🧠 Psychological Cognitive Biases & Principles That Affect Your UX
With every new technological advancement, new constraints and possibilities are introduced.
This article is a collection of best practices that designers can consider when building user interfaces.
Sharing meaningful experiences will provide more support for psychological knowledge and contribute to making the world a better place.
An understanding of psychology-specifically the psychology behind how users behave and interact with digital interfaces-is perhaps the single most valuable non-design skill a designer can have.
Every time users interact with your product, they are:
- 🙈 Filter the information
- 🔮 Seek the meaning of it
- ⏰ Act within a given time
- 💾 Store bits of the interaction in their memories
So to improve your user experience, you need to understand the biases & heuristics affecting those four decision-cycle steps.
Below is a list of cognitive biases and design principles (with examples and tips) for each category. Let’s dive right in.
🙈 Filter the information
| No. | Name | One-Liner | Category |
|---|---|---|---|
| 1 | 👀 Hick's Law | More options leads to harder decisions | Information |
| 2 | 💼 Confirmation Bias | People look for evidence that confirms what they think | Information |
| 3 | 👁 Priming | Previous stimuli influence users' decision | Information |
| 4 | 🚛 Cognitive Load | Total amount of mental effort that is required to complete a task | Information |
| 5 | ⚓️ Anchoring Bias | Users rely heavily on the first piece of information they see | Information |
| 6 | 👉 Nudge | Subtle hints can affect users' decisions | Information |
| 7 | 🍰 Progressive Disclosure | Users are less overwhelmed if they're exposed to complex features later | Information |
| 8 | 🎯 Fitts's Law | Large and close elements are easier to interact with | Information |
| 9 | 🐠 Attentional Bias | Users' thoughts filter what they pay attention to | Information |
| 10 | 🤝 Empathy Gap | People underestimate how much emotions influence user behaviors | Information |
| 11 | ⛵️ Visual Anchors | Elements used to guide users' eyes | Information |
| 12 | 🌶 Von Restorff Effect | People notice items that stand out more | Information |
| 13 | 🥇 Inverted Pyramid | Users prefer receiving the most important information first, followed by details | Information |
| 14 | 🎖 Visual Hierarchy | The order in which people perceive what they see | Information |
| 15 | 🔭 Selective Attention | People filter out things from their environment when in focus | Information |
| 16 | 🕶 Banner Blindness | Users tune out the stuff they get repeatedly exposed to | Information |
| 17 | 🍒 Juxtaposition | Elements that are close and similar are perceived as a single unit | Information |
| 18 | 🚦 Signifiers | Elements that communicate what they will do | Information |
| 19 | 🆚 Contrast | Users' attention is drawn to higher visual weights | Information |
| 20 | 🚨 External Trigger | When the information on what to do next is within the prompt itself | Information |
| 21 | 🕺 Decoy Effect | Create a new option that's easy to discard | Information |
| 22 | 🎪 Centre-Stage Effect | People tend to choose the middle option in a set of items | Information |
| 23 | 🖼 Framing | The way information is presented affects how users make decisions | Information |
| 24 | 🍣 Law of Proximity | Elements close to each other are usually considered related | Information |
| 25 | 🍬 Tesler's Law | If you simplify too much, you'll transfer some complexity to the users | Information |
| 26 | 🧨 Spark Effect | Users are more likely to take action when the effort is small | Information |
| 27 | 🥏 Feedback Loop | When users take action, feedback communicates what happened | Information |
| 28 | 😻 Expectations Bias | People tend to be influenced by their own expectations | Information |
| 29 | 🚆 Aesthetic-Usability Effect | People perceive designs with great aesthetics as easier to use | Information |
| 30 | ✈️ Survivorship Bias | People neglect things that don't make it past a selection process | Information |
| 31 | ⛰️ Interference Effect | When multiple pieces of information compete, it can hinder memory retention | Information |
| 32 | 💡 Pygmalion Effect | Higher expectations lead to improved performance, while lower expectations result in poorer outcomes | Information |
| 33 | ⬛️ common-fate | Users perceive elements that move in the same direction as being related or part of a group | Information |
