Cognitive Biases and Principles in UX Flashcard Deck

1
Q

What is Hick’s Law?

A

HICK’S LAW DEFINITION

Hick’s Law predicts that the time and the effort it takes to make a decision, increases with the number of options. The more choices, the more time users take to make their decisions.

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2
Q

What is Confirmation Bias?

A

People tend to search for, interpret, prefer, and recall information in a way that reinforces their personal beliefs or hypotheses.

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3
Q

What is Priming?

A

Subtle visual or verbal suggestions help users recall specific information, influencing how they respond. Priming works by activating an association or representation in users short-term memory just before another stimulus or task is introduced.

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4
Q

What is Cognitive Load?

A

Cognitive load is the total amount of mental effort that is required to complete a task. You can think of it as the processing power needed by the user to interact with a product. If the information that needs to be processed exceeds the user’s ability to handle it, the cognitive load is too high

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5
Q

What is Anchoring Bias?

A

The initial information that users get affects subsequent judgments. Anchoring often works even when the nature of the anchor doesn’t have any relation with the decision at hand. It’s useful to increase perceived value.

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6
Q

What is a Nudge?

A

People tend to make decisions unconsciously. Small cues or context changes can encourage users to make a certain decision without forcing them. This is typically done through priming, default option, salience and perceived variety.

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7
Q

What is Progressive Disclosure?

A

An interface is easier to use when complex features are gradually revealed later. During the onboarding, show only the core features of your product, and as users get familiar, unveil new options. It keeps the interface simple for new users and progressively brings power to advanced users.

From Growth.Design

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8
Q

What is Fitt’s Law?

A

Fitts’s law is a predictive model which states that the time to acquire a target is a function of the distance to and size of the target. This is mainly used to model the act of pointing, either physically (e.g., with a hand) or virtually (e.g., with a computer mouse).

From Growth.Design

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9
Q

What is Banner Blindness?

A

Users have learned to ignore content that resembles ads, is close to ads, or appears in locations traditionally dedicated to ads.

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10
Q

What is the Decoy Effect?

A

When we are choosing between two alternatives, the addition of a third, less attractive option (the decoy) can influence our perception of the original two choices. Decoys are “asymmetrically dominated”: they are completely inferior to one option (the target) but only partially inferior to the other (the competitor). For this reason, the decoy effect is sometimes called the “asymmetric dominance effect.”

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11
Q

What is Framing?

A

The framing effect happens when your decision is influenced more by how the information is presented (or worded) than by the information itself. It’s partly due to the fact that people evaluate their losses and acquire insight in an asymmetric fashion (see Loss Aversion and Prospect Theory, by Daniel Kahneman and Amos Tversky).

From Growth.Design

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12
Q

SKIP What is Attentional Bias?

A
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13
Q

SKIP What is the Empathy Gap?

A
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14
Q

SKIP What are Visual Anchors?

A
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15
Q

SKIP What is the Van Restorff Effect?

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16
Q

SKIP What is a Visual Hierarchy?

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17
Q

SKIP What is Selective Attention?

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18
Q

SKIP What is Survivorship Bias?

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19
Q

SKIP What is a Juxtaposition?

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20
Q

SKIP What are Signifiers?

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21
Q

SKIP What is Contrast?

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22
Q

SKIP What is an External Trigger?

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23
Q

SKIP What is a Center-Stage Effect?

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24
Q

SKIP What is the Law of Proximity?

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25
Q

SKIP What is Tesler’s Law?

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26
Q

SKIP What is the Spark Effect?

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27
Q

SKIP What is a Feedback Loop?

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28
Q

SKIP What is the Expectations Bias?

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29
Q

SKIP What is the Aesthetics-Usability Effect?

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30
Q

What is Social Proof?

A

Social proof is a convenient shortcut that users take to determine how to behave. When they are unsure or when the situation is ambiguous, they are most likely to look and accept the actions of others as correct. The greater the number of people, the more appropriate the action seems.

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31
Q

What is Scarcity?

