Name | One-Liner | Category | ||
---|---|---|---|---|
1. | ๐ | Hick's Law | More options leads to harder decisions | information |
2. | ๐ผ | Confirmation Bias | People look for evidence that confirms what they think | information |
3. | ๐ | Priming | Previous stimuli influence users' decision | information |
4. | ๐ | Cognitive Load | Total amount of mental effort that is required to complete a task | information |
5. | โ๏ธ | Anchoring Bias | Users rely heavily on the first piece of information they see | information |
6. | ๐ | Nudge | Subtle hints can affect users' decisions | information |
7. | ๐ฐ | Progressive Disclosure | Users are less overwhelmed if they're exposed to complex features later | information |
8. | ๐ฏ | Fitts's Law | Large and close elements are easier to interact with | information |
9. | ๐ | Attentional Bias | Users' thoughts filter what they pay attention to | information |
10. | ๐ | Empathy Gap | People underestimate how much emotions influence user behaviors | information |
11. | โต๏ธ | Visual Anchors | Elements used to guide users' eyes | information |
12. | ๐ถ | Von Restorff Effect | People notice items that stand out more | information |
13. | ๐ | Visual Hierarchy | The order in which people perceive what they see | information |
14. | ๐ญ | Selective Attention | People filter out things from their environment when in focus | information |
15. | โ๏ธ | Survivorship Bias | People neglect things that don't make it past a selection process | information |
16. | ๐ถ | Banner Blindness | Users tune out the stuff they get repeatedly exposed to | information |
17. | ๐ | Juxtaposition | Elements that are close and similar are perceived as a single unit | information |
18. | ๐ฆ | Signifiers | Elements that communicate what they will do | information |
19. | ๐ญ | Contrast | Users' attention is drawn to higher visual weights | information |
20. | ๐จ | External Trigger | When the information on what to do next is within the prompt itself | information |
21. | ๐บ | Decoy Effect | Create a new option that's easy to discard | information |
22. | ๐ช | Centre-Stage Effect | People tend to choose the middle option in a set of items | information |
23. | ๐ผ | Framing | The way information is presented affects how users make decisions | information |
24. | ๐ฃ | Law of Proximity | Elements close to each other are usually considered related | information |
25. | ๐ฌ | Tesler's Law | If you simplify too much, you'll transfer some complexity to the users | information |
26. | ๐งจ | Spark Effect | Users are more likely to take action when the effort is small | information |
27. | ๐ฅ | Feedback Loop | When users take action, feedback communicates what happened | information |
28. | ๐ป | Expectations Bias | People tend to be influenced by their own expectations | information |
29. | ๐ | Aesthetic-Usability Effect | People perceive designs with great aesthetics as easier to use | information |
30. | ๐ฅ | Social Proof | Users adapt their behaviors based on what others do | meaning |
31. | ๐ฆ | Scarcity | People value things more when they're in limited supply | meaning |
32. | ๐ญ | Curiosity Gap | Users have a desire to seek out missing information | meaning |
33. | ๐ฒ | Mental Model | Users have a preconceived opinion of how things work | meaning |
34. | ๐จโ๐ฉโ๐งโ๐ฆ | Familiarity Bias | People prefer familiar experiences | meaning |
35. | ๐ผ | Halo Effect | People judge things (or people) based on their feelings towards one trait | meaning |
36. | โ๏ธ | Millerโs Law | Users can only keep 7ยฑ2 items in their working memory | meaning |
37. | ๐ฑ | Unit Bias | One unit of something feels like the optimal amount | meaning |
38. | ๐ | Flow State | Being fully immersed and focused on a task | meaning |
39. | ๐น | Skeuomorphism | Users adapt more easily to things that look like real-world objects | meaning |
40. | ๐ค | Singularity Effect | Users care disproportionately about an individual as compared to a group | meaning |
41. | ๐ | Reciprocity | People feel the need to reciprocate when they receive something | meaning |
42. | ๐ | Authority Bias | Users attribute more importance to the opinion of an authority figure | meaning |
43. | ๐บ | Pseudo-Set Framing | Tasks that are part of a group are more tempting to complete | meaning |
44. | ๐ฐ | Variable Reward | People especially enjoy unexpected rewards | meaning |
45. | ๐ | Group Attractiveness Effect | Individual items seem more attractive when presented in a group | meaning |
46. | ๐ฐ | Curse of Knowledge | Not realizing that people don't have the same level of knowledge | meaning |
47. | ๐ | Aha! moment | When new users first realize the value of your product | meaning |
48. | ๐ฎ | Self-Initiated Triggers | Users are more likely to interact with prompts they setup for themselves | meaning |
49. | โ๏ธ | Survey Bias | Users tend to skew survey answers towards what's socially acceptable | meaning |
50. | ๐ญ | Cognitive Dissonance | It's painful to hold two opposing ideas in our mind | meaning |
51. | ๐ฅ | Goal Gradient Effect | Motivation increases as users get closer to their goal | meaning |
52. | ๐ซ | Feedforward | When users know what to expect before they take action | meaning |
53. | ๐ | Occamโs Razor | Simple solutions are often better than the more complex ones | meaning |
54. | ๐ | Noble Edge Effect | Users tend to prefer socially responsible companies | meaning |
55. | ๐งฟ | Hawthorne Effect | Users change their behavior when they know they are being observed | meaning |
