Design psychology
Cognitive bias codex
Cognitive biases are the mental shortcuts behind everyday decisions, made by the people who use products and by the teams who design them. Here are 179 of them in the four groups of the Cognitive Bias Codex, each with an everyday example and what it means for design. Flip a card to see it in practice, or turn on Test yourself.
179 biases
Too Much Information
There is far more information than we can take in, so the brain filters hard: it keeps what stands out, what it has seen before and what fits what we already believe.
We notice things already primed in memory or repeated often
- Too Much Information
Availability heuristic
Also known as Availability bias
Judging how likely or common something is by how easily examples come to mind.
Too Much InformationAvailability heuristic
ExampleAfter reading about a plane crash, people rate flying as more dangerous than driving, although driving causes far more deaths per mile travelled.
In designOne vivid support ticket or a loud stakeholder story can feel like a widespread problem. Check how often an issue really happens in analytics or research before you prioritise it.
- Too Much Information
Attentional bias
The tendency for our attention to be drawn to things our current thoughts, emotions or concerns are focused on, while other information is overlooked.
Too Much InformationAttentional bias
ExampleSomeone who is hungry notices every food advert on their commute, adverts they would normally walk straight past.
In designUsers scan for what matches their current goal and miss the rest; a team worried about one metric sees only data about it. Put key information where the task leads, and review dashboards for blind spots.
- Too Much Information
Illusory truth effect
Also known as Illusion of truth effect, reiteration effect
The tendency to believe a statement is true after repeated exposure to it, even when it is false.
Too Much InformationIllusory truth effect
ExampleThe myth that "we only use 10% of our brains" feels true because people have heard it so many times.
In designAssumptions repeated in decks ("users never read") turn into facts nobody tested. Label assumptions as assumptions and link claims to evidence. In content, repeat accurate key messages consistently.
- Too Much Information
Mere exposure effect
Also known as Familiarity principle
The tendency to develop a preference for things simply because we are familiar with them.
Too Much InformationMere exposure effect
ExampleA song you disliked at first grows on you after hearing it on the radio every day.
In designUsers often prefer the old interface simply because they know it, so early feedback on a redesign can be negative. Allow a settling-in period before judging it, and reuse familiar conventions where they help.
- Too Much Information
Context effect
The influence of the surrounding environment or situation on how we perceive, interpret and remember information.
Too Much InformationContext effect
ExampleDivers who learn a list of words underwater recall it better underwater than on land.
In designPeople recall and judge differently in a lab than in their real setting. Run research where the product is actually used, and test labels and content inside the real screen, not in isolation.
- Too Much Information
Cue-dependent forgetting
Also known as Retrieval failure
Failing to recall information because the cues that were present when the memory was formed are missing.
Too Much InformationCue-dependent forgetting
ExampleYou know a colleague's name at the office but cannot recall it when you meet them in a supermarket.
In designUsers forget how to do rare tasks once the original cues are gone. Recognition beats recall: show options, labels and recent items rather than relying on users to remember paths or codes.
- Too Much Information
Mood-congruent memory bias
Also known as Mood congruence effect
The tendency to recall information more easily when it matches our current mood.
Too Much InformationMood-congruent memory bias
ExampleWhen feeling low, people more readily remember past failures than past successes.
In designA frustrated participant recalls more bad experiences and a happy one more good ones. Note participants' mood and recent events, and ask about specific recent occasions rather than general impressions.
- Too Much Information
Frequency illusion
Also known as Baader-Meinhof phenomenon
After noticing something for the first time, we start seeing it everywhere and wrongly believe it has become more frequent.
Too Much InformationFrequency illusion
ExampleAfter buying a red car, you suddenly notice red cars on every street.
In designOnce a team spots a usability issue, it seems to appear in every session. Count how often it occurs across all sessions, with one consistent coding scheme, before calling it a top problem.
- Too Much Information
Empathy gap
Also known as Hot-cold empathy gap
Underestimating how strongly emotional or physical states, such as hunger, fear or anger, influence our own and others' behaviour when we are not in that state ourselves.
Too Much InformationEmpathy gap
ExampleAfter a big meal, people plan to eat healthily all week, then give in when they are hungry later.
In designCalm designers underestimate how stressed users feel during a failed payment or a medical form. Design and test critical flows for stressed, rushed or distracted people, with clear ways to recover.
- Too Much Information
Omission bias
The tendency to judge harmful actions as worse, or less acceptable, than equally harmful inaction.
Too Much InformationOmission bias
ExampleSome parents avoid a vaccine with a tiny risk of side effects, accepting the larger risk of the disease itself.
In designTeams feel safer leaving a known bad flow untouched than changing it and risking a dip. Compare the cost of doing nothing with the cost of the change, and use staged rollouts to make action less risky.
- Too Much Information
Base rate fallacy
Also known as Base rate neglect
Ignoring general statistical information (the base rate) in favour of specific, case-based information.
Too Much InformationBase rate fallacy
ExampleTold that a quiet, tidy person loves books, people guess "librarian" over "salesperson", ignoring that salespeople far outnumber librarians.
In designA fraud check that is 90% accurate sounds great, but if fraud is rare most alerts will be false. Ask how common something is before reading a conversion lift, a risk flag or a survey segment.
Bizarre, funny, visually-striking, or anthropomorphic things stick out more than non-bizarre/unfunny things
- Too Much Information
Bizarreness effect
Bizarre or unusual material is remembered better than common, ordinary material.
Too Much InformationBizarreness effect
Example"The dog rode a bicycle to the bank" is remembered better than "The dog ran to the bank".
In designAn unexpected image or line makes a message memorable, but used everywhere it competes with the task. Save surprise for the one thing users must remember, such as a key onboarding point.
- Too Much Information
Humor effect
Also known as Humour effect
Humorous items are more easily remembered than non-humorous ones.
Too Much InformationHumor effect
ExamplePeople remember the joke in a funny advert long after they have forgotten what the product does.
In designA light touch in an empty state can make a product memorable. Keep humour away from errors involving money or data and from moments of loss, and test it across cultures and languages.
- Too Much Information
Von Restorff effect
Also known as Isolation effect
An item that stands out from similar items is more likely to be remembered.
Too Much InformationVon Restorff effect
ExampleIn a list of words printed in black, the one word printed in red is the one people recall.
In designThis is why one primary button per view works. Make the main action distinct, and don't highlight everything: when everything stands out, nothing does. Don't rely on colour alone (WCAG 1.4.1).
- Too Much Information
Picture superiority effect
Pictures and images are remembered more easily, and for longer, than words.
Too Much InformationPicture superiority effect
ExampleDays after a talk, people recall the slide with the photo but not the slide with the bullet points.
In designIcons with labels, illustrations and diagrams help people remember concepts. Pair images with text rather than replacing it, and give every meaningful image a text alternative.
- Too Much Information
Self-relevance effect
Also known as Self-reference effect
Information that relates to ourselves is remembered better than information that does not.
Too Much InformationSelf-relevance effect
ExamplePeople remember a list of adjectives better when asked "Does this describe you?" than "Is this word long?".
In designPersonal content ("Your plan renews on 3 May") sticks better than generic content. Use the user's own data and context where it helps, and respect their privacy while doing it.
- Too Much Information
Negativity bias
Also known as Negativity effect
Negative events, information and emotions have a stronger effect on our thoughts and behaviour than positive ones of equal size.
Too Much InformationNegativity bias
ExampleOne harsh comment in a performance review is remembered for weeks, while ten compliments fade.
In designOne bad experience weighs more than many good ones, so errors, failed payments and lost data deserve extra care. In research, balance your questions so negative anecdotes don't drown out the overall picture.
We notice when something has changed
- Too Much Information
Anchoring
Also known as Anchoring effect, anchoring bias
Relying too heavily on the first piece of information offered (the anchor) when making decisions.
Too Much InformationAnchoring
ExampleWhen a jacket is shown as "was £200, now £120", £120 feels cheap, even if the jacket is only worth £80.
In designThe first number users see shapes what feels reasonable: list prices, default tips, first estimates. In research and planning, don't give a number before asking for one, and collect estimates independently.
- Too Much Information
Conservatism
Also known as Conservatism bias, belief revision bias
Revising our beliefs insufficiently when presented with new evidence.
Too Much InformationConservatism
ExampleA manager keeps rating an employee as average long after their work has clearly improved.
In designTeams under-react to research that contradicts an early persona or roadmap. Revisit key assumptions at set points, and write down what evidence would change the decision before you see it.
- Too Much Information
Contrast effect
Our perception of something is enhanced or diminished by comparison with what we have just seen, rather than judged on its own.
Too Much InformationContrast effect
ExampleLukewarm water feels hot after your hand has been in cold water, and cold after hot water.
In designThe same price, delay or design looks better or worse depending on what comes before it. Order options deliberately, and in reviews and tests rotate the order so one concept doesn't set the bar for the rest.
- Too Much Information
Distinction bias
Viewing two options as more different when evaluating them side by side than when evaluating them separately.
