Aesthetic-Usability Effect
A user's perception that attractive products are more usable upon first impression. Users believe that designs that look more pleasing will work better, even if it is not more functional
Anchoring
A user's tendency to focus on an initial impression or piece of information. This is likely to affect subsequent choices and evaluations as users navigate the product.
Banner Blindness
Behavior in which users ignore elements that can be perceived as advertising. Users have become used to ignoring elements that are likely to hold advertising or information that is not relevant to needs.
Center-Stage Effect
Users pay more attention to information that is centered on a page. This is due to the visual tendency to look towards the focal point.
Cognitive Load
Effort required to process, understand and interact with information. High levels of cognitive load can lead to frustration and decreased performance. Low levels can allow users to process and retain information more easily.
Decision Fatigue
The reduced ability to make decisions after extended periods of decision-making. Occurs because the cost of decisions can be exhausting, causing less selective and more likely to choose the default or easiest option.
Decoy Effect
Effect where users will choose one option over another based on the presence of a third, less attractive option. This can occur because the presence of the decoy option can alter the face value of the other options.
Default Bias
Tendency for users to stick with the default option when given a choice. Occurs because users may perceive the default option as the safest or the recommended choice, or because they prefer to stick with the status quo.
Discoverability
The ease with which users can find and learn about new features in a product. Includes the visibility of features, as well as the clarity of the instructions provided to help users understand how to use them.
Doherty Threshold
The point at which a user becomes frustrated with a slow-loading website or application. This is influenced by the user's expectations and the context in which they are using the product, as well as the overall product’s speed.
Goal Gradient Effect
People are more motivated to complete a task as they get closer to their goal. Can occur because the closer a person is to achieving a goal, the more they perceive the reward as being attainable, increasing motivation.
Hick’s Law
Hick's Law states that the time and effort needed to make a decision increases with the number of options. This means more choices lead to longer decision times.
Hyperbolic Discounting
Users lean towards immediate rewards more highly than future rewards. Can occur because people have a stronger desire for immediate gratification, making them likelier to prefer a smaller, immediate reward.
IKEA Effect
People tend to value products more highly when they have contributed to their creation or construction. There is a sense of ownership and pride in products that they have helped to create, therefore valuing them more.
Investment Loops
Design patterns that users are more likely to engage with if they have invested time or effort into them. Users often value things more highly when they have invested in them.
Jakob’s Law
Users will have certain expectations about the functionality and usability of a product based on their experiences with related products. Users prefer designs that are similar to ones they have used before.
Law of Common Region
Objects that are physically fenced together are perceived as being related or belonging to the same category. Having a visual boundary or border around elements emphasizes common region among them.
Law of Proximity
Objects that are close in spatial proximity are perceived to be related elements. These close objects are considered to have similar functionality.
Law of Prägnanz
Simpler objects have an easier time being processed and need the least cognitive effort. Complex objects and shapes are often simplified by the eye.
Law of Similarity
Users tend to perceive elements that are visually similar to each other as being related. Occurs because users are naturally attracted to the visual similarity of elements and will group related items together.
Law of Uniform Connectedness
Users will perceive elements that are connected by a uniform visual element as being related to each other. Visual connections with lines, frames, shapes, arrows, and colors can establish this connection.
Miller’s Law
On average users can hold around 7 items in their short-term memory at once. Within design, this is the amount of information present to a user at any given time.
Nudging
The use of subtle cues to influence people's behavior in a desired direction. Often through the use of visual or verbal cues, or through the positioning or arrangement of elements.
Occam’s Razor
When presented with multiple explanations for a phenomenon, the simplest explanation is most likely to be correct. Avoiding complexity in favor of clarity and simplicity in design.
Pareto Principle
The idea that 80% of the effects come from 20% of input. Largest effort goes into a small subset that yields the most for users.
Parkinson’s Law
Work will end up taking the time allocated towards it. Even work that can be done in a day can take a week if that is the deadline given.
Peak-End Rule
User's overall evaluation of an experience is based on the most intense point and the end of the experience.
Picture Superiority Effect
Information is more easily remembered when presented in a picture form rather than when it is written or verbal. Often visual elements can be more engaging and convey abstract concepts with ease.
Planning Fallacy
The tendency for the mind to underestimate the time and resources needed to complete a task or project. Often time is not given to setbacks or unexpected delays.
Priming
Priming is the use of small hints to help people retain information in their short-term memory to influence their decision-making just before another chunk of information is introduced.
Progressive Disclosure
The practice of revealing information to users gradually, as they need it. This can be done with menus, tabs, or other UI elements that allow users to access additional information or features only when they need them.
Second-Order Effect
Effects of a design decision can have unintended consequences on other parts of the product. Occurs because elements are often interconnected, and a change to one can have a ripple effect on other parts of the product.
Serial Position Effect
Users tend to remember items that are presented at the beginning or end than those in the middle. This being that initial and final impressions leave a lasting impression on our long-term memory compared to the middle.
Social Proof
The instinct of users to look at others for signals on how to make decisions. Showing conformity through ratings, reviews, or testimonials is an example of social proof in design.
Sunk Cost Effect
Tendency for people to continue investing time, money, or effort into something that has demonstrated a poor return on investment. In order to avoid a sense of loss by abandoning something, many continue to invest.
Tesler’s Law
As a system becomes more complex, the number of features it can support becomes restricted. Complexity inhibits a user’s ability to effectively navigate a product or interface.
Von Restorff Effect
Users often remember and notice items that stand out or are different from their surroundings. This can occur because people are naturally drawn to novel or unusual stimuli.
Weber’s Law
The perceived difference between two stimuli is proportional to the magnitude of the stimuli. In other words, a large change is more noticeable in comparison to incremental changes made to a product or design.
Zeigarnik Effect
Users often remember or think about uncompleted goals more than ones that are finished. Incomplete tasks often create a cognitive load that demands more attention.