Header
NameOne-LinerCategory
1.๐Ÿ‘€Hick's LawMore options leads to harder decisionsinformation
2.๐Ÿ’ผConfirmation BiasPeople look for evidence that confirms what they thinkinformation
3.๐Ÿ‘PrimingPrevious stimuli influence users' decisioninformation
4.๐Ÿš›Cognitive LoadTotal amount of mental effort that is required to complete a taskinformation
5.โš“๏ธAnchoring BiasUsers rely heavily on the first piece of information they seeinformation
6.๐Ÿ‘‰NudgeSubtle hints can affect users' decisionsinformation
7.๐ŸฐProgressive DisclosureUsers are less overwhelmed if they're exposed to complex features laterinformation
8.๐ŸŽฏFitts's LawLarge and close elements are easier to interact withinformation
9.๐Ÿ Attentional BiasUsers' thoughts filter what they pay attention toinformation
10.๐Ÿ’”Empathy GapPeople underestimate how much emotions influence user behaviorsinformation
11.โ›ต๏ธVisual AnchorsElements used to guide users' eyesinformation
12.๐ŸŒถVon Restorff EffectPeople notice items that stand out moreinformation
13.๐ŸŽ–Visual HierarchyThe order in which people perceive what they seeinformation
14.๐Ÿ”ญSelective AttentionPeople filter out things from their environment when in focusinformation
15.โœˆ๏ธSurvivorship BiasPeople neglect things that don't make it past a selection processinformation
16.๐Ÿ•ถBanner BlindnessUsers tune out the stuff they get repeatedly exposed toinformation
17.๐Ÿ’JuxtapositionElements that are close and similar are perceived as a single unitinformation
18.๐ŸšฆSignifiersElements that communicate what they will doinformation
19.๐ŸŽญContrastUsers' attention is drawn to higher visual weightsinformation
20.๐ŸšจExternal TriggerWhen the information on what to do next is within the prompt itselfinformation
21.๐Ÿ•บDecoy EffectCreate a new option that's easy to discardinformation
22.๐ŸŽชCentre-Stage EffectPeople tend to choose the middle option in a set of itemsinformation
23.๐Ÿ–ผFramingThe way information is presented affects how users make decisionsinformation
24.๐ŸฃLaw of ProximityElements close to each other are usually considered relatedinformation
25.๐ŸฌTesler's LawIf you simplify too much, you'll transfer some complexity to the usersinformation
26.๐ŸงจSpark EffectUsers are more likely to take action when the effort is smallinformation
27.๐ŸฅFeedback LoopWhen users take action, feedback communicates what happenedinformation
28.๐Ÿ˜ปExpectations BiasPeople tend to be influenced by their own expectationsinformation
29.๐Ÿš†Aesthetic-Usability EffectPeople perceive designs with great aesthetics as easier to useinformation
30.๐Ÿ‘ฅSocial ProofUsers adapt their behaviors based on what others domeaning
31.๐Ÿฆ„ScarcityPeople value things more when they're in limited supplymeaning
32.๐Ÿ’ญCuriosity GapUsers have a desire to seek out missing informationmeaning
33.๐Ÿ–ฒMental ModelUsers have a preconceived opinion of how things workmeaning
34.๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆFamiliarity BiasPeople prefer familiar experiencesmeaning
35.๐Ÿ‘ผHalo EffectPeople judge things (or people) based on their feelings towards one traitmeaning
36.โ˜Ž๏ธMillerโ€™s LawUsers can only keep 7ยฑ2 items in their working memorymeaning
37.๐ŸฑUnit BiasOne unit of something feels like the optimal amountmeaning
38.๐ŸŒŠFlow StateBeing fully immersed and focused on a taskmeaning
39.๐Ÿ•นSkeuomorphismUsers adapt more easily to things that look like real-world objectsmeaning
40.๐ŸคSingularity EffectUsers care disproportionately about an individual as compared to a groupmeaning
41.๐ŸŽReciprocityPeople feel the need to reciprocate when they receive somethingmeaning
42.๐Ÿ‘‘Authority BiasUsers attribute more importance to the opinion of an authority figuremeaning
43.๐ŸบPseudo-Set FramingTasks that are part of a group are more tempting to completemeaning
44.๐ŸŽฐVariable RewardPeople especially enjoy unexpected rewardsmeaning
45.๐ŸŽŠGroup Attractiveness EffectIndividual items seem more attractive when presented in a groupmeaning
46.๐ŸšฐCurse of KnowledgeNot realizing that people don't have the same level of knowledgemeaning
47.๐ŸŽ‰Aha! momentWhen new users first realize the value of your productmeaning
48.๐Ÿ“ฎSelf-Initiated TriggersUsers are more likely to interact with prompts they setup for themselvesmeaning
49.โœ๏ธSurvey BiasUsers tend to skew survey answers towards what's socially acceptablemeaning
50.๐ŸŽญCognitive DissonanceIt's painful to hold two opposing ideas in our mindmeaning
51.๐Ÿฅ…Goal Gradient EffectMotivation increases as users get closer to their goalmeaning
52.๐Ÿ’ซFeedforwardWhen users know what to expect before they take actionmeaning
53.๐Ÿ’ˆOccamโ€™s RazorSimple solutions are often better than the more complex onesmeaning
54.๐ŸŽ—Noble Edge EffectUsers tend to prefer socially responsible companiesmeaning
55.๐ŸงฟHawthorne EffectUsers change their behavior when they know they are being observedmeaning