Too Much InformationDistinction bias
ExampleIn the shop one TV looks clearly sharper than the next; at home, on its own, you would never notice the difference.
In designSide-by-side comparisons make small differences feel important. In preference tests, show some participants only one version, and judge features by how people will actually experience them.
- Too Much Information
Focusing effect
Also known as Focusing illusion
Placing too much importance on one aspect of an event or option, and so misjudging its overall value or future impact.
Too Much InformationFocusing effect
ExamplePeople expect Californians to be happier because of the weather, although climate has little effect on life satisfaction.
In designA team fixed on one metric or feature overestimates how much it matters to users. Look at the whole journey and a balanced set of measures before betting on a single change.
- Too Much Information
Framing effect
Drawing different conclusions from the same information depending on how it is presented, for example as a gain or as a loss.
Too Much InformationFraming effect
ExampleA treatment described as having a "90% survival rate" is chosen more often than one with a "10% mortality rate", although they are the same.
In designWording changes behaviour: "Save 20%" versus "Don't lose 20%". Test your wording and use framing honestly; framing that hides costs or risks is a dark pattern. Keep survey questions neutral.
- Too Much Information
Money illusion
Also known as Price illusion
The tendency to think of money in nominal terms (the number on the note) rather than in real terms (what it can buy after inflation).
Too Much InformationMoney illusion
ExampleA 2% pay rise during 4% inflation feels like a gain, although buying power has fallen.
In designUsers react to the visible number, not the adjusted one. Show prices, savings and fees in clear, comparable terms (total cost, per month, after fees), and never hide price rises behind smaller packs or plan changes.
- Too Much Information
Weber–Fechner law
The change we perceive in a stimulus is proportional to its starting size, so we notice relative differences rather than absolute ones.
Too Much InformationWeber–Fechner law
ExampleLighting one candle in a dark room is obvious; lighting one more in a room with a hundred candles goes unnoticed.
In designA £5 fee feels big on a £10 order and small on a £500 one. Subtle visual changes can go unnoticed, so make important changes large relative to what surrounds them.
We are drawn to details that confirm our own existing beliefs
- Too Much Information
Confirmation bias
The tendency to search for, interpret, favour and recall information in a way that confirms what we already believe.
Too Much InformationConfirmation bias
ExampleSomeone convinced a diet works remembers the weeks they lost weight and forgets the weeks they didn't.
In designThe most common bias in research and product decisions. Write hypotheses before testing, ask neutral questions, look actively for evidence against your idea, and have someone outside the team review findings.
- Too Much Information
Congruence bias
Testing a hypothesis only by looking for results that would confirm it, without testing alternative explanations.
Too Much InformationCongruence bias
ExampleSure that a plant needs more light, you move it to the window, but never test whether it simply needed water.
In designA team tests only the redesign it believes in and never tries other explanations for a drop. Test competing hypotheses and include a control, so the result can actually prove you wrong.
- Too Much Information
Choice-supportive bias
Also known as Post-purchase rationalization
Remembering our past choices as better than they were, by giving the chosen option positive features and the rejected options negative ones.
Too Much InformationChoice-supportive bias
ExampleYears later, someone remembers their chosen university as having all the advantages and the one they turned down as having all the flaws.
In designTeams remember past decisions, and their own designs, more fondly than the data does. Record the reasons and expected outcomes when you decide, and review them honestly in retrospectives.
- Too Much Information
Selective perception
The tendency for expectations to shape what we perceive, so we notice what fits them and overlook what does not.
Too Much InformationSelective perception
ExampleFans of two rival teams watch the same match and each see far more fouls by the other side.
In designTwo people watching the same usability session can come away with opposite conclusions. Agree what to look for beforehand, note observed behaviour rather than opinions, and compare notes across observers.
- Too Much Information
Observer-expectancy effect
Also known as Experimenter-expectancy effect
A researcher's expectations unconsciously influence the people taking part in a study, and so change the results.
Too Much InformationObserver-expectancy effect
ExampleThe horse "Clever Hans" seemed to do arithmetic, but was actually reading tiny cues in his questioner's posture.
In designA moderator who nods, hesitates or asks "Did you find that easy?" steers participants. Use a script, neutral prompts and silence, have a second person observe, and consider unmoderated tests.
- Too Much Information
Experimenter's bias
Also known as Expectation bias, observer bias
The tendency for researchers to design, run or interpret studies in ways that favour the outcome they expect.
Too Much InformationExperimenter's bias
ExampleA researcher who believes a treatment works scores borderline patient improvements as successes.
In designChoosing which sessions to report, which quotes to show or when to stop a test can tilt the results. Define success measures and sample size in advance, report all findings, and have the analysis checked.
- Too Much Information
Observer effect
Also known as Hawthorne effect (closely related)
The act of observing people or a process changes the behaviour being observed.
Too Much InformationObserver effect
ExampleOffice workers become more careful and productive simply because they know they are being studied.
In designParticipants try harder, read more and complain less when watched. Combine moderated sessions with analytics, diary studies or field observation, and give participants time to settle in.
- Too Much Information
Ostrich effect
Also known as Ostrich problem
Avoiding information we expect to be negative or uncomfortable, even when it would help us.
Too Much InformationOstrich effect
ExampleInvestors check their accounts less often when the market is falling.
In designTeams skip testing a feature they suspect is failing, or put off reading churn surveys. Schedule regular reviews of the hard metrics and make it safe to report bad news early.
- Too Much Information
Subjective validation
Also known as Personal validation effect
Accepting a statement as true because it feels personally meaningful or significant to us.
Too Much InformationSubjective validation
ExampleA horoscope's vague line, "You are sometimes unsure of yourself", feels uncannily accurate.
In designParticipants agree with vague persona or concept descriptions because they feel personal. Ask about concrete past behaviour rather than agreement with general statements, and be wary of "that's so me" reactions.
- Too Much Information
Continued influence effect
Misinformation continues to influence our thinking and decisions even after it has been corrected.
Too Much InformationContinued influence effect
ExampleReaders told that a warehouse fire was caused by paint, and then that this was wrong, still blame the paint when explaining the fire.
In designAn early wrong finding about users keeps shaping decisions after it is corrected. When you correct it, replace the wrong explanation with a clear right one, and update every document that repeated it.
- Too Much Information
Semmelweis reflex
Also known as Semmelweis effect
The reflex-like tendency to reject new evidence or knowledge because it contradicts established norms, beliefs or practices.
Too Much InformationSemmelweis reflex
ExampleIn the 1840s, doctors dismissed Ignaz Semmelweis's evidence that handwashing saved mothers' lives.
In designResearch that contradicts "how we've always done it" is often dismissed. Bring stakeholders into sessions, show behaviour (clips) rather than only conclusions, and start with a small, low-risk pilot.
We notice flaws in others more easily than we notice flaws in ourselves
- Too Much Information
Bias blind spot
Recognising the impact of biases on other people's judgement while failing to see their impact on our own.
Too Much InformationBias blind spot
ExampleMost people rate themselves as less biased than the average person, which cannot be true for most of them.
In designTeams spot bias in a stakeholder's opinion but not in their own research. Use checklists, peer review of research plans and diverse teams, because good intentions alone don't remove bias.
- Too Much Information
Naïve cynicism
Expecting other people to be more egocentric or self-serving in their judgements than they actually are.
Too Much InformationNaïve cynicism
ExampleEach partner in a couple expects the other to claim more credit for the housework than the other actually does.
In designTeams assume other departments, or users, act out of self-interest and build defensive processes. Ask about motives instead of assuming them; users who "game" a flow are often just confused.
- Too Much Information
Naïve realism
Believing we see the world objectively, and that people who disagree with us must be uninformed, irrational or biased.
Too Much InformationNaïve realism
ExampleIn a political argument, both sides believe the facts are obvious and that the other side is ignoring them.
In design"Users will obviously understand this" is naïve realism: your view of the product is not the user's. Test with people outside the team, and in disagreements ask what each side has seen that the other hasn't.
Not Enough Meaning
We only ever see part of the picture, so we fill the gaps with patterns, stereotypes and assumptions to make sense of it.
We tend to find stories and patterns even when looking at sparse data
- Not Enough Meaning
Confabulation
Unknowingly filling gaps in memory with made-up or distorted information that we believe is true.
Not Enough MeaningConfabulation
ExampleAsked why they chose one pair of tights from an identical row, shoppers confidently name its quality, although most simply picked the one on the right.
In designParticipants explain their behaviour with plausible reasons they never actually had. Trust what people do over why they say they did it, and pair interviews with observation or analytics.
- Not Enough Meaning
Clustering illusion
Seeing meaningful clusters or streaks in small samples of random data.
Not Enough MeaningClustering illusion
ExampleDuring the Blitz, Londoners believed bombs were falling in clusters, but later analysis showed the hits matched a random pattern.
In designA few users churning in one region or segment looks like a pattern. Check whether the cluster is bigger than chance would produce before acting on it.
- Not Enough Meaning
Insensitivity to sample size
Judging the likelihood of a result without considering the size of the sample it comes from.
