option but only partially inferior to the competitor

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11
Q

Framing

A

The way information is presented affects how users make decisions

Category: information

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12
Q

Attentional Bias

A

Users’ thoughts filter what they pay attention to

E.g. a smoker is more attuned to cigarette ads

Category: information

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13
Q

Empathy Gap

A

People underestimate how much emotions influence user behaviors

Category: information

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14
Q

Visual Anchors

A

Elements that are used to guide users’ eyes

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15
Q

Von Restorff Effect

A

People notice items that stand out more

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16
Q

Selective Attention

A

People filter out things from their environment when in focus

Category: information

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17
Q

Survivorship Bias

A

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

Category: information

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18
Q

Juxtaposition

A

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

Category: information

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19
Q

External Trigger

A

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

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20
Q

Centre-Stage Effect

A

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

Category: information

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21
Q

Law of Proximity

A

Elements close to each other are usually considered related

Category: information

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22
Q

Tesler’s Law

A

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

Category: information

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23
Q

Spark Effect

A

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

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24
Q

Feedback Loop

A

When users take action, feedback communicates what happened

Category: information

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25
Q

Expectations Bias

A

People tend to be influenced by their own expectations

Category: information

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26
Q

Aesthetic-Usability Effect

A

People perceive designs with great aesthetics as easier to use

Category: information

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27
Q

Social Proof

A

Users adapt their behavior based on what others do

Category: meaning

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28
Q

Scarcity

A

People value thing smore when they’re in limited supply

Category: meaning

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29
Q

Curiosity Gap

A

Users have a desire to seek out missing information

Category: meaning

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30
Q

Mental Model

A

Users have a preconceived opionion of how things work

Category: meaning

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31
Q

Familiarity Bias

A

People prefer familiar experiences

Category: meaning

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32
Q

Reciprocity

A

People feel the need to reciprocate when they receive something

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33
Q

Singularity Effect

A

Users care disproportionately about an individual as compared to a group

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34
Q

Variable Reward

A

People especially enjoy unexpected rewards

Category: meaning

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35
Q

Aha! moment

A

When new users first realize the value of your product

Category: meaning

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36
Q

Goal Gradient Effect

A

Motivation increases as users get closer to their goal

Category: meaning

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37
Q

Occam’s Razor

A

Simple solutions are often better than more complex ones

Category: meaning

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38
Q

Noble Edge Effect

A

Users tend to prefer socially responsible companies

Category: meaning

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39
Q

Hawthorne Effect

A

Users change their behavior when they know they are being observed

Category: meaning

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40
Q

Halo Effect

A

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

Category: meaning

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41
Q

Miller’s Law

A

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

Category: meaning

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42
Q

Unit Bias

A

One unit of something feels likethe optimal amount

Category: meaning

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43
Q

Flow State

A

Being fully immersed and focused on a task

Category: meaning

44
Q

Authority Bias

A

Users attribute more importance to the opinion of any authority figure

Category: meaning

45
Q

Pseudo-Set Framing

A

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

46
Q

Group Attractiveness Effect

A

Individual items seem more attracive when presented in a group

Category: meaning

47
Q

Curse of Knowledge

A

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

Category: meaning

48
Q

Self-Initiatied Triggers

A

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

Category: meaning

49
Q

Survey Bias

A

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

Category: meaning

50
Q

Cognitive Dissonance

A