56.๐Ÿ’Hindsight BiasPeople overestimate their ability to predict outcomes after the factmeaning
57.๐ŸŽLaw of SimilarityUsers perceive a relationship between elements that look similarmeaning
58.๐ŸŒ“Law of PrรคgnanzUsers interpret ambiguous images in a simpler and more complete formmeaning
59.๐Ÿ˜Streisand EffectWhen trying to censor information ends up increasing awareness of that informationmeaning
60.๐Ÿ”ฆSpotlight EffectPeople tend to believe they are being noticed more than they really aremeaning
61.๐Ÿ—“Fresh Start EffectUsers are more likely to take action if there's a feeling of new beginningsmeaning
62.๐Ÿง—โ€โ™‚๏ธLabor IllusionPeople value things more when they see the work behind themtime
63.๐Ÿšถโ€โ™‚๏ธDefault BiasUsers tend not to change an established behaviortime
64.๐ŸฆInvestment LoopsWhen users invest themselves, they're more likely to come backtime
65.๐Ÿ•ฏLoss AversionPeople prefer to avoid losses more than earning equivalent gainstime
66.๐Ÿ‘žCommitment & ConsistencyUsers tend to be consistent with their previous actionstime
67.๐ŸSunk Cost EffectUsers are reluctant to pull out of something they're invested in.time
68.๐ŸŒ›Decision FatigueMaking a lot of decisions lowers users' ability to make rational onestime
69.๐ŸŒ‹ReactanceUsers are less likely to adopt a behavior when they feel forcedtime
70.๐ŸฅฝObserver-Expectancy EffectWhen researchers' biases influence the participants of an experimenttime
71.๐ŸŒฑWeber's LawUsers adapt better to small incremental changestime
72.๐Ÿ”จLaw of the InstrumentIf all you have is a hammer, everything looks like a nailtime
73.๐ŸญTemptation BundlingHard tasks are less scary when coupled with something users desiretime
74.๐ŸŽˆParkinsonโ€™s LawThe time required to complete a task will take as much time as allowedtime
75.๐ŸŽฉDunning-Kruger EffectPeople tend to overestimate their skills when they don't know muchtime
76.๐ŸŒคAffect HeuristicPeople's current emotions cloud and influence their judgmenttime
77.๐Ÿ“‰Hyperbolic DiscountingPeople tend to prioritize immediate benefits over bigger future gainstime
78.๐Ÿ’ณCashless EffectPeople spend more when they can't actually see the moneytime
79.โŒš๏ธChronoceptionPeople's perception of time is subjectivetime
80.๐ŸŒšSelf-serving biasPeople take credits for positive events and blame others if negativetime
81.๐ŸฅฌPareto PrincipleRoughly 80% of the effects come from 20% of the causestime
82.๐Ÿ”DiscoverabilityThe ease with which users can discover your featurestime
83.๐Ÿ”ซBackfire EffectWhen people's convictions are challenged, their beliefs get strongertime
84.๐ŸŒˆFalse Consensus EffectPeople overestimate how much other people agree with themtime
85.๐Ÿš‹Bandwagon EffectUsers tend to adopt beliefs in proportion of others who have already done sotime
86.๐Ÿง™โ€โ™‚๏ธBarnum-Forer EffectWhen you believe generic personality descriptions apply specifically to you.time
87.๐ŸSecond-Order EffectThe consequences of the consequences of actionstime
88.๐Ÿ›‹IKEA EffectWhen user partially create something, they value it way moretime
89.๐Ÿงšโ€โ™‚๏ธPlanning FallacyPeople tend to underestimate how much time a task will taketime
90.๐Ÿ•Provide Exit PointsInvite users to leave your app at the right momentmemory
91.๐ŸŽขPeak-End RulePeople judge an experience by its peak and how it ends.memory
92.๐Ÿ‘…Sensory AppealUsers engage more with things appealing to multiple sensesmemory
93.๐ŸงฉZeigarnik EffectPeople remember incomplete tasks better than completed onesmemory
94.๐ŸงคEndowment EffectUsers value something more if they feel it's theirsmemory
95.๐Ÿ›ChunkingPeople remember grouped information bettermemory
96.๐Ÿ“ธPicture Superiority EffectPeople remember pictures better than wordsmemory
97.๐Ÿ“ŒMethod of LociPeople remember things more when they're associated with a locationmemory
98.๐ŸงญShapingIncrementally reinforcing actions to get closer to a target behaviormemory
99.๐Ÿ’šDelightersPeople remember more unexpected and playful pleasuresmemory
100.๐Ÿ’›Internal TriggerWhen users are prompted to take action based on a memorymemory
101.๐Ÿ’พRecognition Over RecallIt's easier to recognize things than recall them from memorymemory
102.๐ŸฐStorytelling EffectPeople remember stories better than facts alonememory
103.๐Ÿ‘นNegativity BiasUsers recall negative events more than positive onesmemory
104.โฐAvailability HeuristicUsers favor recent and available information over past informationmemory
105.๐ŸŒŒSpacing EffectPeople learn more effectively when study sessions are spaced outmemory
106.๐ŸSerial Position EffectIt's easier for users to recall the first and last items of a listmemory

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We update the list every few weeks here: https://growth.design/psychology.

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โ€”Dan Benoni & Louis-Xavier Lavalleฬe