Zeeshan Khalid
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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.

Where it matters

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.

    Where it mattersResearch · Teams & decisions

    Too Much Information

    Availability heuristic

    After reading about a plane crash, people rate flying as more dangerous than driving, although driving causes far more deaths per mile travelled.

    One 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.

    Where it mattersUsers · Teams & decisions

    Too Much Information

    Attentional bias

    Someone who is hungry notices every food advert on their commute, adverts they would normally walk straight past.

    Users 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.

    Where it mattersUsers · Teams & decisions

    Too Much Information

    Illusory truth effect

    The myth that "we only use 10% of our brains" feels true because people have heard it so many times.

    Assumptions 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.

    Where it mattersUsers · Research

    Too Much Information

    Mere exposure effect

    A song you disliked at first grows on you after hearing it on the radio every day.

    Users 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.

    Where it mattersResearch · Users

    Too Much Information

    Context effect

    Divers who learn a list of words underwater recall it better underwater than on land.

    People 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.

    Where it mattersUsers

    Too Much Information

    Cue-dependent forgetting

    You know a colleague's name at the office but cannot recall it when you meet them in a supermarket.

    Users 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.

    Where it mattersResearch

    Too Much Information

    Mood-congruent memory bias

    When feeling low, people more readily remember past failures than past successes.

    A 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.

    Where it mattersResearch · Teams & decisions

    Too Much Information

    Frequency illusion

    After buying a red car, you suddenly notice red cars on every street.

    Once 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.

    Where it mattersUsers · Research

    Too Much Information

    Empathy gap

    After a big meal, people plan to eat healthily all week, then give in when they are hungry later.

    Calm 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.

    Where it mattersTeams & decisions · Users

    Too Much Information

    Omission bias

    Some parents avoid a vaccine with a tiny risk of side effects, accepting the larger risk of the disease itself.

    Teams 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.

    Where it mattersResearch · Teams & decisions

    Too Much Information

    Base rate fallacy

    Told that a quiet, tidy person loves books, people guess "librarian" over "salesperson", ignoring that salespeople far outnumber librarians.

    A 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.

    Where it mattersUsers

    Too Much Information

    Bizarreness effect

    "The dog rode a bicycle to the bank" is remembered better than "The dog ran to the bank".

    An 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.

    Where it mattersUsers

    Too Much Information

    Humor effect

    People remember the joke in a funny advert long after they have forgotten what the product does.

    A 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.

    Where it mattersUsers

    Too Much Information

    Von Restorff effect

    In a list of words printed in black, the one word printed in red is the one people recall.

    This 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.

    Where it mattersUsers

    Too Much Information

    Picture superiority effect

    Days after a talk, people recall the slide with the photo but not the slide with the bullet points.

    Icons 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.

    Where it mattersUsers

    Too Much Information

    Self-relevance effect

    People remember a list of adjectives better when asked "Does this describe you?" than "Is this word long?".

    Personal 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.

    Where it mattersUsers · Research

    Too Much Information

    Negativity bias

    One harsh comment in a performance review is remembered for weeks, while ten compliments fade.

    One 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.

    Where it mattersUsers · Research · Teams & decisions

    Too Much Information

    Anchoring

    When a jacket is shown as "was £200, now £120", £120 feels cheap, even if the jacket is only worth £80.

    The 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.

    Where it mattersTeams & decisions · Research

    Too Much Information

    Conservatism

    A manager keeps rating an employee as average long after their work has clearly improved.

    Teams 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.

    Where it mattersUsers · Research

    Too Much Information

    Contrast effect

    Lukewarm water feels hot after your hand has been in cold water, and cold after hot water.

    The 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.

    Where it mattersResearch · Users

    Too Much Information

    Distinction bias

    In the shop one TV looks clearly sharper than the next; at home, on its own, you would never notice the difference.

    Side-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.

    Where it mattersTeams & decisions · Research

    Too Much Information

    Focusing effect

    People expect Californians to be happier because of the weather, although climate has little effect on life satisfaction.

    A 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.

    Where it mattersUsers · Research

    Too Much Information

    Framing effect

    A treatment described as having a "90% survival rate" is chosen more often than one with a "10% mortality rate", although they are the same.

    Wording 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).

    Where it mattersUsers

    Too Much Information

    Money illusion

    A 2% pay rise during 4% inflation feels like a gain, although buying power has fallen.

    Users 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.

    Where it mattersUsers

    Too Much Information

    Weber–Fechner law

    Lighting one candle in a dark room is obvious; lighting one more in a room with a hundred candles goes unnoticed.

    A £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.

    Where it mattersResearch · Teams & decisions

    Too Much Information

    Confirmation bias

    Someone convinced a diet works remembers the weeks they lost weight and forgets the weeks they didn't.

    The 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.

    Where it mattersResearch · Teams & decisions

    Too Much Information

    Congruence bias

    Sure that a plant needs more light, you move it to the window, but never test whether it simply needed water.