| 34 | 🔗 Uniform Connectedness | Users perceive elements that are visually connected as being more related than those that are not | Information |
| 35 | 🎨 Figure-Ground | Users instinctively separate elements into the foreground (figure) and background (ground) | Information |
| 36 | ➡️ Continuation | Users follow lines or patterns naturally, assuming they continue in a consistent direction | Information |
| 37 | 🛤️ Desire Line | Users tend to follow the path of least resistance or the route that naturally aligns with their goals | Information |
🔮 Seek the meaning of it
| No. | Name | One-Liner | Category |
|---|---|---|---|
| 1 | 👥 Social Proof | Users adapt their behaviors based on what others do | Meaning |
| 2 | 🦄 Scarcity | People value things more when they're in limited supply | Meaning |
| 3 | 💭 Curiosity Gap | Users have a desire to seek out missing information | Meaning |
| 4 | 🖲 Mental Model | Users have a preconceived opinion of how things work | Meaning |
| 5 | 🌟 Familiarity Bias | People prefer familiar experiences | Meaning |
| 6 | ⚖️ Flexibility Tradeoffs | People often overestimate how much flexibility they can have without sacrificing consistency or efficiency | Meaning |
| 7 | 👼 Halo Effect | People judge things (or people) based on their feelings towards one trait | Meaning |
| 8 | ☎️ Miller's Law | Users can only keep 5±2 items in their working memory | Meaning |
| 9 | 🍱 Unit Bias | One unit of something feels like the optimal amount | Meaning |
| 10 | 🕹 Skeuomorphism | Users adapt more easily to things that look like real-world objects | Meaning |
| 11 | 🤝 Singularity Effect | Users care disproportionately about an individual as compared to a group | Meaning |
| 12 | 🎁 Reciprocity | People feel the need to reciprocate when they receive something | Meaning |
| 13 | 👑 Authority Bias | Users attribute more importance to the opinion of an authority figure | Meaning |
| 14 | 🏺 Pseudo-Set Framing | Tasks that are part of a group are more tempting to complete | Meaning |
| 15 | 🎰 Variable Reward | People especially enjoy unexpected rewards | Meaning |
| 16 | 🎊 Group Attractiveness Effect | Individual items seem more attractive when presented in a group | Meaning |
| 17 | 🚰 Curse of Knowledge | Not realizing that people don't have the same level of knowledge | Meaning |
| 18 | 🎉 Aha! moment | When new users first realize the value of your product | Meaning |
| 19 | 📮 Self-Initiated Triggers | Users are more likely to interact with prompts they setup for themselves | Meaning |
| 20 | ✏️ Survey Bias | Users tend to skew survey answers towards what's socially acceptable | Meaning |
| 21 | 🎭 Cognitive Dissonance | It's painful to hold two opposing ideas in our mind | Meaning |
| 22 | 🥅 Goal Gradient Effect | Motivation increases as users get closer to their goal | Meaning |
| 23 | 💫 Feedforward | When users know what to expect before they take action | Meaning |
| 24 | 🪒 Occam's Razor | Simple solutions are often better than the more complex ones | Meaning |
| 25 | 🎗 Noble Edge Effect | Users tend to prefer socially responsible companies | Meaning |
| 26 | 🧿 Hawthorne Effect | Users change their behavior when they know they are being observed | Meaning |
| 27 | 🏒 Hindsight Bias | People overestimate their ability to predict outcomes after the fact | Meaning |
| 28 | 🎏 Law of Similarity | Users perceive a relationship between elements that look similar | Meaning |
| 29 | 🌓 Law of Prägnanz | Users interpret ambiguous images in a simpler and more complete form | Meaning |
| 30 | 🐘 Streisand Effect | When trying to censor information ends up increasing awareness of that information | Meaning |
| 31 | 🔦 Spotlight Effect | People tend to believe they are being noticed more than they really are | Meaning |
| 32 | 🌊 Flow State | Being fully immersed and focused on a task | Meaning |
| 33 | 👁️ Mere Exposure Effect | Repeated exposure to something makes users more likely to develop a preference for it | Meaning |
⏰ Act within a given time
| No. | Name | One-Liner | Category |
|---|---|---|---|
| 1 | 🗓 Fresh Start Effect | Users are more likely to take action if there's a feeling of new beginnings | Time |
| 2 | ⚒️ Labor Illusion | People value things more when they see the work behind them | Time |
| 3 | ⚖️ Default Bias | Users tend not to change an established behavior | Time |
| 4 | 🏦 Investment Loops | When users invest themselves, they're more likely to come back | Time |
