⏰ Act within a given time: The Psychology of UX Design
Users are busy so they look for shortcuts and jump to conclusions quickly.
| 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 |