A
Anchor Effect
First information heavily influences decisions.
B
Bizarreness Effect
Unusual information is remembered more easily.
C
Confirmation Bias
People prefer information that confirms their beliefs.
D
Decoy Effect
A third option influences preference between two choices.
E
Endowment Effect
People overvalue things once they are possessed.
F
FOMO
People fear missing out on experiences.
G
Gamification
Game elements in non-games drive engagement and motivation.
H
Hyperbolic Discounting
People prefer immediate, smaller rewards.
I
Illusory Superiority
People overestimate their abilities compared to others.
J
Jamming Effect
Excessive choices overwhelm and reduce satisfaction.
K
Kano Model
User satisfaction varies with feature perception.
L
Labor Illusion
People value things more if they see the underlying work.
M
Mere Exposure Effect
People develop preferences for repeatedly exposed things.
N
Nudge
Subtle hints can influence users' decisions.
O
Occam's Razor
Users tend to favor simpler explanations and solutions.
P
Peak-End Rule
People judge an experience based on its peak and its end.
Q
Questionnaire Effect
Simply asking about preferences can influence future behavior.
R
Reciprocity
People feel obligated to reciprocate.
S
Scarcity
Limited availability increases demand.
T
Tiny Habits
Users achieve goals more easily when divided into smaller steps.
U
Unit Bias
People view one unit as the optimal amount.
V
Variable Reward
Unexpected rewards increase users’ enjoyment.
W
Weber's Law
Users adjust more easily to gradual, incremental changes.
X
Xenophily
People are attracted to foreign, novel features.
Y
Yes-Set Principle
Sequential 'yes' questions boost agreement to later requests.
Z
Zeigarnik Effect
People recall uncompleted tasks more than completed ones.