A

While scarcity is typically invoked to encourage purchasing behaviors, it can also be used to increase quality by encouraging people to be more judicious with the actions they take. It can come in different forms: Time-limited, Quantity limited, Access-limited. Never fake scarcity if you don’t want reactance!

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32
Q

What is the Curiosity Gap?

A

The curiosity gap is the space between what users know and what they want or need to know. Gaps cause pain, and to take it away, users need to fill the knowledge gap.

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33
Q

What is a Mental Model?

A

A mental model is an explanation of someone’s thought process about how something works in the real world. It is a representation of the surrounding world, which might be accurate or not. What users believe they know about your product changes how they use it.

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34
Q

What is a Familiarity Bias?

A

Users have an innate desire for things they’re already familiar with. And the more we experience something, the more likely we are to like it. So, try to use common patterns when creating new experiences.

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35
Q

What is Skeuomorphism?

A

Skeuomorphism is where an interface object mimics its real world counterpart to facilitate transition to new technology. The digital object imitates reality by how it appears or how the user can interact with it. Skeuomorphism partly relies Familiarity Bias and on a usability concept called “Affordance” (the actions which users consider possible while interacting with an object).

Skeuomorphism is best used to get users to adapt to new interfaces and new technology. Especially since nowadays, most users have become used to interacting with graphical user interfaces. That’s why creating a skeuomorphic interface strictly for aesthetic reasons won’t always work and might even clutter the interface.

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36
Q

What is Reciprocity?

A

Reciprocity is a social norm of responding to a positive action with another positive action, rewarding kind actions. In the context of digital product experiences, users are more likely to engage with your product if you first provide them value. They’ll be more likely to trust you and reciprocate. That’s even more important when you’re about to ask for something big from your users (sign up, paywall, etc).

From Growth.Design

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37
Q

What is the Singularity Effect?

A

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. The Singularity Effect, combined with the Character Identification Effect and the Narrative Bias explains why you tend to remember stories with vivid characters much better than abstract statistics and data (see examples below).

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38
Q

What is a Variable Reward?

A

In the operant conditioning method, a variable-ratio schedule is a schedule of reinforcement where a response is reinforced after an unpredictable number of responses. This unexpected schedule creates a steady, high rate of responding.

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39
Q

What is the “Aha! moment”

A

The aha moment is a moment of sudden insight or discovery. In software, it’s the pivotal moment when a new user first realizes the value of your product and why they need it.

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40
Q

What is a Goal Gradient Effect?

A

The closer users are to reaching a milestone (e.g., completing a task, reaching a goal, etc), the faster they work towards reaching it. Interestingly, even artificial or estimated progress indicators can help to motivate users. That’s why it’s crucial that your experience provides a clear indication of progress to provide this feedback to your users.

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41
Q

What is Occam’s Razor?

A

Occam’s razor is a mental model which states that “it is futile to do with more what can be done with fewer”—in other words, the simplest explanation is most likely the right one. Be careful, simple does not mean ignoring important facts in an attempt to reduce the complexity. It requires open mindedness to seek a better solution with less complexity and less assumptions, exploring a better way of doing things.

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42
Q

What is the Noble Edge Effect?

A

When companies demonstrate genuine caring and social responsibility, they tend to be rewarded with increased brand loyalty, and greater profits.

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43
Q

What is the Hawthorne Effect?

A

The Hawthorne effect is a theory that describes a type of reactivity in which individuals modify an aspect of their behavior in response to their awareness of being observed.

From Growth.Design

44
Q

SKIP What is the Halo Effect?

A
45
Q

SKIP What is Miller’s Law?

A
46
Q

SKIP What is Unit Bias?

A
47
Q

SKIP What is a Flow State?

A
48
Q

SKIP What is an Authority Bias?

A
49
Q

SKIP What is Pseudo Set-Framing?

A
50
Q

SKIP What is the Group Attractiveness Effect?

A
51
Q

SKIP What is the Curse of Knowledge?

A
52
Q

SKIP What are Self-Initiated Triggers?