Not Enough MeaningInsensitivity to sample size
ExamplePeople think a small and a large hospital are equally likely to have a day when 60% of babies born are boys, although it is far more likely at the small one.
In design"3 of 5 users loved it" and "60% of 5,000" are not the same evidence. Report the sample size next to every percentage, and treat small-sample results as signals to explore, not proof.
- Not Enough Meaning
Neglect of probability
Also known as Probability neglect
Disregarding probability when deciding under uncertainty, and focusing on how bad or good an outcome would be rather than how likely it is.
Not Enough MeaningNeglect of probability
ExampleIn an experiment, people would pay almost the same to avoid an electric shock whether its chance was 1% or 99%.
In designTeams spend weeks on a frightening edge case that almost never happens while common problems wait. Estimate both likelihood and impact for each risk, and prioritise by both.
- Not Enough Meaning
Anecdotal fallacy
Also known as Argument from anecdote, misleading vividness
Using a personal story or isolated example as evidence for a general claim, in place of sound evidence.
Not Enough MeaningAnecdotal fallacy
Example"My grandfather smoked every day and lived to 95, so smoking can't be that bad."
In design"My friend couldn't find the button" can drive a redesign. Treat anecdotes as leads, and check them against analytics or a proper sample before changing the product.
- Not Enough Meaning
Illusion of validity
Overestimating our ability to interpret data and predict outcomes accurately, especially when the data tells a consistent story.
Not Enough MeaningIllusion of validity
ExampleInterviewers feel sure they can spot the best candidate from a short conversation, although such interviews predict job performance poorly.
In designA neat persona built from six interviews can feel more certain than it is. State your confidence and how much evidence you have, and test predictions before building on them.
- Not Enough Meaning
Masked-man fallacy
Also known as Intensional fallacy
The logical error of assuming that if two descriptions refer to the same thing, whatever we know about one must also be known about the other.
Not Enough MeaningMasked-man fallacy
Example"I know who my father is. I don't know who the masked man is. So the masked man is not my father."
In design"Users know what 'Settings' means, so they'll find 'Preferences'" assumes two labels mean the same to users. Test labels and navigation terms with users instead of assuming they are equivalent.
- Not Enough Meaning
Recency illusion
Believing that something, often a word or usage, is recent when it has actually existed for a long time.
Not Enough MeaningRecency illusion
ExamplePeople complain that "literally" used for emphasis is a new misuse, although writers have used it that way for more than two centuries.
In designTeams treat a behaviour as a new trend because they have only just noticed it. Check how long it has existed before redesigning around "what users now expect".
- Not Enough Meaning
Gambler's fallacy
Also known as Monte Carlo fallacy
Believing that if an independent random event has happened more often than usual, it will happen less often in the future, or the reverse.
Not Enough MeaningGambler's fallacy
ExampleAfter a coin lands heads five times in a row, people feel tails is "due", although the chance is still 50%.
In designAfter three losing tests, teams feel the next one "must" win. Every test is independent: judge each on its own data, and expect runs of losses in a healthy experimentation programme.
- Not Enough Meaning
Hot-hand fallacy
Also known as Hot hand
Believing that a person who has had a run of success at a chance-based event is more likely to keep succeeding.
Not Enough MeaningHot-hand fallacy
ExampleBasketball fans believe a player who has scored several shots in a row is more likely to score the next one.
In designA designer or team on a winning streak isn't guaranteed the next win. Review each idea on its evidence, not on who proposed it or their recent record.
- Not Enough Meaning
Illusory correlation
Perceiving a relationship between two things when there is none, or a stronger one than really exists.
Not Enough MeaningIllusory correlation
ExampleMany people believe the weather affects their joint pain, although studies that track both find little connection.
In design"Users of dark mode convert better" may be coincidence or a third factor. Test cause and effect with a controlled experiment before redesigning around a correlation.
- Not Enough Meaning
Pareidolia
Perceiving a meaningful image or pattern, such as a face, in a random or vague stimulus.
Not Enough MeaningPareidolia
ExamplePeople see faces in clouds, in electrical sockets and in the fronts of cars.
In designUsers read faces and expressions into icons, illustrations and layouts. Check how shapes read at a glance, so an accidental face or symbol doesn't send the wrong message.
- Not Enough Meaning
Anthropomorphism
Attributing human traits, emotions or intentions to animals, objects or systems.
Not Enough MeaningAnthropomorphism
ExamplePeople say their car "doesn't want to start" on cold mornings, and thank their voice assistant.
In designUsers treat chatbots and AI assistants as if they understand and care. Be clear about what the system can and can't do, and don't let a friendly persona hide its limits.
We fill in characteristics from stereotypes, generalities, and prior histories
- Not Enough Meaning
Group attribution error
Believing that one member's traits represent the whole group, or that a group's decision reflects the preferences of every member.
Not Enough MeaningGroup attribution error
ExampleAfter meeting one rude tourist from a country, someone decides that everyone from that country is rude.
In designOne loud customer comes to stand for a whole segment. Speak to several people per segment before describing what "they" want.
- Not Enough Meaning
Ultimate attribution error
Explaining an out-group's bad behaviour by their character and their good behaviour by luck or exception, while doing the reverse for our own group.
Not Enough MeaningUltimate attribution error
ExampleWhen a rival team wins, fans call it luck; when their own team wins, they call it skill.
In designTeams blame "the other department" for failures and credit themselves for successes. In retrospectives, look at systems and context for every team, not at character.
- Not Enough Meaning
Stereotyping
Expecting a member of a group to have certain characteristics without having actual information about that individual.
Not Enough MeaningStereotyping
ExampleAssuming an older colleague will struggle with new software, without knowing anything about their skills.
In design"Older users don't use apps" or "younger users won't read" shape personas without evidence. Base personas on observed behaviour and needs, and include diverse participants in research.
- Not Enough Meaning
Essentialism
Also known as Psychological essentialism
The belief that people or things in a category share a hidden, unchanging essence that makes them what they are.
Not Enough MeaningEssentialism
ExampleBelieving that a child from a family of musicians must have music "in their blood".
In designLabels like "power user" or "non-technical user" get treated as fixed types. People move between modes with the task and context, so design for situations and journeys, not fixed kinds of people.
- Not Enough Meaning
Functional fixedness
Being able to see an object only in the way it is traditionally used.
Not Enough MeaningFunctional fixedness
ExampleGiven a candle, a box of drawing pins and matches, people struggle to fix the candle to a wall, because they don't think of the box as a shelf.
In designTeams see a component only in its current role, and users miss features placed somewhere unexpected. In ideation ask "what else could this be?"; in the interface, follow familiar affordances.
- Not Enough Meaning
Moral credential effect
Also known as Moral licensing, self-licensing
A record of good behaviour makes people feel licensed to behave less well afterwards.
Not Enough MeaningMoral credential effect
ExampleAfter a workout, people feel they have "earned" a dessert they would otherwise skip.
In designShipping one accessibility fix can make a team feel the job is done. Track accessibility and ethics with ongoing measures, not one-off wins.
- Not Enough Meaning
Just-world hypothesis
Also known as Just-world fallacy, just-world bias
The belief that the world is fair, so people get what they deserve and deserve what they get.
Not Enough MeaningJust-world hypothesis
ExamplePeople assume the victim of a scam "must have been careless", rather than blaming the scammer.
In designTeams blame users for errors: "they should have read the instructions". Treat errors as design problems, make the safe path the easy one, and make mistakes easy to recover from.
- Not Enough Meaning
Argument from fallacy
Also known as Fallacy fallacy
Concluding that a claim must be false because the argument made for it is flawed.
Not Enough MeaningArgument from fallacy
ExampleSomeone argues badly that exercise is good for you, and a listener decides that exercise must not be good for you.
In designA stakeholder makes a weak case for a real user problem, and the problem is dismissed along with the argument. Separate the claim from how it was argued, and check the claim against evidence.
- Not Enough Meaning
Automation bias
Favouring suggestions from automated systems and ignoring contradictory information, even when that information is correct.
Not Enough MeaningAutomation bias
ExampleDrivers follow their GPS down a closed road, or into a lake, despite clear signs.
In designUsers accept AI suggestions, autofill and defaults without checking them. Show confidence and sources, make suggestions easy to review and undo, and add checkpoints to high-stakes decisions.
- Not Enough Meaning
Bandwagon effect
Doing or believing things because many other people do or believe the same.
Not Enough MeaningBandwagon effect
ExampleA restaurant with a queue outside attracts more diners than an empty one next door.
In design"Most popular" labels and user counts steer choices, honestly or not. Use social proof only when it is true and relevant, and in workshops collect opinions independently before discussing them.
- Not Enough Meaning
Placebo effect
A real improvement in someone's condition or experience that comes from their belief in a treatment, not from the treatment itself.
Not Enough MeaningPlacebo effect
ExamplePatients given sugar pills they believe are painkillers often report less pain.
In designA redesign announced as "faster" can feel faster even when it isn't, and lift satisfaction scores. Measure real performance and behaviour, and use control groups when testing perceived improvements.
