Cognitive Biases Flashcards

(106 cards)

1
Q

Hick’s Law

A

More options leads to harder decisions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Confirmation Bias

A

People look for evidence that confirms what they think

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Priming

A

Previous stimuli influences users’ decisions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Cognitive Load

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Anchoring Bias

A

Users rely heavily on the first piece of information they see

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Nudge

A

Subtle hints can affect users’ decisions

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Progressive Disclosure

A

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

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Fitts’s Law

A

Large and close elements are easier to interact with

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Banner Blindness

A

Users tune out stuff they are repeatedly exposed to

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Decoy Effect

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Framing

A

The way information is presented affects how users make decisions

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Empathy Gap

A

People underestimate how much emotions influence user behaviors

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Visual Anchors

A

Elements that are used to guide users’ eyes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Von Restorff Effect

A

People notice items that stand out more

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Selective Attention

A

People filter out things from their environment when in focus

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Survivorship Bias

A

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

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Juxtaposition

A

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

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

External Trigger

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Centre-Stage Effect

A

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

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Law of Proximity

A

Elements close to each other are usually considered related

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Tesler’s Law

A

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

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

Spark Effect

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

Feedback Loop

A

When users take action, feedback communicates what happened

Category: information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Expectations Bias
People tend to be influenced by their own expectations ## Footnote Category: information
26
Aesthetic-Usability Effect
People perceive designs with great aesthetics as easier to use ## Footnote Category: information
27
Social Proof
Users adapt their behavior based on what others do ## Footnote Category: meaning
28
Scarcity
People value thing smore when they're in limited supply ## Footnote Category: meaning
29
Curiosity Gap
Users have a desire to seek out missing information ## Footnote Category: meaning
30
Mental Model
Users have a preconceived opionion of how things work ## Footnote Category: meaning
31
Familiarity Bias
People prefer familiar experiences ## Footnote Category: meaning
32
Reciprocity
People feel the need to reciprocate when they receive something
33
Singularity Effect
Users care disproportionately about an individual as compared to a group
34
Variable Reward
People especially enjoy unexpected rewards ## Footnote Category: meaning
35
Aha! moment
When new users first realize the value of your product ## Footnote Category: meaning
36
Goal Gradient Effect
Motivation increases as users get closer to their goal ## Footnote Category: meaning
37
Occam's Razor
Simple solutions are often better than more complex ones ## Footnote Category: meaning
38
Noble Edge Effect
Users tend to prefer socially responsible companies ## Footnote Category: meaning
39
Hawthorne Effect
Users change their behavior when they know they are being observed ## Footnote Category: meaning
40
Halo Effect
People judge things (or people) based on their feelings towards one trait ## Footnote Category: meaning
41
Miller's Law
Users can only keep 7±2 items in their working memory ## Footnote Category: meaning
42
Unit Bias
One unit of something feels likethe optimal amount ## Footnote Category: meaning
43
Flow State
Being fully immersed and focused on a task ## Footnote Category: meaning
44
Authority Bias
Users attribute more importance to the opinion of any authority figure ## Footnote Category: meaning
45
Pseudo-Set Framing
Tasks that are part of a group are more tempting to complete
46
Group Attractiveness Effect
Individual items seem more attracive when presented in a group ## Footnote Category: meaning
47
Curse of Knowledge
Not realizing that people don't have the same level of knowledge ## Footnote Category: meaning
48
Self-Initiatied Triggers
Users are more likely to interact with prompts they setup for themselves ## Footnote Category: meaning
49
Survey Bias
Users tend to skew survey answers towards what's socially acceptable ## Footnote Category: meaning
50
Cognitive Dissonance
It's painful to hold two opposing ideas in our mind ## Footnote Category: meaning
51
Feedforward
When users know what to expect before they take an action ## Footnote Category: meaning
52
Hindsight Bias
People overestimate their ability to predict outcomes after the fact ## Footnote Category: meaning
53
Law of Similarity
Users perceive a relationship between elements that look similar ## Footnote Category: meaning