    A 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.

    Where it mattersTeams & decisions

    Too Much Information

    Choice-supportive bias

    Years later, someone remembers their chosen university as having all the advantages and the one they turned down as having all the flaws.

    Teams 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.

    Where it mattersResearch · Teams & decisions

    Too Much Information

    Selective perception

    Fans of two rival teams watch the same match and each see far more fouls by the other side.

    Two 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.

    Where it mattersResearch

    Too Much Information

    Observer-expectancy effect

    The horse "Clever Hans" seemed to do arithmetic, but was actually reading tiny cues in his questioner's posture.

    A 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.

    Where it mattersResearch

    Too Much Information

    Experimenter's bias

    A researcher who believes a treatment works scores borderline patient improvements as successes.

    Choosing 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.

    Where it mattersResearch

    Too Much Information

    Observer effect

    Office workers become more careful and productive simply because they know they are being studied.

    Participants 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.

    Where it mattersTeams & decisions · Users

    Too Much Information

    Ostrich effect

    Investors check their accounts less often when the market is falling.

    Teams 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.

    Where it mattersResearch · Users

    Too Much Information

    Subjective validation

    A horoscope's vague line, "You are sometimes unsure of yourself", feels uncannily accurate.

    Participants 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.

    Where it mattersTeams & decisions · Users

    Too Much Information

    Continued influence effect

    Readers told that a warehouse fire was caused by paint, and then that this was wrong, still blame the paint when explaining the fire.

    An 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.

    Where it mattersTeams & decisions

    Too Much Information

    Semmelweis reflex

    In the 1840s, doctors dismissed Ignaz Semmelweis's evidence that handwashing saved mothers' lives.

    Research 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.

    Where it mattersTeams & decisions · Research

    Too Much Information

    Bias blind spot

    Most people rate themselves as less biased than the average person, which cannot be true for most of them.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Too Much Information

    Naïve cynicism

    Each partner in a couple expects the other to claim more credit for the housework than the other actually does.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Too Much Information

    Naïve realism

    In a political argument, both sides believe the facts are obvious and that the other side is ignoring them.

    "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.

    Where it mattersResearch

    Not Enough Meaning

    Confabulation

    Asked 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.

    Participants 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Clustering illusion

    During the Blitz, Londoners believed bombs were falling in clusters, but later analysis showed the hits matched a random pattern.

    A 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Insensitivity to sample size

    People 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.

    "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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Neglect of probability

    In an experiment, people would pay almost the same to avoid an electric shock whether its chance was 1% or 99%.

    Teams 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.

    Where it mattersTeams & decisions · Research

    Not Enough Meaning

    Anecdotal fallacy

    "My grandfather smoked every day and lived to 95, so smoking can't be that bad."

    "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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Illusion of validity

    Interviewers feel sure they can spot the best candidate from a short conversation, although such interviews predict job performance poorly.

    A 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Masked-man fallacy

    "I know who my father is. I don't know who the masked man is. So the masked man is not my father."

    "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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Recency illusion

    People complain that "literally" used for emphasis is a new misuse, although writers have used it that way for more than two centuries.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Gambler's fallacy

    After a coin lands heads five times in a row, people feel tails is "due", although the chance is still 50%.

    After 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Hot-hand fallacy

    Basketball fans believe a player who has scored several shots in a row is more likely to score the next one.

    A 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Illusory correlation

    Many people believe the weather affects their joint pain, although studies that track both find little connection.

    "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.

    Where it mattersUsers

    Not Enough Meaning

    Pareidolia

    People see faces in clouds, in electrical sockets and in the fronts of cars.

    Users 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.

    Where it mattersUsers

    Not Enough Meaning

    Anthropomorphism

    People say their car "doesn't want to start" on cold mornings, and thank their voice assistant.

    Users 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Group attribution error

    After meeting one rude tourist from a country, someone decides that everyone from that country is rude.

    One 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Ultimate attribution error

    When a rival team wins, fans call it luck; when their own team wins, they call it skill.

    Teams 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.

    Where it mattersResearch · Users · Teams & decisions

    Not Enough Meaning

    Stereotyping

    Assuming an older colleague will struggle with new software, without knowing anything about their skills.

    "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.

    Where it mattersResearch · Users

    Not Enough Meaning

    Essentialism

    Believing that a child from a family of musicians must have music "in their blood".

    Labels 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Functional fixedness

    Given 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.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Moral credential effect

    After a workout, people feel they have "earned" a dessert they would otherwise skip.

    Shipping 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Just-world hypothesis

    People assume the victim of a scam "must have been careless", rather than blaming the scammer.

    Teams 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Argument from fallacy

    Someone argues badly that exercise is good for you, and a listener decides that exercise must not be good for you.

    A 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

    Authority bias

    Giving more weight to the opinion of an authority figure, and being more influenced by it, regardless of its content.