We imagine things and people we're familiar with or fond of as better
- Not Enough Meaning
Out-group homogeneity bias
Also known as Out-group homogeneity effect
Seeing members of our own group as varied, while seeing members of other groups as all alike.
Not Enough MeaningOut-group homogeneity bias
ExampleFans describe supporters of a rival club as "all the same", while seeing their own supporters as every kind of person.
In designTeams describe unfamiliar user groups, such as "enterprise buyers" or "older users", as one type. Research each segment with enough people to see how varied it is.
- Not Enough Meaning
Cross-race effect
Also known as Own-race bias, other-race effect
Recognising faces of our own ethnic group more easily than faces of other ethnic groups.
Not Enough MeaningCross-race effect
ExampleEyewitnesses are more likely to misidentify a suspect from another ethnic group than one from their own.
In designFace recognition and photo features built or tested on narrow groups fail other people. Test imagery, avatars and recognition features with diverse users, and use diverse faces in design assets.
- Not Enough Meaning
In-group bias
Also known as In-group favoritism
Favouring members of our own group over members of other groups.
Not Enough MeaningIn-group bias
ExamplePeople rate work from colleagues in their own office as better than identical work from another office.
In designTeams prefer ideas from their own squad, and design for people like themselves. Review ideas without names attached, and recruit research participants who are unlike the team.
- Not Enough Meaning
Halo effect
A positive impression in one area influences our judgement in other, unrelated areas.
Not Enough MeaningHalo effect
ExampleAttractive people are often judged to be kinder and more intelligent, with no evidence for either.
In designA beautiful interface is often rated easier to use than it is, which hides usability problems. Measure task success separately from visual appeal, and test wireframes as well as polished designs.
- Not Enough Meaning
Cheerleader effect
Also known as Group attractiveness effect
People appear more attractive in a group than when seen alone.
Not Enough MeaningCheerleader effect
ExampleA face in a group photo is rated as more attractive than the same face shown on its own.
In designItems shown together in a set or gallery can look better than each one alone. Review icons, images and screens individually as well as in context before approving them.
- Not Enough Meaning
Positivity effect
The tendency, especially among older adults, to pay more attention to and remember positive information more than negative information.
Not Enough MeaningPositivity effect
ExampleIn studies, older adults recall more of the pleasant pictures they were shown than the unpleasant ones.
In designOlder participants may report fewer problems and remember experiences more fondly. Watch what they do and ask about specific tasks, rather than relying on general satisfaction.
- Not Enough Meaning
Not invented here
Also known as Not-invented-here syndrome
Avoiding or rejecting ideas, products or knowledge because they come from outside our own group.
Not Enough MeaningNot invented here
ExampleA company builds its own tool from scratch instead of using an established one, because "ours will be better".
In designTeams rebuild components a design system already provides, or ignore research from other teams. Reward reuse, make shared assets easy to find, and question every "let's build our own".
- Not Enough Meaning
Reactive devaluation
Valuing a proposal less because it comes from an opponent, or from someone we see as being on the other side.
Not Enough MeaningReactive devaluation
ExamplePeople rate the same peace proposal less favourably when told it came from the other side of the conflict.
In designFeedback from a competing team or a difficult stakeholder gets dismissed. Judge proposals on their content: share them without names where you can, and use agreed criteria.
- Not Enough Meaning
Well-traveled road effect
Underestimating the time it takes to travel familiar routes, and overestimating it for unfamiliar ones.
Not Enough MeaningWell-traveled road effect
ExampleYour daily commute feels quicker than a new route of exactly the same length.
In designTeams underestimate how long familiar flows take users, and overestimate new ones. Time real tasks with real users instead of relying on how long a flow feels.
We simplify probabilities and numbers to make them easier to think about
- Not Enough Meaning
Mental accounting
Treating money differently depending on where it came from or what it is meant for, although all money is interchangeable.
Not Enough MeaningMental accounting
ExamplePeople spend a tax refund or a prize more freely than the same amount earned from their salary.
In designUsers think in budgets and pots ("bills", "holiday"), so savings jars and spending categories help them. Use this to help people, never to hide real costs behind in-app currencies.
- Not Enough Meaning
Appeal to probability
Also known as Appeal to possibility
Assuming that because something could happen, it will happen.
Not Enough MeaningAppeal to probability
Example"Someone could break in tonight, so someone will break in tonight."
In design"A user might delete everything by mistake" turns into "users will", and warnings appear everywhere. Weigh how likely a risk really is, and prefer undo to constant confirmation dialogs.
- Not Enough Meaning
Normalcy bias
Also known as Normality bias
Refusing to plan for, or react to, a disaster that has never happened before, because we assume things will carry on as normal.
Not Enough MeaningNormalcy bias
ExampleResidents ignore hurricane warnings because earlier storms in their area were mild.
In designUsers dismiss alerts they believe don't apply to them, and teams skip planning for outages. Make critical alerts specific, actionable and rare, and design the failure states too.
- Not Enough Meaning
Murphy's law
The adage that anything that can go wrong will go wrong, which makes failures feel more likely than they are.
Not Enough MeaningMurphy's law
ExampleThe one day you leave your umbrella at home, it rains, and that is the day you remember.
In designAs a design principle it is useful: assume users will make errors and systems will fail, and design forgiving inputs, clear errors and undo. Don't let it justify warning users about everything.
- Not Enough Meaning
Zero-sum bias
Also known as Zero-sum thinking
Wrongly judging a situation to be zero-sum, where one party's gain must be another party's loss.
Not Enough MeaningZero-sum bias
ExampleStudents believe that if a classmate gets a top grade there are fewer top grades left for them, even when grades are not limited.
In designTeams treat a shared roadmap or design system as a fight for limited attention. Show how shared components and research benefit everyone, and set goals that teams can reach together.
- Not Enough Meaning
Survivorship bias
Focusing on the people or things that made it through a selection process, and overlooking those that did not.
Not Enough MeaningSurvivorship bias
ExampleIn the Second World War, returning planes' bullet holes seemed to show where to add armour, until the statistician Abraham Wald pointed out that the planes hit elsewhere never came back.
In designInterviewing only current customers misses why others left or never signed up. Research churned users and people who dropped out of the funnel, not only those who stayed.
- Not Enough Meaning
Subadditivity effect
Judging the probability of a whole to be less than the combined probabilities of its parts.
Not Enough MeaningSubadditivity effect
ExamplePeople rate the chance of dying of "natural causes" as lower than the total they give for heart disease, cancer and other named natural causes.
In designListing risks or benefits in detail makes them feel bigger than one summary line. Breaking features into many small items inflates their perceived value, so use detail honestly.
- Not Enough Meaning
Denomination effect
Being less likely to spend money held in large denominations than the same amount held in smaller ones.
Not Enough MeaningDenomination effect
ExamplePeople are reluctant to break a £50 note but spend five £10 notes quickly.
In designSmall, frequent charges feel cheaper than one large price, which is why micro-transactions work. Show totals clearly (per year, all-in) so users can compare honestly.
- Not Enough Meaning
Magical number seven, plus or minus two
Also known as Miller's law, magic number 7±2
The observation that people can hold about seven items, give or take two, in short-term memory at once; later research suggests nearer four chunks.
Not Enough MeaningMagical number seven, plus or minus two
ExampleA phone number is easier to remember split into chunks, such as 020 7946 0958, than as eleven separate digits.
In designOften misused to cap menus at seven items. It applies to what users must remember, not what they can see: chunk codes and numbers, and show options instead of making users recall them.
We think we know what other people are thinking
- Not Enough Meaning
Illusion of transparency
Overestimating how well other people can read our thoughts, feelings and intentions.
Not Enough MeaningIllusion of transparency
ExampleNervous speakers believe the audience can see how anxious they are, but most listeners don't notice.
In designDesigners assume users will read their intent from a layout: "it's obvious this is clickable". Make intent explicit with labels, affordances and feedback, and test whether users read it the same way.
- Not Enough Meaning
Curse of knowledge
Finding it hard to imagine not knowing something once we know it, so we assume others share our background knowledge.
Not Enough MeaningCurse of knowledge
ExamplePeople tapping out well-known songs expected listeners to guess half of them; listeners guessed about one in forty.
In designTeams use jargon and skip steps that feel obvious to them. Test with people new to the product, write in plain language, and explain terms where users meet them.
- Not Enough Meaning
Spotlight effect
Overestimating how much other people notice our appearance or behaviour.
Not Enough MeaningSpotlight effect
ExampleStudents asked to wear an embarrassing T-shirt guessed that half the room noticed it; only about a quarter did.
In designTeams worry that users will notice every small visual change, while users are focused on their task. Spend effort on what affects the task, and test what users actually notice.
- Not Enough Meaning
Extrinsic incentives bias
Also known as Extrinsic incentive error
Believing that other people are motivated mainly by external rewards, such as pay, while we are motivated by internal ones, such as learning.
Not Enough MeaningExtrinsic incentives bias
ExampleManagers rank pay as their staff's top motivator, while the staff themselves rank meaningful work higher.
