Cognitive Biases & Principles Flashcards

1
Q

๐Ÿ‘€ Hickโ€™s law

A

More options lead to harder decisions.

Hickโ€™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

๐Ÿ’ผ Confirmation bias

A

People look for evidence that confirms what they think.

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

๐Ÿ‘ Priming

A

Previous stimuli influence userโ€™s decision

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

๐Ÿš Cognitive load

A

The total amount of mental effort that is required to complete a task. Too much info -> too high cognitive load

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5
Q

โš“๏ธ Anchoring bias

A

Users rely heavily on the first piece of information they see (i.e. showing the most expensive plan first so others look cheap in comparison)

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6
Q

๐Ÿ‘‰ Nudge

A

Subtle hints can affect usersโ€™ decisions.

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7
Q

๐Ÿฐ Progressive disclosure

A

Users are less overwhelmed if theyโ€™re exposed to complex features later. An interface is easier to use when complex features are gradually revealed later.

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8
Q

๐ŸŽฏ Fittโ€™s law

A

Itโ€™s easier to aim the bigger the target is

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9
Q

๐Ÿ  Attentional bias

A

Users thoughts filter what they pay attention to

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10
Q

๐Ÿ’” Empathy gap

A

People underestimate how much emotions influence user behaviors

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11
Q

โ›ต๏ธ Visual anchors

A

Elements used to guide userโ€™s eyes

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12
Q

๐ŸŒถ Von Restroff effect

A

People remember more items that stand out

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13
Q

๐ŸŽ– Visual hierarchy

A

The order in which people perceive what they see

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14
Q

๐Ÿ”ญ Selective attention

A

People filter out things from their environment when they focus

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15
Q

โœˆ Survivorship bias

A

People neglect things that donโ€™t make it past a selection process (focus on 0.1% that succeeded)

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16
Q

๐Ÿ•ถ Sensory adaption

A

Users tune out the stuff they get repeatedly exposed to

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17
Q

๐Ÿ’Juxtaposition

A

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

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18
Q

๐Ÿšฆ Signifiers

A

Elements that communicate what it will do (suggest usage by using expressions users already know or by obvious shapes)

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19
Q

๐ŸŽญ Contrast

A

Usersโ€™ attention is drawn to higher visual weights

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20
Q

๐Ÿšจ External trigger

A

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

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21
Q

๐Ÿ•บ Decoy effect

A

Having a 3rd option thatโ€™s asymmetrically dominated and easy to discard. Influences the userโ€™s decision between 2 options.

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22
Q

๐Ÿ”˜ Center-stage effect

A

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

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23
Q

๐Ÿ–ผ Framing

A

The way information is presented affects how users make decisions

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24
Q

๐Ÿฃ Law of proximity

A

Elements close to each other are usually considered related

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25
Q

๐Ÿฌ Teslerโ€™s law

A

If you simplify too much, youโ€™ll transfer some complexity to users

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26
Q

๐Ÿงจ Spark effect

A

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

27
Q

๐Ÿฅ Feedback loop

A

When users take action, feedback communicates what happened

28
Q

๐Ÿ˜ป Expectations bias

A

People tend to be influenced by their own expectations

29
Q

๐Ÿ‘ฅ Social proof

A

Users adapt their behaviors based on what others do

30
Q

๐Ÿฆ„ Scarcity

A

People value things more when theyโ€™re in limited supply

31
Q

๐Ÿ’ญ Curiosity gap

A

Users have a desire to seek out missing information

32
Q

๐Ÿ–ฒ Mental model

A

Users have a preconceived opinion of how things work

33
Q

๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ Familiarity bias

A

People prefer familiar experiences

34
Q

๐Ÿ‘ผ Halo effect

A

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

35
Q

โ˜Ž๏ธ Millerโ€™s law

A

Users can only keep ยฑ 7 items in their working memory

36
Q

๐Ÿฑ Unit bias

A

One unit of something feels like the optimal amount

37
Q

๐ŸŒŠ Flow state

A

Being fully immersed or focused on something

38
Q

๐Ÿ•น Skeuomorphism

A

Users adapt more easily to things that look like real-world objects. Interface objects that mimic their real-world counterparts

39
Q

๐ŸŽ Reciprocity

A

People feel the need to reciprocate (respond) when they receive something

40
Q

๐Ÿ‘‘ Authority Bias

A

Users attribute more importance to the opinion of an authority figure

41
Q

๐Ÿบ Pseudo-Set Framing

A

Tasks that are part of a group are more tempting to complete, as humans are drawn to completion.

42
Q

๐ŸŽฐ Variable reward

A

People enjoy rewards, especially unexpected ones

43
Q

๐ŸŽŠ Group Attractiveness Effect / Cheerleader effect

A

Individual items seem more attractive when presented in a group (have a few use cases, testimonials, blog posts before you publish)

44
Q

๐Ÿšฐ Curse of Knowledge

A

Not realizing that people donโ€™t have the same level of knowledge (less technical than you think)

45
Q

๐ŸŽ‰ Aha! Moment

A

When new users first realize the value of your product

46
Q

๐Ÿ“ฎ Self-Initiated Triggers

A

Users are more likely to interact with prompts they set up themselves

47
Q

โœ๏ธ Survey Bias

A

Users tend to skew survey answers towards whatโ€™s socially acceptable

48
Q

๐ŸŽญ Cognitive Dissonance

A

Itโ€™s painful to hold two opposing ideas in our mind

49
Q

๐Ÿฅ… Goal gradient effect

A

Motion increases as users get closer to their goal (speed up their behavior. more motivated by how much is left to their target, not how far theyโ€™ve come)

50
Q

๐Ÿ‘ False consensus effect

A

People overestimate how much other people agree with them

51
Q

โฐ Recency bias

A

Itโ€™s easiest to remember the last thing you heard

52
Q

๐Ÿฅ‡ Primacy bias

A

Remember the first participant most strongly

53
Q

๐Ÿง‘โ€๐Ÿฆฝ Implicit bias

A

The collection of attitudes and stereotypes we associate to people without our conscious knowledge

54
Q

โš“๏ธ Sunk cost effect

A

Users are reluctant to pull out of something theyโ€™ve invested in

55
Q

๐Ÿค Social desirability bias

A

Answering questions based on what the answerer thinks the asker wants to hear.

56
Q

๐Ÿ“† Availability bias

A

When you rust the user recruitment or skip screener questions to attract a bigger pool of users even if they donโ€™t fit the qualifications or characteristics that youโ€™ve already determined are present in your ideal user.

57
Q

๐Ÿš† Aesthetic-Usability effect

A

People perceive designs with great aesthetics as easier to use

58
Q

๐Ÿ’ซ Feedforward

A

When users know what to expect before they take action

59
Q

๐Ÿ’ˆ Occamโ€™s razor

A

Simple solutions are often better than the complex ones

60
Q

๐ŸŽ— Noble Edge effect

A

Users tend to prefer socially responsible companies

61
Q

๐ŸŽ Law of similarity

A

Users perceive a relationship between elements that look similar

62
Q

๐Ÿ”ฆ Spotlight effect

A

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

63
Q

๐Ÿ—“ Fresh start effect

A

Users are more likely to take action if thereโ€™s a feeling of new beginnings.