A
53
Q

SKIP What is Survey Bias?

A
54
Q

SKIP What is Cognitive Dissonance?

A
55
Q

SKIP What is Feed Forward?

A
56
Q

SKIP What is Hindsight Bias?

A
57
Q

SKIP What is the Law of Similarity?

A
58
Q

SKIP What is the Law of Pragnanz?

A
59
Q

SKIP What is the Streisand Effect?

A
60
Q

SKIP What is the Spotlight Effect?

A
61
Q

SKIP What is the Fresh Start Effect?

A
62
Q

What is the Labor Illusion?

A

Making users wait for something they requested while showing them how it is being prepared creates the appearance of effort. Customers are usually more likely to appreciate the results of that effort. This is also called the “KAYAK Effect” (based on the travel booking site that used that tactic).

From Growth.Design

63
Q

What is the Default Bias?

A

Unless the incentive to change is compelling, people are more likely to stick to the default situation presented to them. This is also called the Status quo bias. It can be a powerful actor when trying to change behaviors.

From Growth.Design

64
Q

What is an Investment Loop?

A

People invest time, money, information, or effort into a product in anticipation of future benefits. It makes them more likely to return because of the increase in perceived value. When executed properly, user investments load the next trigger to use your product.

From Growth.Design

65
Q

What is Loss Aversion?

A

We hate losing or letting go of what we have (even if more could be had). Prospect theory says that a loss hurts more than an equal gain feels good. In other words, losing $1,000 will “hurt” more than the joy of gaining $1,000. Loss aversion can also lead to sunk cost fallacy. (Related: Endowment Effect).

From Growth.Design

66
Q

What is Commitment & Consistency?

A

When users are asked to do something, their brain instinctually perceive it as a threat. The smaller the initial ask, the smaller the fight or flight response and the more likely they are to agree to gradually bigger requests. Especially since the brain likes to be consistent with its previous actions. It’s part of the reason why multi-step forms can perform up to 271% better than a big single-step form.

From Growth.Design

67
Q

What is Sunk Cost Effect?

A

People experience the sunk cost effect when they keep doing something as a result of previously invested resources (time, effort, money, etc). That effect becomes a fallacy if it’s pushing them to do things that won’t make them happier.

From Growth.Design

68
Q

What is Reactance?

A

Reactance occurs when a person feels that someone or something is taking away their choices or limiting the range of alternatives. It’ll trigger an opposite response to what was intended, and also increases resistance to persuasion.

From Growth.Design

69
Q

What is the Law of the Instrument?

A

When we acquire a new skill, we tend to see opportunities to use it everywhere. This bias is also known as “the law of the hammer”, or “Maslow’s hammer”, in reference to psychologist Abraham Maslow’s famous quote: “I suppose it is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail.”

From Growth.Design

70
Q

What is Temptation Bundling?

A

We’re more likely to do the hard stuff when tightly coupled with something tempting. Researchers showed that bundling a want, or an instant gratification experience, with a should, or a valuable but delayed gratification experience would increase the chances of taking action.

From Growth.Design

71
Q

What is the Dunning-Kruger Effect

A

This effect occurs when a person’s lack of knowledge and skills in a certain area cause them to overestimate their own competence. By contrast, it also causes those who excel in a given area to think the task is simple for everyone (curse of knowledge), and underestimate their relative abilities as well.

From Growth.Design

72
Q

What is Discoverability?

A

Discoverability means that the user can extract the knowledge they need of the product by looking at it. If the key elements to take action are well presented then discoverability is good.

From Growth.Design

73
Q

What is the Second-Order Effect?

A

A single decision can initiate a series of cause-and-effects, and it can be hard to predict or control them all. Still, as a product community, we have the ethical responsibility of trying to predict the undesirable consequences of the experiences we create as best as we can.

From Growth.Design

74
Q

SKIP What is Decision Fatigue?

A
75
Q

SKIP What is Observer-Expectancy Effect?

A
76
Q

SKIP What is Weber’s Law?