In designTeams assume users only respond to discounts and points. Research what people actually value, such as progress, mastery or saved time, and design for that, not only for rewards.
- Not Enough Meaning
Illusion of external agency
Mistaking satisfaction we created ourselves for the work of a wise or caring outside agent.
Not Enough MeaningIllusion of external agency
ExamplePeople who grow happy with a randomly assigned partner believe the matchmaking service must have understood them well.
In designUsers may credit an algorithm ("it really gets me") for satisfaction they created by adapting. Don't claim personalisation works from satisfaction alone; test it against a non-personalised version.
- Not Enough Meaning
Illusion of asymmetric insight
Believing that we know other people better than they know us, and understand them better than they understand themselves.
Not Enough MeaningIllusion of asymmetric insight
ExampleEach side in a debate believes it understands the other side's motives, while the other side misunderstands its own.
In designTeams believe they understand users better than users understand themselves, and stop asking. Keep users' own words in research outputs, and check your interpretations with them.
We project our current mindset and assumptions onto the past and future
- Not Enough Meaning
Consistency bias
Also known as Self-consistency bias
Remembering our past attitudes and behaviour as more similar to our present ones than they really were.
Not Enough MeaningConsistency bias
ExampleSomeone who now supports a policy recalls having always supported it, although they opposed it a few years ago.
In designUsers say they have "always" done things a certain way, and teams remember always backing the winning idea. Rely on records (past research, analytics, decision logs) rather than memory.
- Not Enough Meaning
Restraint bias
Overestimating our ability to control impulses such as hunger, spending or the urge to check our phone.
Not Enough MeaningRestraint bias
ExampleSmokers who are confident they can resist cravings put themselves in tempting situations more often, and are more likely to relapse.
In designUsers believe they won't overspend or scroll for hours, so they don't set limits. Offer easy, opt-in tools such as budgets, screen-time limits and reminders, and avoid designs that exploit impulse.
- Not Enough Meaning
Projection bias
Assuming that our current preferences and feelings will stay the same in the future.
Not Enough MeaningProjection bias
ExampleShopping while hungry, people buy more food than they will want later in the week.
In designUsers choose plans and settings based on how they feel today, and teams assume today's needs will last. Make choices easy to change later, and research how needs change over time.
- Not Enough Meaning
Pro-innovation bias
Believing an innovation should be adopted by everyone, as it is, while overlooking its limitations and weaknesses.
Not Enough MeaningPro-innovation bias
ExampleEarly fans of a new gadget insist everyone will want one, ignoring its price and short battery life.
In designTeams add AI or a new pattern because it is new, not because users need it. Test new technology against the current solution, and include sceptical and less confident users.
- Not Enough Meaning
Time-saving bias
Overestimating the time saved by going faster from an already high speed, and underestimating the time saved by speeding up from a low one.
Not Enough MeaningTime-saving bias
ExampleOn a 10 km trip, speeding up from 110 to 130 km/h saves under a minute, while going from 30 to 50 km/h saves eight.
In designTeams overvalue shaving time off already-fast flows and undervalue fixing slow ones. Measure where users lose the most time, and fix the slowest steps first.
- Not Enough Meaning
Planning fallacy
Underestimating the time, costs and risks of future tasks, even when we know that similar tasks took longer in the past.
Not Enough MeaningPlanning fallacy
ExampleStudents expect to finish their thesis well before the deadline; most finish later than even their worst-case estimate.
In designDesign and build estimates are nearly always too optimistic. Estimate from similar past projects, add buffers, and plan research and accessibility time as fixed parts of the work.
- Not Enough Meaning
Pessimism bias
Overestimating the likelihood that bad things will happen.
Not Enough MeaningPessimism bias
ExampleA nervous traveller is sure the flight will be delayed, the bags lost and the hotel overbooked.
In designTeams can kill good ideas by expecting the worst ("users hate change"). Run a cheap test to find out instead of debating predictions.
- Not Enough Meaning
Impact bias
Overestimating how strongly, and for how long, future events will affect our feelings.
Not Enough MeaningImpact bias
ExamplePeople predict that losing a job or winning a prize will change their happiness for years; the effect usually fades within months.
In designTeams expect one feature or redesign to transform satisfaction for good. Measure over weeks, not days, because early reactions, good or bad, usually fade.
- Not Enough Meaning
Declinism
Believing that a society or institution is in decline, and seeing the past more favourably and the future more negatively.
Not Enough MeaningDeclinism
ExampleEach generation tends to believe that young people today have worse manners than it did.
In design"The old version was better" can reflect nostalgia rather than a worse product. Compare real measures before and after a change instead of reacting to how people remember the old one.
- Not Enough Meaning
Moral luck
Judging people more harshly or kindly depending on outcomes that were outside their control.
Not Enough MeaningMoral luck
ExampleTwo drivers run the same red light; the one who happens to hit a pedestrian is blamed far more.
In designTeams praise a risky launch that happened to work and blame a sound one that was unlucky. Review decisions by the information and process at the time, not only by how they turned out.
- Not Enough Meaning
Outcome bias
Judging a decision by its result rather than by the quality of the decision at the time it was made.
Not Enough MeaningOutcome bias
ExampleA doctor's decision is rated worse when the patient dies, even though the decision and its risks were exactly the same.
In designA losing test gets labelled a bad idea, even when it was a sound bet. Record the reasoning and expected outcome before launch, and judge decisions on that as well as on the result.
- Not Enough Meaning
Hindsight bias
Also known as Knew-it-all-along effect, creeping determinism
After an event, seeing it as having been predictable, although there was little basis for predicting it.
Not Enough MeaningHindsight bias
ExampleAfter an election, many people say the result was obvious all along.
In designAfter a launch fails, teams say "we always knew it wouldn't work". Write predictions down before launch, so retrospectives compare results with what you actually expected.
- Not Enough Meaning
Rosy retrospection
Remembering past events as more positive than they seemed at the time.
Not Enough MeaningRosy retrospection
ExampleA holiday full of rain and delays is remembered years later as wonderful.
In designUsers and stakeholders remember the old product as better than it was. Use recorded data and past research for comparisons, and collect feedback during the experience, not long after.
- Not Enough Meaning
Telescoping effect
Misplacing events in time, so that recent events seem further away and distant events seem more recent than they are.
Not Enough MeaningTelescoping effect
ExamplePeople recall a news story from five years ago as having happened only two or three years ago.
In designSurvey questions such as "in the last six months" collect events from outside that window. Use clear time anchors, short recall periods, or behavioural data instead.
Need To Act Fast
Time and information are limited, so we jump to conclusions and act, favouring what feels certain, simple and close at hand.
To act, we must be confident we can make an impact and feel what we do is important
- Need To Act Fast
Overconfidence effect
Being more confident in our own answers, judgements or abilities than their actual accuracy justifies.
Need To Act FastOverconfidence effect
ExamplePeople who say they are "99% sure" of their answers to general-knowledge questions turn out to be wrong far more often than 1 time in 100.
In designTeams are surer of their assumptions than the research supports. Ask "how would we know if we're wrong?", run small tests, and track how often your predictions come true.
- Need To Act Fast
Third-person effect
Believing that media messages and advertising influence other people more than they influence ourselves.
Need To Act FastThird-person effect
ExampleMost people say adverts work on others, but not on them.
In designTeams believe nudges and persuasive patterns work on "other users", not on people like them. Assume everyone is affected, including you, and test persuasive patterns for honesty.
- Need To Act Fast
False consensus effect
Overestimating how much other people share our beliefs, values and habits.
Need To Act FastFalse consensus effect
ExampleStudents who agreed to walk around campus wearing an advertising sign assumed most others would agree; those who refused assumed most would refuse.
In designTeams assume users share their preferences, devices and skills. Design from real usage data and test with people outside the team: you are not the user.
- Need To Act Fast
Hard–easy effect
Being overconfident about how well we will do on hard tasks, and underconfident on easy ones.
Need To Act FastHard–easy effect
ExampleQuiz players overrate their chances on very difficult questions and underrate them on easy ones.
In designTeams underestimate complex work, such as migrations or new platforms, and overestimate simple work. Estimate each by comparing it with past projects of similar difficulty.
- Need To Act Fast
Dunning–Kruger effect
People with low ability in an area tend to overestimate their ability, while highly skilled people tend to underestimate theirs compared with others.
Need To Act FastDunning–Kruger effect
ExampleStudents who score lowest on a logic test estimate that they did better than most of their classmates.
In designBeginners feel confident with settings they don't understand, and experts assume tasks are easy for everyone. Give clear feedback and safe defaults, and test with both beginners and experts.
- Need To Act Fast
Egocentric bias
Relying too heavily on our own perspective, or seeing ourselves more favourably than others do, including claiming more credit for shared work.
Need To Act FastEgocentric bias
ExampleAsked what share of the housework they do, both partners give estimates that add up to more than 100%.
In designEach team believes it did most of the work on a launch, and designers assume users see the product as they do. Make contributions visible, and test with real users.
