How people actually behave.
120 principles behind the decisions people make in software. Each one says what the research actually found, how solid it is, and where applying it turns into manipulation.
120 of 120
Anchoring
The first number a person sees pulls every number they estimate after it.
Also: Anchoring and adjustment
Loss aversion
Giving something up feels heavier than gaining the same thing felt good.
Framing effect
Describe the same outcome as a survival rate or a death rate and choices flip.
Sunk cost fallacy
Money and effort already spent keep people going long after the case has gone.
Also: Escalation of commitment
Availability heuristic
People judge how likely something is by how easily an example comes to mind.
Representativeness heuristic
People judge probability by resemblance to a stereotype, not by frequency.
Confirmation bias
People look for evidence that fits the belief they already hold.
Status quo bias
People stick with the current option, and defaults become the current option.
Decoy effect
Adding a clearly worse third option can shift which of the first two people pick.
Also: Asymmetric dominance
Hyperbolic discounting
Rewards lose value fast at first, so today beats tomorrow and preferences reverse.
Also: Present bias
Ambiguity aversion
People prefer a known risk to an unknown one, even at a worse expected value.
Also: Uncertainty aversion
Choice overload
Too many options can lower the chance someone chooses at all, under specific conditions.
Also: Paradox of choice
Compromise effect
An option gains share simply by sitting in the middle of the range offered.
Also: Extremeness aversion
Mental accounting
People sort money into separate mental buckets and refuse to move it between them.
Planning fallacy
People predict their own projects will finish sooner than similar projects ever have.
Optimism bias
People expect good things to happen to them more than to comparable others.
Also: Unrealistic optimism
Overconfidence effect
Confidence outruns accuracy, and confidence intervals come out far too narrow.
Base rate neglect
Given a vivid specific case, people forget how rare the category is.
Zero price effect
Free is not just a low price. Demand jumps discontinuously at zero.
Endowment effect
Owning something raises what you would sell it for above what you would pay.
Peak-end rule
People judge a past experience by its most intense moment and its final moment.
Also: Remembered utility
Serial position effect
Items at the start and end of a list are recalled better than items in the middle.
Also: Primacy and recency
Von Restorff effect
An item that differs from its neighbours is remembered better than the ones that match.
Also: Isolation effect
Zeigarnik effect
Unfinished tasks are said to stay in mind more readily than finished ones.
Also: Interrupted task effect
Picture superiority effect
Pictures are remembered better than the words that name them, especially over long delays.
Chunking
Grouping items into meaningful units lets working memory hold more of the same material.
Spacing effect
Study spread over time produces more durable memory than the same study massed together.
Also: Distributed practice
Testing effect
Retrieving something from memory strengthens it more than reading it again.
Also: Retrieval practice
Generation effect
Material a person produces themselves is remembered better than the same material read.
Recognition over recall
People identify the right option from a list far more reliably than they retrieve it from memory.
Hick's law
Choice reaction time grows with the logarithm of the number of equally likely alternatives.
Also: Hick-Hyman law
Fitts's law
Time to hit a target grows with distance and shrinks with target size.
Miller's law
Working memory holds a small number of chunks, closer to four than to seven.
Also: The magical number seven
Cognitive load
Working memory has a small budget, and interface noise spends it before the task does.
Change blindness
People miss large changes to a scene when the change coincides with a visual disruption.
Inattentional blindness
An unexpected object in plain view goes unseen when attention is committed elsewhere.
Banner blindness
People learn to ignore regions and shapes that historically carried advertising.
Attention residue
Part of attention stays on the previous task after switching, and degrades the next one.
Jakob's law
People spend most of their time on other products, so they expect yours to behave like those.
The gulf of execution and evaluation
Two gaps: working out how to act, and working out what happened after acting.
Also: Norman's gulfs
Goal gradient effect
Effort rises as the finish line gets closer, so the last steps are the cheapest to win.
Also: Gradient of reinforcement
Endowed progress effect
Give people a head start on a goal and more of them finish it.
Variable reward
Unpredictable payoffs hold behaviour longer than reliable ones, and resist stopping.
