The endowment effect explains why users value things more once they feel ownership. In UX, we can design for this effect to increase engagement and user retention.
The common knowledge effect is when teams favor shared info over unique insights, risking UX input. Use 7 tactics to ensure better decisions and boost your impact on projects.
The Hawthorne effect is a phenomenon where people change their behavior because they know they are being observed. Here are 5 guidelines for mitigating the Hawthorne effect in user research.
Explore the difference between attitudinal and behavioral UX research. Learn how combining these methods offers a complete view of user interactions and perceptions.
The easier designs are to use, the less users tend to think about the work that went into making them that way. We know good designs are largely the result of your careful efforts — thank you.
The Zeigarnik effect suggests that unfinished tasks are more memorable than completed ones. In UX design, we can leverage this effect to encourage user engagement and task completion.
A Flow State is an enjoyable mental state of extreme focus provided by the perfect balance of challenge and skill. Follow our 3 tips to design products that allow users to enter the flow state.
The ELIZA effect describes users' tendency to quickly attribute human characteristics to artificial systems when the interaction feels human-like. This is why people fall in love with AI.
Any type of innovation requires users to learn the new pattern. It's worth departing from convention only if you are sure that the new pattern will perform better than what is already available.
Basic psychological principles can guide you as a UX designer because most users share many common characteristics. Consider learning more about: motivation, attention, memory, persuasion, learning, decision making, emotion, sensation, perception, or cognitive biases.
Users perceive interface design elements that differentiate the foreground (figure) from the background (ground) as something to focus on or interact with.
Things that move in synch are perceived as belonging to the same group and being different than other screen elements that stay put or move differently.
Visual design elements that are connected (for example, by a line) are seen as belonging together. This principle is strong enough to overrule small differences between the items.