- Need To Act Fast
Optimism bias
Believing that we are less likely than other people to experience negative events, and more likely to experience positive ones.
Need To Act FastOptimism bias
ExampleMost newlyweds believe their own marriage will not end in divorce, although many marriages do.
In designTeams assume their launch will avoid the problems others had, and users assume a breach won't affect them. Plan from past data, run a pre-mortem, and design security that doesn't rely on users being careful.
- Need To Act Fast
Barnum effect
Also known as Forer effect
Believing that vague, general personality descriptions apply specifically to us.
Need To Act FastBarnum effect
ExampleStudents rated a "personal" profile as highly accurate, although every student had received exactly the same text.
In designGeneric personas and "people like you" messages feel accurate to almost everyone. Make personas specific and evidence-based, and check that a description really sets one group apart from another.
- Need To Act Fast
Self-serving bias
Crediting our successes to our own qualities and blaming our failures on outside factors.
Need To Act FastSelf-serving bias
ExampleStudents who do well in an exam credit their hard work; those who do badly blame an unfair paper.
In designTeams credit wins to their design and blame losses on marketing, timing or users. In retrospectives, analyse wins and losses with the same rigour.
- Need To Act Fast
Actor–observer bias
Also known as Actor–observer asymmetry
Explaining our own behaviour by the situation, but other people's behaviour by their personality.
Need To Act FastActor–observer bias
ExampleWhen we trip, the pavement was uneven; when someone else trips, they are clumsy.
In designWhen we make a mistake in a tool, the tool is confusing; when users do, they "weren't paying attention". Look for the situational causes of user errors first.
- Need To Act Fast
Illusion of control
Overestimating our ability to control events, especially events decided by chance.
Need To Act FastIllusion of control
ExampleDice players throw harder when they want a high number and more gently when they want a low one.
In designUsers believe actions control outcomes they don't, such as refreshing a page to speed up a delivery. Show real status and progress, and be honest about what users can and can't influence.
- Need To Act Fast
Illusory superiority
Also known as Above-average effect, Lake Wobegon effect, superiority bias
Overestimating our own qualities and abilities compared with those of other people.
Need To Act FastIllusory superiority
ExampleMost drivers rate themselves as better than the average driver.
In designEvery team thinks its design skills, and its product's usability, are above average. Benchmark with real usability measures and comparative tests, not self-assessment.
- Need To Act Fast
Fundamental attribution error
Also known as Correspondence bias
Over-emphasising personality to explain other people's behaviour, and under-emphasising the situation they were in.
Need To Act FastFundamental attribution error
ExampleA driver who cuts in front of us is seen as rude, not as someone rushing to the hospital.
In designUsers who abandon a form are called "unmotivated" rather than blocked by the form. Investigate the situation (device, time, content, errors) before judging users or colleagues.
- Need To Act Fast
Defensive attribution hypothesis
Blaming the person responsible for an accident more as its outcome becomes more serious, or the less similar to them we feel.
Need To Act FastDefensive attribution hypothesis
ExamplePeople blame a driver more when an accident causes serious injuries than when it causes minor ones, although the driving was the same.
In designAfter a serious incident, teams blame an individual rather than the process. Run blameless post-mortems that look at systems, checks and safeguards.
- Need To Act Fast
Trait ascription bias
Seeing ourselves as variable in personality, behaviour and mood, while seeing other people as much more predictable.
Need To Act FastTrait ascription bias
ExamplePeople describe their own personality as "it depends on the situation", but describe a friend with a few fixed traits.
In designPersonas often reduce users to fixed traits, while we see ourselves as complex. Describe users by goals and contexts that change, and revisit personas regularly.
- Need To Act Fast
Effort justification
Valuing an outcome more highly because we put a lot of effort into achieving it.
Need To Act FastEffort justification
ExamplePeople who go through an embarrassing initiation to join a group rate the group as more interesting than people who join easily.
In designTeams defend features that took months to build. Judge features by use and value, not effort, and never add friction just to make something feel more valuable.
- Need To Act Fast
Risk compensation
Also known as Peltzman effect
Adjusting our behaviour to the risk we perceive, taking more risks when we feel safer.
Need To Act FastRisk compensation
ExampleSome drivers drive faster and brake later once their cars have anti-lock brakes.
In designUndo, autosave and confirmation dialogs can make users less careful. Keep the safety nets, but don't let them hide consequences that can't be undone, such as deleting data or sending money.
To stay focused, we favor the immediate, relatable thing in front of us
- Need To Act Fast
Hyperbolic discounting
Also known as Present bias
Preferring smaller rewards sooner over larger rewards later, and more strongly the closer the reward is.
Need To Act FastHyperbolic discounting
ExampleOffered £50 today or £100 in a year, many take £50; offered £50 in five years or £100 in six, most wait for £100.
In designUsers choose today's convenience over tomorrow's benefit, such as skipping backups or saving. Make long-term benefits feel immediate, and make the good choice the easy default.
- Need To Act Fast
Appeal to novelty
Also known as Argumentum ad novitatem
Assuming that an idea or product is better simply because it is new or modern.
Need To Act FastAppeal to novelty
ExamplePeople upgrade to the latest phone because it is new, even when their old one meets all their needs.
In designTeams adopt the newest framework, pattern or trend because it is new. Ask what problem it solves for users, and compare it with what already works.
- Need To Act Fast
Identifiable victim effect
Being more willing to help one identified person in need than a larger group of anonymous people with the same need.
Need To Act FastIdentifiable victim effect
ExampleA charity appeal showing one named child raises more money than an appeal quoting millions of children in need.
In designOne user's story moves stakeholders more than data about thousands. Pair real stories with numbers, so priorities follow the size of the problem, not the most moving example.
To get things done, we tend to complete things we've invested time & energy in
- Need To Act Fast
Sunk cost fallacy
Also known as Sunk cost effect
Continuing with something because of what we have already put into it, such as time, money or effort, rather than because of its future value.
Need To Act FastSunk cost fallacy
ExampleSomeone sits through a boring film to the end because they paid for the ticket.
In designTeams keep building a feature because of the work already done, despite weak results. Decide on future value only, and agree stop criteria before you start.
- Need To Act Fast
Escalation of commitment
Also known as Irrational escalation, commitment bias
Continuing to invest in a failing decision, and increasing the investment, to justify the decisions already made.
Need To Act FastEscalation of commitment
ExampleA government keeps funding an over-budget project because stopping would admit the original choice was wrong.
In designA roadmap keeps growing around a feature nobody uses. Review big bets at set points with fresh eyes, and make it acceptable to stop.
- Need To Act Fast
Generation effect
Remembering information better when we generate it ourselves than when we simply read it.
Need To Act FastGeneration effect
ExamplePeople remember word pairs better when they complete them themselves (hot – c_ld) than when they read them in full.
In designUsers remember what they created or typed themselves. In onboarding and learning, let people do the task rather than read about it.
- Need To Act Fast
Loss aversion
Feeling the pain of a loss more strongly than the pleasure of a gain of the same size.
Need To Act FastLoss aversion
ExampleLosing £20 feels worse than finding £20 feels good.
In design"Don't lose your progress" motivates more than "Save your progress". Use loss framing honestly: using fear of loss to trap users, such as hard-to-cancel subscriptions, is a dark pattern.
- Need To Act Fast
IKEA effect
Placing a disproportionately high value on things we have partly made ourselves.
Need To Act FastIKEA effect
ExamplePeople value furniture they assembled themselves more than the same piece already built.
In designUsers value products they have set up or customised, and teams overvalue their own designs. Let users personalise in small, quick steps, and have people outside the team judge the team's work.
- Need To Act Fast
Unit bias
Treating one unit of something, such as a portion or a pack, as the right amount to consume, whatever its size.
Need To Act FastUnit bias
ExamplePeople eat more from a large plate than a small one, because they finish whatever is on the plate.
In designDefault sizes, plans and bundles set what users see as a normal amount. Choose default units with care, such as a sensible default plan, quantity or page size.
- Need To Act Fast
Zero-risk bias
Preferring to remove one small risk completely over reducing a larger risk by a greater amount.
Need To Act FastZero-risk bias
ExamplePeople prefer a plan that removes a rare contaminant entirely over one that greatly reduces a common, more dangerous one.
In designTeams spend effort removing a rare risk entirely while bigger risks remain. Compare total risk reduction across options, and show users risks in clear, comparable terms.
- Need To Act Fast
Disposition effect
Selling investments that have risen in value too early, while holding on to those that have fallen for too long.
Need To Act FastDisposition effect
ExampleAn investor sells a rising share to lock in the gain, but keeps a falling one in the hope that it will recover.
In designTeams keep a losing experiment running "until it recovers" and stop a winning one early. Set test length and stop rules in advance, and apply them to wins and losses alike.
- Need To Act Fast
Pseudocertainty effect
Making risk-averse choices when the expected outcome is positive, and risk-seeking choices to avoid negative outcomes, because part of an outcome seems certain.
Need To Act FastPseudocertainty effect
ExamplePeople prefer a vaccine that fully protects against one of two equally common viruses to one that halves the risk of both, although both cut the risk equally.