Also: Intermittent reinforcement
Operant conditioning and reinforcement schedules
Consequences shape behaviour, and the timing pattern of those consequences shapes it more than their size.
Also: Instrumental conditioning
Self-determination theory
People sustain effort when a task feels chosen, achievable and connected to others.
Also: SDT
Flow
Absorbed engagement appears when challenge matches skill and feedback is immediate.
Also: Optimal experience
The Fogg behaviour model
A behaviour happens when motivation, ability and a prompt land at the same moment.
Also: B = MAP
Implementation intentions
Naming when, where and how to act closes the gap between intending and doing.
Also: If-then plans
The habit loop
Repeated behaviour in a stable context becomes automatic and stops needing a decision.
Also: Cue, routine, reward
Commitment devices
People bind their future selves in advance because they expect to weaken later.
Also: Pre-commitment
Temptation bundling
Pair something you should do with something you want, and the should-do happens more.
The fresh start effect
Temporal landmarks make people feel disconnected from past failures and willing to try again.
The IKEA effect
People value what they built themselves above what the same thing is objectively worth.
Effort justification
Having paid a high price for something, people raise their opinion of it to match.
The progress principle
Visible progress in meaningful work is the strongest daily driver of engagement.
Streaks
A run of consecutive days becomes something to protect, which is the point and the problem.
Also: Chains
Overjustification effect
Paying people for something they already enjoyed can make them enjoy it less.
Also: Undermining effect
Gamification and its failure modes
Points, badges and leaderboards lift short-term activity and rarely change what people care about.
Also: Pointsification
Autonomy and reactance
Threaten someone's freedom to choose and they want the forbidden option more.
Also: Psychological reactance
Competence and mastery
People persist at things they believe they are getting better at.
Also: Self-efficacy
Social Proof
When people are unsure what to do, they copy what similar people already did.
Also: Informational social influence
Authority
People defer to signals of expertise and rank, often without checking the substance behind them.
Also: Expertise cue
Reciprocity
A gift creates a felt debt, and people repay it even when nobody asked them to.
Liking
People say yes more readily to sources they like, and similarity is the fastest route to liking.
Also: Affinity
Scarcity
Things feel more valuable when they look limited, and limits imposed by demand feel strongest.
Commitment and Consistency
A small public act creates pressure to keep behaving like the person who made it.
Also: Foot in the door
Descriptive versus Injunctive Norms
What people do and what people approve of are different messages, and mixing them up backfires.
Also: Norm boomerang
The Bandwagon Effect
Visible popularity creates more popularity, so early leads compound into outcomes nobody could predict.
Also: Cumulative advantage
In-group Favouritism
People favour their own group even when the group was assigned at random moments ago.
Also: Minimal group effect
Social Facilitation
Being watched sharpens easy tasks and degrades hard ones.
Also: Audience effect
Diffusion of Responsibility
The more people who could act, the less any single person feels they must.
Also: Bystander effect
The Benjamin Franklin Effect
Doing someone a favour can make you like them more, reversing the usual direction.
Reputation and Rating Systems
Ratings only discipline behaviour when raters are honest, and most designs quietly make them dishonest.
Identity Signalling
People choose products that say something about who they are, and avoid ones that say the wrong thing.
Also: Conspicuous consumption
Fear of Missing Out
Anxiety that others are having rewarding experiences you are absent from drives compulsive checking.
Also: FOMO
Conformity
People will endorse an obviously wrong answer rather than stand alone against a unanimous group.
Also: Asch conformity
The Spotlight Effect
People overestimate how much others notice and remember their appearance and mistakes.
Social Comparison
People judge their own ability and standing against others, especially when no objective measure exists.
Network Effects as Felt Experience
A network feels worthless until the specific people you care about are on it, then it feels essential.
Parasocial Relationships
Audiences form real felt bonds with people who do not know they exist.
Also: One-sided intimacy
The affect heuristic
People read a quick good or bad feeling off a thing and reason backwards from it.
Also: Feeling as information
Negativity bias
Bad events hit harder, stick longer and shape memory more than good ones of equal size.
