Psychology and UX Articles & Videos

  • The Halo Effect in UX Design

    The Halo Effect says that any one element in a user's experience with a company will rub off on their interpretation of other elements and their feelings about the company as a whole. Good design in one part of a website will make people like other parts better (and like the company better), but the opposite is also true.

  • The Negativity Bias in a User's Experience

    Negative experiences have stronger emotional impact on humans than positive experiences do. Thus, in designing the user experience, we need extra emphasis on avoiding those lows.

  • Decision Biases Affecting UX Practitioners

    It's not just users who are subject to illogical thinking: designers and UX professionals can also make sub-optimal design decisions by falling prey to the same decision biases, such as framing effects when analyzing usability data.

  • Change Blindness in User Interfaces

    Change blindness is the tendency for people to overlook things that change outside their focus of attention. In user interface design, this explains why screen changes that seem striking to the designer can be completely ignored by users.

  • How Anchoring Influences UX

    Anchoring is a psychological principle which can impact how people perceive value and make decisions — in real life and on an interface.

  • How Priming Influences UX

    Priming is a basic principle of psychology with big impact on user interface design: exposure to something makes a user more likely to think and react in related ways at later steps in the interaction.

  • Social Media and Gamification

    Gamification brings the visual design and the mechanics of games to other products. As we examine our ethical responsibilities as UX professionals, social media deserves special consideration. Gamification in social media can make people feel as though their social lives are being scored.

  • Usability Heuristic 6: Recognition vs. Recall in User Interfaces

    #6 of the top 10 UX design heuristics is to design user interfaces to facilitate #memory recognition which is easier than recall because there are more cues available to facilitate the retrieval of information from memory.

  • Why Users Feel Trapped in Their Devices: The Vortex

    Many users report anxiety and lack of control over the amount of time they spend online. We call this feeling “the Vortex.”

  • Designing for Children

    Designers should consider the physical and mental abilities of children, as well as utilize existing UX conventions. Here are 3 guidelines to consider when designing UX for children, based on our user research with users aged 3-12 years.

  • The Word "Validate" Undermines UX Effectiveness

    Our words define UX research goals for users, stakeholders, and teams. Turning UX research into improved design is already challenging. Why make it more so by setting unsuitable expectations with the words we use to describe research?

  • What Is a Mental Model?

    What users *think* they know about your system will determine how they interact with the design. Understand users' mental models to design something that'll work well in practice.

  • Peak–End Rule: Use to Your Advantage

    Users largely judge their experience with your product or service on two data points: the peak and the end.

  • The Availability Heuristic

    People make decisions based on the information that is most readily available to them. Understanding how the availability heuristic works will help you design for the way people think.

  • The False-Consensus Effect: You Are Not the User

    The false-consensus effect refers to people’s tendency to assume that others share their beliefs and will behave similarly in a given context. This assumption can lead UX professionals to make the wrong design decisions. Acknowledge your vulnerability and establish checks.

  • Design for How People Think (Don Norman)

    Design for how people are, not what you want them to be.

  • Psychology Makes You a Better UX Designer

    Understanding psychological processes like memory, information processing, and cognitive biases can help designers make better decisions.

  • The Design of Everyday Things

    Find out the inspiration behind Don Norman's book, The Design of Everyday Things.