56. | ๐ | Hindsight Bias | People overestimate their ability to predict outcomes after the fact | meaning |
57. | ๐ | Law of Similarity | Users perceive a relationship between elements that look similar | meaning |
58. | ๐ | Law of Prรคgnanz | Users interpret ambiguous images in a simpler and more complete form | meaning |
59. | ๐ | Streisand Effect | When trying to censor information ends up increasing awareness of that information | meaning |
60. | ๐ฆ | Spotlight Effect | People tend to believe they are being noticed more than they really are | meaning |
61. | ๐ | Fresh Start Effect | Users are more likely to take action if there's a feeling of new beginnings | meaning |
62. | ๐งโโ๏ธ | Labor Illusion | People value things more when they see the work behind them | time |
63. | ๐ถโโ๏ธ | Default Bias | Users tend not to change an established behavior | time |
64. | ๐ฆ | Investment Loops | When users invest themselves, they're more likely to come back | time |
65. | ๐ฏ | Loss Aversion | People prefer to avoid losses more than earning equivalent gains | time |
66. | ๐ | Commitment & Consistency | Users tend to be consistent with their previous actions | time |
67. | ๐ | Sunk Cost Effect | Users are reluctant to pull out of something they're invested in. | time |
68. | ๐ | Decision Fatigue | Making a lot of decisions lowers users' ability to make rational ones | time |
69. | ๐ | Reactance | Users are less likely to adopt a behavior when they feel forced | time |
70. | ๐ฅฝ | Observer-Expectancy Effect | When researchers' biases influence the participants of an experiment | time |
71. | ๐ฑ | Weber's Law | Users adapt better to small incremental changes | time |
72. | ๐จ | Law of the Instrument | If all you have is a hammer, everything looks like a nail | time |
73. | ๐ญ | Temptation Bundling | Hard tasks are less scary when coupled with something users desire | time |
74. | ๐ | Parkinsonโs Law | The time required to complete a task will take as much time as allowed | time |
75. | ๐ฉ | Dunning-Kruger Effect | People tend to overestimate their skills when they don't know much | time |
76. | ๐ค | Affect Heuristic | People's current emotions cloud and influence their judgment | time |
77. | ๐ | Hyperbolic Discounting | People tend to prioritize immediate benefits over bigger future gains | time |
78. | ๐ณ | Cashless Effect | People spend more when they can't actually see the money | time |
79. | โ๏ธ | Chronoception | People's perception of time is subjective | time |
80. | ๐ | Self-serving bias | People take credits for positive events and blame others if negative | time |
81. | ๐ฅฌ | Pareto Principle | Roughly 80% of the effects come from 20% of the causes | time |
82. | ๐ | Discoverability | The ease with which users can discover your features | time |
83. | ๐ซ | Backfire Effect | When people's convictions are challenged, their beliefs get stronger | time |
84. | ๐ | False Consensus Effect | People overestimate how much other people agree with them | time |
85. | ๐ | Bandwagon Effect | Users tend to adopt beliefs in proportion of others who have already done so | time |
86. | ๐งโโ๏ธ | Barnum-Forer Effect | When you believe generic personality descriptions apply specifically to you. | time |
87. | ๐ | Second-Order Effect | The consequences of the consequences of actions | time |
88. | ๐ | IKEA Effect | When user partially create something, they value it way more | time |
89. | ๐งโโ๏ธ | Planning Fallacy | People tend to underestimate how much time a task will take | time |
90. | ๐ | Provide Exit Points | Invite users to leave your app at the right moment | memory |
91. | ๐ข | Peak-End Rule | People judge an experience by its peak and how it ends. | memory |
92. | ๐ | Sensory Appeal | Users engage more with things appealing to multiple senses | memory |
93. | ๐งฉ | Zeigarnik Effect | People remember incomplete tasks better than completed ones | memory |
94. | ๐งค | Endowment Effect | Users value something more if they feel it's theirs | memory |
95. | ๐ | Chunking | People remember grouped information better | memory |
96. | ๐ธ | Picture Superiority Effect | People remember pictures better than words | memory |
97. | ๐ | Method of Loci | People remember things more when they're associated with a location | memory |
98. | ๐งญ | Shaping | Incrementally reinforcing actions to get closer to a target behavior | memory |
99. | ๐ | Delighters | People remember more unexpected and playful pleasures | memory |
100. | ๐ | Internal Trigger | When users are prompted to take action based on a memory | memory |
101. | ๐พ | Recognition Over Recall | It's easier to recognize things than recall them from memory | memory |
102. | ๐ฐ | Storytelling Effect | People remember stories better than facts alone | memory |
103. | ๐น | Negativity Bias | Users recall negative events more than positive ones | memory |
104. | โฐ | Availability Heuristic | Users favor recent and available information over past information | memory |
105. | ๐ | Spacing Effect | People learn more effectively when study sessions are spaced out | memory |
106. | ๐ | Serial Position Effect | It's easier for users to recall the first and last items of a list | memory |
Donโt miss the new ones!
We update the list every few weeks here: https://growth.design/psychology.
Donโt hesitate to share the link with your friends & colleagues who might enjoy it.
โDan Benoni & Louis-Xavier Lavalleฬe