| 5 | 🕯 Loss Aversion | People prefer to avoid losses more than earning equivalent gains | Time |
| 6 | 👞 Commitment & Consistency | Users tend to be consistent with their previous actions | Time |
| 7 | 🏝 Sunk Cost Effect | Users are reluctant to pull out of something they're invested in | Time |
| 8 | 🌛 Decision Fatigue | Making a lot of decisions lowers users' ability to make rational ones | Time |
| 9 | 🌋 Reactance | Users are less likely to adopt a behavior when they feel forced | Time |
| 10 | 🥽 Observer-Expectancy Effect | When researchers' biases influence the participants of an experiment | Time |
| 11 | 🌱 Weber's Law | Users adapt better to small incremental changes | Time |
| 12 | 🔨 Law of the Instrument | If all you have is a hammer, everything looks like a nail | Time |
| 13 | 🍭 Temptation Bundling | Hard tasks are less scary when coupled with something users desire | Time |
| 14 | 🎈 Parkinson's Law | The time required to complete a task will take as much time as allowed | Time |
| 15 | 🎩 Dunning-Kruger Effect | People tend to overestimate their skills when they don't know much | Time |
| 16 | 🌤 Affect Heuristic | People's current emotions cloud and influence their judgment | Time |
| 17 | 📉 Hyperbolic Discounting | People tend to prioritize immediate benefits over bigger future gains | Time |
| 18 | 💳 Cashless Effect | People spend more when they can't actually see the money | Time |
| 19 | ⌚️ Chronoception | People's perception of time is subjective | Time |
| 20 | 🌚 Self-serving bias | People take credit for positive events and blame others if negative | Time |
| 21 | 🥬 Pareto Principle | Roughly 80% of the effects come from 20% of the causes | Time |
| 22 | 🧠 Doherty Threshold | Users feel more engaged when system responses are under 400ms | Time |
💾 Store bits of the interaction in their memories
| No. | Name | One-Liner | Category |
|---|---|---|---|
| 1 | 🔍 Discoverability | The ease with which users can discover your features | Memory |
| 2 | 🔫 Backfire Effect | When people's convictions are challenged, their beliefs get stronger | Memory |
| 3 | 🌈 False Consensus Effect | People overestimate how much other people agree with them | Memory |
| 4 | 🚋 Bandwagon Effect | Users tend to adopt beliefs in proportion to others who have already done so | Memory |
| 5 | 📝 Barnum Effect | When you believe generic personality descriptions apply specifically to you | Memory |
| 6 | 🐍 Second-Order Effect | The consequences of the consequences of actions | Memory |
| 7 | 🛋 IKEA Effect | When users partially create something, they value it way more | Memory |
| 8 | 📅 Planning Fallacy | People tend to underestimate how much time a task will take | Memory |
| 9 | 🏕 Provide Exit Points | Invite users to leave your app at the right moment | Memory |
| 10 | 🎢 Peak-End Rule | People judge an experience by its peak and how it ends | Memory |
| 11 | 👅 Sensory Appeal | Users engage more with things appealing to multiple senses | Memory |
| 12 | 🧩 Zeigarnik Effect | People remember incomplete tasks better than completed ones | Memory |
| 13 | 🧤 Endowment Effect | Users value something more if they feel it's theirs | Memory |
| 14 | 🛍 Chunking | People remember grouped information better | Memory |
| 15 | 📸 Picture Superiority Effect | People remember pictures better than words | Memory |
| 16 | 📌 Method of Loci | People remember things more when they're associated with a location | Memory |
| 17 | 🧭 Shaping | Incrementally reinforcing actions to get closer to a target behavior | Memory |
| 18 | 💚 Delighters | People remember more unexpected and playful pleasures | Memory |
| 19 | 💛 Internal Trigger | When users are prompted to take action based on a memory | Memory |
| 20 | 💾 Recognition Over Recall | It's easier to recognize things than recall them from memory | Memory |
| 21 | 🏰 Storytelling Effect | People remember stories better than facts alone | Memory |
| 22 | 👹 Negativity Bias | Users recall negative events more than positive ones | Memory |
| 23 | ⏰ Availability Heuristic | Users favor recent and available information over past information | Memory |
| 24 | 🌌 Spacing Effect | People learn more effectively when study sessions are spaced out | Memory |
| 25 | 🏁 Serial Position Effect | It's easier for users to recall the first and last items of a list | Memory |
| 26 | 🌳 Depth of Processing | The deeper users process information, the more likely they are to remember it | Memory |