A
77
Q

SKIP What is Parkinson’s Law?

A
78
Q

SKIP What is the Affect Heuristic?

A
79
Q

SKIP What is Hyperbolic Discounting?

A
80
Q

SKIP What is Chronoception?

A
81
Q

SKIP What is the Cashless Effect?

A
82
Q

SKIP What is Self-serving Bias?

A
83
Q

SKIP What is the Pareto Principle?

A
84
Q

SKIP What is the Backfire Effect?

A
85
Q

SKIP What is the False Consensus Effect?

A
86
Q

SKIP What is the Bandwagon Effect?

A
87
Q

SKIP What is the Barnum-Forer Effect?

A
88
Q

SKIP What is the Ikea Effect?

A
89
Q

SKIP What is the Planning Fallacy?

A
90
Q

What are Exit Points?

A

Exit points are meant to respect people’s time. They are opportunities to “put down” the product when users feel they have reached something. They are critical to an overall experience when you want to avoid product fatigue and reactance. (Related to: Peak-End Rule)

From Growth.Design

91
Q

What is the Peak-End Rule?

A

Users don’t merely evaluate an experience based on the average or a sum of all the micro-experiences. Instead, their brain heavily weighs the peaks (high or low) and the end of the experience. Peaks—when pleasant—often correspond to memorable delighters sprinkled into the user journey.

From Growth.Design

92
Q

What is Sensory Appeal?

A

Why are we tempted to eat sweets when walking by a bakery in the morning? The smell out of the oven is strong enough to make us stop. The sights, sounds, feels, tastes, and smells of products are designed to engage users’ senses. And when multiple senses are engaged, people are more likely to create an emotional connection with the brand.

From Growth.Design

93
Q

What is the Zeigarnik Effect?

A

Lewin’s field theory states that a task in progress creates task-specific tension. This tension is relieved when the task is completed, but if the task is interrupted, it stays. That tension makes relevant information more accessible and more easily remembered.

From Growth.Design

94
Q

What is the Endowment Effect?

A

Users are more likely to want to keep something that they own than acquire that same thing when they don’t own it. They tend to overvalue the things they own, regardless of their objective market value. (Related: Loss Aversion)

From Growth.Design

95
Q

What is Chunking?

A

In cognitive psychology, chunking is when individual pieces of an information set are broken down and grouped in a meaningful whole. These chunks bypass the limited working memory capacity (see Miller’s Law) and allow the working memory to be more efficient. Chunks are easier to retrieve because your brain creates higher-order cognitive representations of the items within each chunk.

In terms of interface design, it comes down to breaking down steps, text, and interface elements into smaller pieces so that users can process, understand, and remember information them better.

From Growth.Design

96
Q

What are Delighters?

A

We remember and respond favorably to small, unexpected, and playful pleasures. But, for your delighters to have a positive effect, you must first meet or exceed the user’s basic expectations. Otherwise, that moment will likely fall flat. Also, over time, delighters become expected features losing that slight edge.

From Growth.Design

97
Q

What is an Internal Trigger?

A

A “trigger” is a prompt of a user to take action. There are two types of triggers:

external (e.g. emails, mobile notification, billboards, ad) and
internal (e.g. places, situations, emotions, people).
External triggers are meant to alert people in case of an event. Slowly, by interacting with external triggers people begin to form associations with internal triggers, which become attached to existing behaviors and emotions. Soon, people are internally triggered every time they feel a certain way.

From Growth.Design

98
Q

SKIP What is the Picture Superiority Effect?

A
99
Q

SKIP What is the Method of Loci?

A
100
Q

SKIP What is Shaping?

A
101
Q

SKIP What is Recognition Over Recall?

A
102
Q

SKIP What is the Storytelling Effect?

A
103
Q

SKIP What is Negativity Bias?

A
104
Q

SKIP What is the Availability Heuristic?

A
105
Q

SKIP What is the Spacing Effect?

A
106
Q

SKIP What is the Serial Position Effect?

A