Anchor Effect
First information heavily influences decisions.
Bizarreness Effect
Unusual information is remembered more easily.
Confirmation Bias
People prefer information that confirms their beliefs.
Decoy Effect
A third option influences preference between two choices.
Endowment Effect
People overvalue things once they are possessed.
FOMO
People fear missing out on experiences.
Gamification
Game elements in non-games drive engagement and motivation.
Hyperbolic Discounting
People prefer immediate, smaller rewards.
Illusory Superiority
People overestimate their abilities compared to others.
Jamming Effect
Excessive choices overwhelm and reduce satisfaction.
Kano Model
User satisfaction varies with feature perception.
Labor Illusion
People value things more if they see the underlying work.
Mere Exposure Effect
People develop preferences for repeatedly exposed things.
Nudge
Subtle hints can influence users' decisions.
Occam's Razor
Users tend to favor simpler explanations and solutions.
Peak-End Rule
People judge an experience based on its peak and its end.
Questionnaire Effect
Simply asking about preferences can influence future behavior.
Reciprocity
People feel obligated to reciprocate.
Scarcity
Limited availability increases demand.
Tiny Habits
Users achieve goals more easily when divided into smaller steps.
Unit Bias
People view one unit as the optimal amount.
Variable Reward
Unexpected rewards increase users’ enjoyment.
Weber's Law
Users adjust more easily to gradual, incremental changes.
Xenophily
People are attracted to foreign, novel features.
Yes-Set Principle
Sequential 'yes' questions boost agreement to later requests.
Zeigarnik Effect
People recall uncompleted tasks more than completed ones.