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

Category: meaning

51
Q

Feedforward

A

When users know what to expect before they take an action

Category: meaning

52
Q

Hindsight Bias

A

People overestimate their ability to predict outcomes after the fact

Category: meaning

53
Q

Law of Similarity

A

Users perceive a relationship between elements that look similar

Category: meaning

54
Q

Law of Prägnanz

A

Users interpret ambigous images in a simpler and more complete form

Category: meaning

55
Q

Streisand Effect

A

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

Category: meaning

56
Q

Spotlight Effect

A

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

Category: meaning

57
Q

Fresh Start Effect

A

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

Category: meaning

58
Q

Labor Illusion

A

People value things more when they see the work behind them

Category: time

59
Q

Default Bias

A

Users tend not to change an established behavior

Category: time

60
Q

Investment Loops

A

When suers invest themselves, they’r emore likely to come back

Category: time

61
Q

Loss Aversion

A

People prefer to avoid losses more than earning equivalent gains

Category: time

62
Q

Commitment & Consistency

A

Users tend to be consitent with their previous actions

Category: time

63
Q

Sunk Cost Effect

A

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

Category: time

64
Q

Reactance

A

Users are less likely to adop ta behavior when they feel forced

Category: time

65
Q

Law of the Instrument

A

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

Category: time

66
Q

Tempation Bundling

A

Hard tasks are less scary when coupled with something users desire

Category: time

67
Q

Dunning-Kruger Effect

A

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

Category: time

68
Q

Discoverability

A

The ease with which users can discover your features

Category: time

69
Q

Second-Order Effect

A

The consequences of the consequences of actions

Category: time

70
Q

Decision Fatigue

A

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

Category: time

71
Q

Observer-Expectancy Effect

A

When researchers’ biases influence the participants of an experiment

Category: time

72
Q

Weber’s Law

A

Users adapt better to small incremental changes

Category: time

73
Q

Parkinson’s Law

A

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

Category: time

74
Q

Affect Heuristic

A

People’s current emotions cloud and influence their judgment

Category: time

75
Q

Hyperbolic Discounting

A

People tend to prioritize immediate benefits over bigger future gains

Category: time

76
Q

Chronoception

A

People’s perception of time is subjective

Category: time

77
Q

Cashless Effect

A

People spend more when they can’t actually see the money/prices

Category: time

78
Q

Self-serving Bias

A

People take credits for positive events and blame others if negative

Category: time

79
Q

Pareto Principle

A

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

Category: time

80
Q

Backfire Effect

A

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

Category: time

81
Q

False Consensus Effect

A

People overstimate how much other people agree with them

Category: time

82
Q

Bandwagon Effect

A

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

Category: time

83
Q

Barnum-Forer Effect

A

When you believe generic personality descriptions apply specifically to you

Category: time

84
Q

IKEA Effect

A

When users partially create something, they value it way more

Category: time

85
Q

Planning Fallacy

A

People tend to understimate how much time a task will take

Category: time

86
Q

Provide Exit Points

A

Invite users to leave your app at the right moment

Category: memory

87
Q

Peak-End Rule

A

People judge an experience by its peak and how it ends

Category: memory

88
Q

Sensory Appeal

A

Users engage more with things appealing to multiple sense

Category: memory

89
Q

Zeigarnik Effect

A

People remember incomplete tasks better than completed ones

Category: memory

90
Q

Endowment Effect

A

Users value something more if they feel it’s theirs

Category: memory

91
Q

Chunking

A

People remember grouped information better

Category: memory

92
Q

Delighters

A

People remember more unexpected and playful pleasures

Category: memory

93
Q

Internal Trigger

A

When users are prompted to take action based on memory

Category: memory

94
Q

Picture Superiority Effect

A

People remember pictures better than words

Category: memory

95
Q

Method of Loci

A

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

Category: memory

96
Q

Shaping

A

Incrementally reinforcing actions to get closer to a target behavior

Category: memory

97
Q

Recognition Over Recall

A

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

Category: memory

98
Q

Storytelling Effect

A

People remember stories better than facts alone

Category: memory

99
Q

Negativity Bias

A

Users recall negative events more than positive ones

Category: memory

100
Q

Availability Heuristic

A

Users favor recent and available information over past information

Category: memory

101
Q

Spacing Effect

A

People learn more effectively when study sessions are spaced ou

Category: memory

102
Q

Serial Position Effect

A

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

Category: memory

103
Q

Haptic Imagery

A

Imagining how something feels when you touch it

104
Q

Fogg Behavioral Model (FBM)

A

Behavior change occurs when three elements align: motivation, ability, and a prompt

105
Q

ABC Model

A

A model to explain how behaviors are initiated, maintained, and strengthened/weakened

Stands for: Antecedent, Behavior, Consequence

106
Q
A