54
Law of Prägnanz
Users interpret ambigous images in a simpler and more complete form ## Footnote Category: meaning
55
Streisand Effect
When trying to censor information ends up increasing awareness of that information ## Footnote Category: meaning
56
Spotlight Effect
People tend to believe they are being noticed more than they really are ## Footnote Category: meaning
57
Fresh Start Effect
Users are more likely to take action if there's a feeling of new beginnings ## Footnote Category: meaning
58
Labor Illusion
People value things more when they see the work behind them ## Footnote Category: time
59
Default Bias
Users tend not to change an established behavior ## Footnote Category: time
60
Investment Loops
When users invest themselves, they're more likely to come back ## Footnote Category: time
61
Loss Aversion
People prefer to avoid losses more than earning equivalent gains ## Footnote Category: time
62
Commitment & Consistency
Users tend to be consitent with their previous actions ## Footnote Category: time
63
Sunk Cost Effect
Users are reluctant to pull out of something they're invested in ## Footnote Category: time
64
Reactance
Users are less likely to adop ta behavior when they feel forced ## Footnote Category: time
65
Law of the Instrument
If all you have is a hammer, everything looks like a nail ## Footnote Category: time
66
Tempation Bundling
Hard tasks are less scary when coupled with something users desire ## Footnote Category: time
67
Dunning-Kruger Effect
People tend to overestimate their skills when they don't know much ## Footnote Category: time
68
Discoverability
The ease with which users can discover your features ## Footnote Category: time
69
Second-Order Effect
The consequences of the consequences of actions ## Footnote Category: time
70
Decision Fatigue
Making a lot of decisions lowers users' ability to make rational ones ## Footnote Category: time
71
Observer-Expectancy Effect
When researchers' biases influence the participants of an experiment ## Footnote Category: time
72
Weber's Law
Users adapt better to small incremental changes ## Footnote Category: time
73
Parkinson's Law
The time required to complete a task will take as much time as allowd ## Footnote Category: time
74
Affect Heuristic
People's current emotions cloud and influence their judgment ## Footnote Category: time
75
Hyperbolic Discounting
People tend to prioritize immediate benefits over bigger future gains ## Footnote Category: time
76
Chronoception
People's perception of time is subjective ## Footnote Category: time
77
Cashless Effect
People spend more when they can't actually see the money/prices ## Footnote Category: time
78
Self-serving Bias
People take credits for positive events and blame others if negative ## Footnote Category: time
79
Pareto Principle
Roughly 80% of the effects come from 20% of the causes ## Footnote Category: time
80
Backfire Effect
When people's convictions are challenged, their beliefs get stronger ## Footnote Category: time
81
False Consensus Effect
People overstimate how much other people agree with them ## Footnote Category: time
82
Bandwagon Effect
Users tend to adopt beliefs in proportion of others who have already done so ## Footnote Category: time
83
Barnum-Forer Effect
When you believe generic personality descriptions apply specifically to you ## Footnote Category: time
84
IKEA Effect
When users partially create something, they value it way more ## Footnote Category: time
85
Planning Fallacy
People tend to understimate how much time a task will take ## Footnote Category: time
86
Provide Exit Points
Invite users to leave your app at the right moment ## Footnote Category: memory
87
Peak-End Rule
People judge an experience by its peak and how it ends ## Footnote Category: memory
88
Sensory Appeal
Users engage more with things appealing to multiple sense ## Footnote Category: memory
89
Zeigarnik Effect
People remember incomplete tasks better than completed ones ## Footnote Category: memory
90
Endowment Effect
Users value something more if they feel it's theirs ## Footnote Category: memory
91
Chunking
People remember grouped information better ## Footnote Category: memory
92
Delighters
People remember more unexpected and playful pleasures ## Footnote Category: memory
93
Internal Trigger
When users are prompted to take action based on memory ## Footnote Category: memory
94
Picture Superiority Effect
People remember pictures better than words ## Footnote Category: memory
95
Method of Loci
People remember things more when they're associated with a location ## Footnote Category: memory
96
Shaping
Incrementally reinforcing actions to get closer to a target behavior ## Footnote Category: memory
97
Recognition Over Recall
It's easier to recognize things than recall them from memory ## Footnote Category: memory
98
Storytelling Effect
People remember stories better than facts alone ## Footnote Category: memory
99
Negativity Bias
Users recall negative events more than positive ones ## Footnote Category: memory
100
Availability Heuristic
Users favor recent and available information over past information ## Footnote Category: memory
101
Spacing Effect
People learn more effectively when study sessions are spaced ou ## Footnote Category: memory
102
Serial Position Effect
It's easier for users to recall the first and last items of a list ## Footnote Category: memory
103
Haptic Imagery
Imagining how something feels when you touch it
104
Fogg Behavioral Model (FBM)
Behavior change occurs when three elements align: motivation, ability, and a prompt
105
ABC Model
A model to explain how behaviors are initiated, maintained, and strengthened/weakened Stands for: Antecedent, Behavior, Consequence
106