In design"Guaranteed" or "100%" on part of an offer makes it feel safer than an equal overall benefit. Present risks and benefits as overall outcomes, so users can compare them.
- Need To Act Fast
Processing difficulty effect
Remembering information better when it takes more effort to read and think about.
Need To Act FastProcessing difficulty effect
ExampleReaders remember a passage better when they have to work out its meaning than when it is spelled out for them.
In designEffort helps memory, not usability, so keep interfaces easy to use. Where learning is the goal, such as training for a complex tool, active tasks help people remember.
- Need To Act Fast
Endowment effect
Valuing something more simply because we own it.
Need To Act FastEndowment effect
ExamplePeople given a mug ask about twice as much to sell it as others are willing to pay to buy it.
In designFree trials and saved items make people feel they already own something. Use this to show value, but make cancelling as easy as signing up.
- Need To Act Fast
Backfire effect
The idea that correcting a strongly held belief with evidence can make people hold it more strongly; later research suggests this is rare.
Need To Act FastBackfire effect
ExampleShown evidence that a claim they support is false, some people defend it even more firmly.
In designTelling stakeholders "the data proves you wrong" can harden their view. Bring them into research, let them see behaviour first-hand, and frame findings around shared goals.
To avoid mistakes, we aim to preserve autonomy and group status, and avoid irreversible decisions
- Need To Act Fast
System justification
Defending and supporting the existing social, economic or political system, even at our own expense.
Need To Act FastSystem justification
ExamplePeople in low-paid jobs defend the system that keeps their pay low as fair.
In designTeams defend existing processes and tools ("that's how it works here") even when they slow everyone down. Show the real cost of current workflows, and make change easy to try.
- Need To Act Fast
Reverse psychology
Persuading someone to do something by advocating the opposite, relying on their resistance to being told what to do.
Need To Act FastReverse psychology
ExampleA parent tells a child "you probably can't finish your vegetables", and the child eats them all.
In designCopy such as "You probably won't need this" can push users towards a choice. It is manipulation; offer clear, honest choices instead.
- Need To Act Fast
Reactance
Also known as Psychological reactance
The urge to do the opposite of what someone wants us to do, in response to a perceived threat to our freedom of choice.
Need To Act FastReactance
ExampleA "Do not touch" sign makes people more tempted to touch.
In designForced updates, nagging pop-ups and hard-sell copy make users resist. Explain why, offer real choices and respect "no": persuasion works better than pressure.
- Need To Act Fast
Decoy effect
Also known as Asymmetric dominance effect
Changing our preference between two options when a third option is added that is clearly worse than one of them.
Need To Act FastDecoy effect
ExampleWith small popcorn at £3 and large at £7, most buy small; add a medium at £6.50 and many switch to large.
In designPricing pages use decoy plans to steer users. If you show a middle option, make it genuinely useful, and help users compare plans against their real needs.
- Need To Act Fast
Status quo bias
Preferring things to stay the same, and treating any change from the current state as a loss.
Need To Act FastStatus quo bias
ExampleMost people stay with their default energy supplier or pension plan, even when better options are available.
In designDefaults are powerful because most users never change them. Set defaults that serve users, such as privacy, accessibility and sensible plans, and make them easy to change.
We favor simple-looking options and complete information over complex, ambiguous options
- Need To Act Fast
Ambiguity effect
Also known as Ambiguity bias, ambiguity aversion
Avoiding options for which the probability of a good outcome is unknown, in favour of options where it is known.
Need To Act FastAmbiguity effect
ExamplePeople prefer to draw from a jar with 50 red and 50 black balls than from one with an unknown mix, when red wins.
In designUsers avoid options with unclear prices, terms or outcomes. Show what users will get: the total price, what happens next and how long it takes.
- Need To Act Fast
Information bias
Seeking more information even when it cannot change the decision or action.
Need To Act FastInformation bias
ExampleA doctor orders an extra test although no possible result would change the treatment.
In designTeams commission more research before a decision it cannot change. Before gathering data, ask which result would change the decision; if none would, decide.
- Need To Act Fast
Belief bias
Judging the strength of an argument by how believable its conclusion is, rather than by how well it is reasoned.
Need To Act FastBelief bias
ExamplePeople accept a flawed argument if its conclusion matches what they believe, and reject a sound one if it doesn't.
In designFindings that "sound right" get accepted without checking how they were reached. Review the method behind evidence, especially when you like the conclusion.
- Need To Act Fast
Rhyme-as-reason effect
Also known as Eaton–Rosen phenomenon
Judging rhyming statements as more truthful than the same statements without rhyme.
Need To Act FastRhyme-as-reason effect
Example"Woes unite foes" is rated as more accurate than "Woes unite enemies".
In designCatchy slogans and principles get accepted without question. Enjoy them, but check that the idea still holds up when it is said plainly.
- Need To Act Fast
Law of triviality
Also known as Bike-shedding effect, bikeshedding
Giving disproportionate weight to trivial issues, because they are easy to understand, while complex and important issues get little attention.
Need To Act FastLaw of triviality
ExampleA committee approves a nuclear power plant quickly, then argues at length about the bike shed.
In designDesign reviews spend an hour on a button colour and minutes on the user journey. Set the agenda by impact, and timebox minor decisions or leave them to the design system.
- Need To Act Fast
Delmore effect
Setting clearer, more detailed goals for less important areas of life than for the most important ones.
Need To Act FastDelmore effect
ExampleSomeone plans a detailed weekly gym routine but has only a vague idea of their career goals.
In designTeams write precise goals for small features and vague ones ("improve the experience") for the big bets. Write measurable goals for the most important work first.
- Need To Act Fast
Conjunction fallacy
Also known as Linda problem
Judging a combination of conditions to be more likely than one of those conditions on its own.
Need To Act FastConjunction fallacy
ExampleTold that Linda is an outspoken philosophy graduate, people rate "bank teller and feminist" as more likely than "bank teller".
In designA detailed persona or scenario feels more likely the more detail it has. Each added detail actually makes it less likely, so check scenarios against data.
- Need To Act Fast
Occam's razor
Also known as Law of parsimony
The principle that the explanation with the fewest assumptions should be preferred; as a bias, preferring simple explanations even when the truth is more complex.
Need To Act FastOccam's razor
ExampleWhen the lights go out, a blown fuse is a better first guess than a city-wide power cut, until the neighbours' lights go out too.
In designThe simplest explanation of user behaviour is a good place to start, but not to stop when the data doesn't fit. Prefer the simplest design that solves the real problem.
- Need To Act Fast
Less-is-better effect
Preferring a smaller or lesser option when options are judged separately, but not when they are compared side by side.
Need To Act FastLess-is-better effect
ExampleJudged separately, someone giving a £45 scarf seems more generous than someone giving a £55 coat.
In designA small, complete bundle can seem more valuable than a larger one with obvious gaps, when each is seen alone. Test pricing and bundles both separately and side by side.
What Should We Remember?
We cannot remember everything, so we keep generalisations and key moments, let the details go and edit memories along the way.
We edit and reinforce some memories after the fact
- What Should We Remember?
Misattribution of memory
Remembering information correctly but linking it to the wrong source, time, place or person.
What Should We Remember?Misattribution of memory
ExampleA witness correctly remembers a face but places it at the crime scene, when they actually saw that person at a train station.
In designParticipants mix up products and recall a competitor's feature as yours. Ask people to show you in the product, or use screenshots, rather than relying on memory alone.
- What Should We Remember?
Source confusion
Also known as Source-monitoring error
Confusing where a memory came from, for example mixing up something we read with something we saw or were told.
What Should We Remember?Source confusion
ExampleSomeone remembers seeing an event on the news, when a friend actually described it to them.
In designStakeholders "remember" users asking for a feature they actually heard about in a meeting. Keep every research finding linked to its source: the session, quote or data.
- What Should We Remember?
Cryptomnesia
Mistaking a forgotten memory for a new, original idea.
What Should We Remember?Cryptomnesia
ExampleA songwriter writes a "new" melody that turns out to be one they heard years earlier.
In designA designer presents an idea as original that actually came from a competitor or a colleague. Keep inspiration boards and research references, and credit your sources.
- What Should We Remember?
False memory
Remembering something that did not happen, or remembering it differently from how it happened.
What Should We Remember?False memory
ExampleAfter hearing the words bed, rest, tired and dream, people confidently remember hearing "sleep", although it was never said.
In designUsers confidently recall features or steps that don't exist. Treat what people remember as their perception, and confirm it with observation or data.
- What Should We Remember?
Suggestibility
Being inclined to accept and act on suggestions from others, so that leading questions or hints shape what we remember.
What Should We Remember?Suggestibility
ExampleChildren asked again and again about an event that never happened begin to describe it in detail.
In designA leading question such as "How much did you like the new checkout?" shapes the answer. Ask neutral, open questions: "Tell me about the last time you paid for something."
- What Should We Remember?
Spacing effect
Remembering information better when we learn it in sessions spread out over time than in one long session.