Also: Bad is stronger than good
Hedonic adaptation
Emotional reactions to a changed situation fade as it becomes the new normal.
Also: The hedonic treadmill
Regret aversion
People choose to avoid the feeling of having chosen wrongly, not only to avoid the loss.
Anticipation and savouring
Waiting for something good can carry real pleasure, sometimes more than the thing itself.
The aesthetic-usability effect
People rate attractive interfaces as easier to use, sometimes regardless of actual ease.
The halo effect
One strong impression spreads to unrelated judgements about the same thing.
Mere exposure
Repeated exposure to something increases liking for it, with no reason required.
Also: The familiarity effect
Cognitive dissonance
Holding a belief and a conflicting action feels bad, so one of them bends.
Emotional design
Norman splits emotional response into gut reaction, use over time, and the story afterwards.
Also: Visceral, behavioural and reflective levels
Trust formation
Trust is judged fast on surface cues, then revised slowly by behaviour over time.
Perceived control and agency
Believing you can influence what happens reduces stress, even when you never act.
Uncertainty and anxiety
Not knowing what will happen is more stressful than knowing something bad will.
Privacy concern and the privacy paradox
Stated privacy concern and observed disclosure often diverge, and the framing is disputed.
Frustration thresholds and rage clicks
Frustration accumulates until a threshold, then behaviour turns abrupt and destructive.
Delight and its limits
Delight needs surprise to work, and surprise cannot be scheduled or repeated.
The service recovery paradox
A well-handled failure can leave people happier than no failure, but usually does not.
Psychological reactance to tone
Pressure on a free choice provokes resistance, and tone applies pressure as much as rules.
Waiting and perceived duration
How long a wait feels depends on occupation, explanation and certainty more than seconds.
Embarrassment and low-stakes failure
Fear of looking foolish stops people trying, even when nobody is watching.
Defaults
The preselected option wins far more often than the merits of the options explain.
Also: Default effect
Choice architecture
Every way of presenting options shapes the choice, and there is no neutral way.
Also: Decision architecture
Nudge theory
Small changes to how choices are presented can move behaviour without removing options.
Also: Libertarian paternalism
Friction as a design tool
Effort suppresses behaviour, which makes it a tool for slowing down the wrong actions.
Also: Design friction
Sludge
Friction that serves the institution and costs the user is sludge, not protection.
Also: Administrative burden
Salience
People weigh what they notice, and ignore true information that is not in front of them.
Also: Attention weighting
Partitioning
Dividing a resource into labelled parts creates natural stopping points and slows consumption.
Also: Earmarking
Pre-commitment
People will restrict their own future options when they expect their future self to waver.
Also: Commitment devices
Social norm messaging
Telling people what others actually do moves behaviour toward that number, in both directions.
Also: Descriptive norms
Feedback loops
Behaviour changes when its consequence returns quickly, specifically, and in a usable unit.
Also: Closing the loop
Simplification
Cutting steps, jargon and required inputs often beats persuasion by a wide margin.
Also: Burden reduction
Deadlines and time pressure
A real deadline converts vague intention into action; a fake one converts trust into churn.
Also: Scarcity framing
Reminders and prompts
Most intended actions fail at recall, so a well timed prompt outperforms more persuasion.
Also: Implementation intentions
Personalisation and its costs
Tailoring helps when it reduces work, and harms when it narrows what a person can see.
Also: Targeting
Transparency
Telling people how you are influencing them rarely stops the influence working.
Also: Disclosure
The dark pattern taxonomy
A named set of interface tricks that get users to do what they did not intend.
Also: Deceptive design
Confirmshaming
Wording the decline option to make the user feel foolish or mean for choosing it.
Also: Guilt decline
Forced continuity and roach motels
Easy to enter, hard to leave: the pattern that bills people for a decision they already reversed.
Also: Negative option billing
Debiasing techniques
Bias resists willpower, so the working fixes change the process rather than the person.
Also: Cognitive repairs
Ethical choice architecture
The line is whether the user would endorse the influence once it is explained to them.
Also: Nudge ethics
