UX Design - Few examples

Here you will find few examples I made based on existing projects, UX samples, and a list of cognitive biases and principles to use when implementing UX strategies

POC & Study

Psychological principles in UX

Design Psychology Background - Cognitive biases and principles

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. Visual Hierarchy The order in which people perceive what they see Information
14. Selective Attention People filter out things from their environment when in focus Information
15. Survivorship Bias People neglect things that don’t make it past a selection process 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. Social Proof Users adapt their behaviors based on what others do Meaning
31. Scarcity People value things more when they’re in limited supply Meaning
32. Curiosity Gap Users have a desire to seek out missing information Meaning
33. Mental Model Users have a preconceived opinion of how things work Meaning
34. Familiarity Bias People prefer familiar experiences Meaning
35. Halo Effect People judge things (or people) based on their feelings towards one trait Meaning
36. Miller’s Law Users can only keep 5±2 items in their working memory Meaning
37. Unit Bias One unit of something feels like the optimal amount Meaning
38. Flow State Being fully immersed and focused on a task Meaning
39. Skeuomorphism Users adapt more easily to things that look like real-world objects Meaning
40. Singularity Effect Users care disproportionately about an individual as compared to a group Meaning
41. Reciprocity People feel the need to reciprocate when they receive something Meaning
42. Authority Bias Users attribute more importance to the opinion of an authority figure Meaning
43. Pseudo-Set Framing Tasks that are part of a group are more tempting to complete Meaning
44. Variable Reward People especially enjoy unexpected rewards Meaning
45. Group Attractiveness Effect Individual items seem more attractive when presented in a group Meaning
46. Curse of Knowledge Not realizing that people don’t have the same level of knowledge Meaning
47. Aha! moment When new users first realize the value of your product Meaning
48. Self-Initiated Triggers Users are more likely to interact with prompts they setup for themselves Meaning
49. Survey Bias Users tend to skew survey answers towards what’s socially acceptable Meaning
50. Cognitive Dissonance It’s painful to hold two opposing ideas in our mind Meaning
51. Goal Gradient Effect Motivation increases as users get closer to their goal Meaning
52. Feedforward When users know what to expect before they take action Meaning
53. Occam’s Razor Simple solutions are often better than the more complex ones Meaning
54. Noble Edge Effect Users tend to prefer socially responsible companies Meaning
55. Hawthorne Effect Users change their behavior when they know they are being observed Meaning
56. Hindsight Bias People overestimate their ability to predict outcomes after the fact Meaning
57. Law of Similarity Users perceive a relationship between elements that look similar Meaning
58. Law of Prägnanz Users interpret ambiguous images in a simpler and more complete form Meaning
59. Streisand Effect When trying to censor information ends up increasing awareness of that information Meaning
60. Spotlight Effect People tend to believe they are being noticed more than they really are Meaning
61. Fresh Start Effect Users are more likely to take action if there’s a feeling of new beginnings Meaning
62. Labor Illusion People value things more when they see the work behind them Time
63. Default Bias Users tend not to change an established behavior Time
64. Investment Loops When users invest themselves, they’re more likely to come back Time
65. Loss Aversion People prefer to avoid losses more than earning equivalent gains Time
66. Commitment & Consistency Users tend to be consistent with their previous actions Time
67. Sunk Cost Effect Users are reluctant to pull out of something they’re invested in. Time
68. Decision Fatigue Making a lot of decisions lowers users’ ability to make rational ones Time
69. Reactance Users are less likely to adopt a behavior when they feel forced Time
70. Observer-Expectancy Effect When researchers’ biases influence the participants of an experiment Time
71. Weber’s Law Users adapt better to small incremental changes Time
72. Law of the Instrument If all you have is a hammer, everything looks like a nail Time
73. Temptation Bundling Hard tasks are less scary when coupled with something users desire Time
74. Parkinson’s Law The time required to complete a task will take as much time as allowed Time
75. Dunning-Kruger Effect People tend to overestimate their skills when they don’t know much Time
76. Affect Heuristic People’s current emotions cloud and influence their judgment Time
77. Hyperbolic Discounting People tend to prioritize immediate benefits over bigger future gains Time
78. Cashless Effect People spend more when they can’t actually see the money Time
79. Chronoception People’s perception of time is subjective Time
80. Self-serving bias People take credits for positive events and blame others if negative Time
81. Pareto Principle Roughly 80% of the effects come from 20% of the causes Time
82. Discoverability The ease with which users can discover your features Time
83. Backfire Effect When people’s convictions are challenged, their beliefs get stronger Time
84. False Consensus Effect People overestimate how much other people agree with them Time
85. Bandwagon Effect Users tend to adopt beliefs in proportion of others who have already done so Time
86. Barnum-Forer Effect When you believe generic personality descriptions apply specifically to you. Time
87. Second-Order Effect The consequences of the consequences of actions Time
88. IKEA Effect When user partially create something, they value it way more Time
89. Planning Fallacy People tend to underestimate how much time a task will take Time
90. Provide Exit Points Invite users to leave your app at the right moment Memory
91. Peak-End Rule People judge an experience by its peak and how it ends. Memory
92. Sensory Appeal Users engage more with things appealing to multiple senses Memory
93. Zeigarnik Effect People remember incomplete tasks better than completed ones Memory
94. Endowment Effect Users value something more if they feel it’s theirs Memory
95. Chunking People remember grouped information better Memory
96. Picture Superiority Effect People remember pictures better than words Memory
97. Method of Loci People remember things more when they’re associated with a location Memory
98. Shaping Incrementally reinforcing actions to get closer to a target behavior Memory
99. Delighters People remember more unexpected and playful pleasures Memory
100. Internal Trigger When users are prompted to take action based on a memory Memory
101. Recognition Over Recall It’s easier to recognize things than recall them from memory Memory
102. Storytelling Effect People remember stories better than facts alone Memory
103. Negativity Bias Users recall negative events more than positive ones Memory
104. Availability Heuristic Users favor recent and available information over past information Memory
105. Spacing Effect People learn more effectively when study sessions are spaced out Memory
106. Serial Position Effect It’s easier for users to recall the first and last items of a list Memory

Use of principles: Examples

Improved follow through, uncertainty.

Hick’s Law More options lead to harder decisions. Color coding and priming alleviates problems made by decision making.

Improved decision making, reduce bounce rate.

Banner blindness – Users have learned to ignore content that resembles ads, is close to ads, or appears in locations traditionally dedicated to ads. By adjusting location and information provided to users we increase the chance of desired action.

Improved experience, reduced actions

Pressing Gmail button will automatically be redirected to email location, reducing confusion and time it takes to find confirmation email.

Improved choice, added personalization

By adding additional step, we give users a chance to confirm their decision and alleviate stress. By adding smart question, we prime behavior and build trust

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Improved feedback, User experience

color coding and breadcrumbs help with stress of making mistake, adding additional question helps with uncertainty and privacy concerns.

Improved follow through, decision making, reduce bounce rate.

Chunking People remember grouped information better.

Confirmation Bias People look for evidence that confirms what they think.

Clear information and control help client with decision making and future concerns, leading to follow through.

Process & Working environment