What Should We Remember?Spacing effect
ExampleStudying vocabulary for ten minutes a day for a week works better than studying for seventy minutes the night before a test.
In designSpread onboarding and feature education over time, with short tips at the moment of need, instead of one long product tour.
We discard specifics to form generalities
- What Should We Remember?
Implicit association
Automatic, unconscious links between concepts in memory, shown by how quickly we pair them.
What Should We Remember?Implicit association
ExampleIn the Implicit Association Test, many people pair "career" with male names faster than with female names.
In designUnconscious associations shape imagery, defaults and examples, such as showing only men as engineers. Review imagery and examples for patterns, and test with diverse users.
- What Should We Remember?
Implicit stereotype
Also known as Implicit bias
Unconsciously attributing particular qualities to members of a social group, even when our conscious beliefs differ.
What Should We Remember?Implicit stereotype
ExamplePeople who state that men and women are equally good at science still associate science with men more quickly.
In designImplicit stereotypes show up in personas, avatars and voices, such as female assistants and male experts. Review content in a structured way, and build diverse teams.
- What Should We Remember?
Stereotypical bias
Memory distorted towards stereotypes, so that we remember details that fit a stereotype and forget those that don't.
What Should We Remember?Stereotypical bias
ExamplePeople recall the characters in a story as behaving more typically for their gender than they actually did.
In designResearch notes drift towards what "users like this" are expected to do. Take notes during sessions, record them, and check summaries against the recordings.
- What Should We Remember?
Prejudice
A preconceived opinion, usually negative, about a person based on their membership of a group rather than their actual qualities.
What Should We Remember?Prejudice
ExampleJudging a job applicant as less capable because of their accent.
In designPrejudice in data, hiring and design decisions excludes people. Recruit diverse participants, audit content and algorithms for unfair outcomes, and follow inclusive design practice.
- What Should We Remember?
Fading affect bias
The emotions attached to unpleasant memories fade faster than those attached to pleasant memories.
What Should We Remember?Fading affect bias
ExampleA painful break-up hurts far less a year later, while the joy of a wedding day is still felt strongly.
In designUsers forget how frustrating an old product was. Capture pain points while they are fresh, with in-the-moment feedback and diary studies, not months later.
We reduce events and lists to their key elements
- What Should We Remember?
Peak–end rule
Judging an experience mainly by how we felt at its most intense point and at its end, rather than by the total or the average.
What Should We Remember?Peak–end rule
ExamplePatients remember a longer medical procedure as less painful when its final minutes were milder.
In designUsers judge a journey by its best or worst moment and by how it ends. Design the peaks (moments of delight or relief) and the end (confirmation, thanks, next step) with care.
- What Should We Remember?
Leveling and sharpening
Losing some details when recalling a memory (leveling) while exaggerating others (sharpening), so retold stories become simpler and more extreme.
What Should We Remember?Leveling and sharpening
ExampleA story passed between friends loses its details and gains a more dramatic ending each time it is told.
In designResearch findings get simpler and stronger each time they are retold in meetings. Share the original clips and quotes, not only the headline.
- What Should We Remember?
Misinformation effect
Our memory of an event becomes less accurate because of information we receive after it.
What Should We Remember?Misinformation effect
ExampleWitnesses asked how fast cars were going when they "smashed" into each other recall higher speeds, and even broken glass, than those asked about cars that "hit" each other.
In designShowing participants a design or a result before asking about their experience changes what they remember. Ask about past experience first, then show the material.
- What Should We Remember?
Duration neglect
Paying little attention to how long an experience lasted when judging how pleasant or unpleasant it was.
What Should We Remember?Duration neglect
ExamplePeople prefer to repeat 90 seconds of cold water whose last 30 seconds are slightly warmer over 60 seconds of the same cold alone.
In designA slightly longer flow with a good ending can feel better than a shorter one that ends badly. Still cut unnecessary steps, but design endings with care.
- What Should We Remember?
List-length effect
Remembering a smaller share of the items as a list gets longer, although the total number remembered rises.
What Should We Remember?List-length effect
ExamplePeople recall more words in total from a 40-word list than from a 10-word list, but a smaller share of them.
In designLong lists of options, benefits or instructions get skimmed and forgotten. Lead with the few that matter most, and group the rest.
- What Should We Remember?
Modality effect
Remembering the last items of a list better when we heard them than when we read them.
What Should We Remember?Modality effect
ExamplePeople recall the last digits of a phone number better when it is read out to them than when they read it themselves.
In designSpoken instructions and confirmations are remembered differently from written ones. In voice interfaces, put the key detail last; on screen, keep it visible.
- What Should We Remember?
Memory inhibition
The ability not to remember irrelevant information, and the way recalling some memories can make related ones harder to retrieve.
What Should We Remember?Memory inhibition
ExampleOnce you have learned your new phone number, your old one becomes harder to recall.
In designUsers struggle with old flows after learning new ones, and the other way round. In a redesign, change related flows together and clearly signpost the new way.
- What Should We Remember?
Part-list cueing effect
Being shown some items from a list makes it harder to recall the rest.
What Should We Remember?Part-list cueing effect
ExampleGiven half the names of a band's members as a hint, people find it harder to recall the remaining names.
In designExamples in a survey or interview question ("for example price or speed") narrow what people recall. Ask open questions first, then prompt.
- What Should We Remember?
Primacy effect
Remembering the first items in a series better than those in the middle.
What Should We Remember?Primacy effect
ExamplePeople recall the first few words of a long list better than the words in the middle.
In designThe first items in menus, lists and onboarding get the most attention and are remembered best. Put the most important option or message first.
- What Should We Remember?
Recency effect
Remembering the last items in a series better than those in the middle.
What Should We Remember?Recency effect
ExampleJust after hearing a shopping list, people recall the last few items best.
In designThe last thing users see, such as a summary or confirmation, is remembered well. End flows with a clear summary and next step, and in research rotate the order of concepts.
- What Should We Remember?
Serial-position effect
Also known as Serial recall effect
Recalling the first and last items in a series best, and the middle items worst.
What Should We Remember?Serial-position effect
ExampleAfter hearing a list of 15 words, people remember the first few and the last few, but few from the middle.
In designPut key navigation items at the start and end of lists and menus, and don't bury important options in the middle.
- What Should We Remember?
Suffix effect
Recall of the last item in a spoken list gets worse when an extra, irrelevant sound or word follows it.
What Should We Remember?Suffix effect
ExampleWhen a spoken list of numbers is followed by the word "go", people forget the last number more often.
In designIn voice and audio interfaces, don't follow key information straight away with filler such as "Got it, anything else?". Pause, or repeat the key detail.
We store memories differently based on how they were experienced
- What Should We Remember?
Levels-of-processing effect
Information we process deeply, for its meaning, is remembered better than information processed shallowly, for how it looks or sounds.
What Should We Remember?Levels-of-processing effect
ExamplePeople remember words better when asked "Is it a type of fruit?" than when asked "Is it in capital letters?".
In designUsers remember features that connect to their goals. Explain why a feature matters, with examples from their own work, rather than only how it works.
- What Should We Remember?
Testing effect
Also known as Retrieval practice
Remembering information better after practising recalling it than after studying it again.
What Should We Remember?Testing effect
ExampleStudents who take practice quizzes remember more a week later than students who re-read their notes.
In designIn learning and onboarding, short quizzes and hands-on tasks help people remember more than a tutorial does. This page's Test yourself mode uses the same idea.
- What Should We Remember?
Absent-mindedness
Lapses of attention that make us forget or overlook things, such as where we put something or what we meant to do.
What Should We Remember?Absent-mindedness
ExampleYou walk into a room and forget why you came in.
In designUsers are distracted and interrupted. Save progress automatically, show where they left off, and remind them of things they meant to finish.
- What Should We Remember?
Next-in-line effect
Remembering less of what was said just before our turn to speak, because we are busy preparing what to say.
What Should We Remember?Next-in-line effect
ExampleIn a round of introductions, people forget the name of the person who spoke just before them.
In designIn workshops and readouts, whoever is about to present misses what came just before. Share notes afterwards, and use written rounds in ideation.
- What Should We Remember?
Tip of the tongue phenomenon
Also known as Tip-of-the-tongue state
The feeling of being about to remember a word or name without being able to retrieve it.
What Should We Remember?Tip of the tongue phenomenon
ExampleYou know the actor's name starts with "B" and has two syllables, but it won't come.
In designUsers know what they want but can't name it. Make search forgiving, with synonyms, typos and partial matches, and offer browsing and suggestions too.
- What Should We Remember?
Google effect
Also known as Digital amnesia
Forgetting information that we know we can easily find online.
What Should We Remember?Google effect
ExamplePeople remember where to find a fact online better than they remember the fact itself.
In designUsers don't memorise what they can look up, so make information easy to find again with search, recent items and saved lists instead of relying on memory.
Based on the Cognitive Bias Codex: categories by Buster Benson, visual by John Manoogian III, list of biases from Wikipedia. Definitions follow each bias's standard meaning; the examples and design notes are written by Zeeshan Khalid.