    Where it mattersTeams & decisions · Research

    Not Enough Meaning

    Authority bias

    In Milgram's experiments, many people followed an experimenter's orders to give what they believed were dangerous electric shocks.

    The highest-paid person's opinion often decides between designs. Agree success measures before reviews, and let test results, not seniority, settle the choice.

  • Not Enough Meaning

    Automation bias

    Favouring suggestions from automated systems and ignoring contradictory information, even when that information is correct.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Automation bias

    Drivers follow their GPS down a closed road, or into a lake, despite clear signs.

    Users 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Bandwagon effect

    A restaurant with a queue outside attracts more diners than an empty one next door.

    "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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Placebo effect

    Patients given sugar pills they believe are painkillers often report less pain.

    A 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.

    Where it mattersResearch · Users

    Not Enough Meaning

    Out-group homogeneity bias

    Fans describe supporters of a rival club as "all the same", while seeing their own supporters as every kind of person.

    Teams 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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Cross-race effect

    Eyewitnesses are more likely to misidentify a suspect from another ethnic group than one from their own.

    Face 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.

    Where it mattersTeams & decisions · Research

    Not Enough Meaning

    In-group bias

    People rate work from colleagues in their own office as better than identical work from another office.

    Teams 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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Halo effect

    Attractive people are often judged to be kinder and more intelligent, with no evidence for either.

    A 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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Cheerleader effect

    A face in a group photo is rated as more attractive than the same face shown on its own.

    Items 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.

    Where it mattersResearch · Users

    Not Enough Meaning

    Positivity effect

    In studies, older adults recall more of the pleasant pictures they were shown than the unpleasant ones.

    Older 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Not invented here

    A company builds its own tool from scratch instead of using an established one, because "ours will be better".

    Teams 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Reactive devaluation

    People rate the same peace proposal less favourably when told it came from the other side of the conflict.

    Feedback 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Well-traveled road effect

    Your daily commute feels quicker than a new route of exactly the same length.

    Teams 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.

    Where it mattersUsers

    Not Enough Meaning

    Mental accounting

    People spend a tax refund or a prize more freely than the same amount earned from their salary.

    Users 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Appeal to probability

    "Someone could break in tonight, so someone will break in tonight."

    "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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Normalcy bias

    Residents ignore hurricane warnings because earlier storms in their area were mild.

    Users 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Murphy's law

    The one day you leave your umbrella at home, it rains, and that is the day you remember.

    As 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Zero-sum bias

    Students believe that if a classmate gets a top grade there are fewer top grades left for them, even when grades are not limited.

    Teams 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Survivorship bias

    In 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.

    Interviewing 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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Subadditivity effect

    People rate the chance of dying of "natural causes" as lower than the total they give for heart disease, cancer and other named natural causes.

    Listing 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.

    Where it mattersUsers

    Not Enough Meaning

    Denomination effect

    People are reluctant to break a £50 note but spend five £10 notes quickly.

    Small, 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.

    Where it mattersUsers

    Not Enough Meaning

    Magical number seven, plus or minus two

    A phone number is easier to remember split into chunks, such as 020 7946 0958, than as eleven separate digits.

    Often 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Illusion of transparency

    Nervous speakers believe the audience can see how anxious they are, but most listeners don't notice.

    Designers 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Curse of knowledge

    People tapping out well-known songs expected listeners to guess half of them; listeners guessed about one in forty.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Spotlight effect

    Students asked to wear an embarrassing T-shirt guessed that half the room noticed it; only about a quarter did.

    Teams 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Extrinsic incentives bias

    Managers rank pay as their staff's top motivator, while the staff themselves rank meaningful work higher.

    Teams 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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Illusion of external agency

    People who grow happy with a randomly assigned partner believe the matchmaking service must have understood them well.

    Users 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Illusion of asymmetric insight

    Each side in a debate believes it understands the other side's motives, while the other side misunderstands its own.

    Teams 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.

    Where it mattersResearch · Teams & decisions

    Not Enough Meaning

    Consistency bias

    Someone who now supports a policy recalls having always supported it, although they opposed it a few years ago.

    Users 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.

    Where it mattersUsers

    Not Enough Meaning

    Restraint bias

    Smokers who are confident they can resist cravings put themselves in tempting situations more often, and are more likely to relapse.

    Users 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.

    Where it mattersUsers · Teams & decisions

    Not Enough Meaning

    Projection bias

    Shopping while hungry, people buy more food than they will want later in the week.

    Users 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Pro-innovation bias

    Early fans of a new gadget insist everyone will want one, ignoring its price and short battery life.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Time-saving bias

    On 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.

    Teams 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Planning fallacy

    Students expect to finish their thesis well before the deadline; most finish later than even their worst-case estimate.

    Design 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Pessimism bias

    A nervous traveller is sure the flight will be delayed, the bags lost and the hotel overbooked.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Not Enough Meaning

    Impact bias

    People predict that losing a job or winning a prize will change their happiness for years; the effect usually fades within months.

    Teams 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.

    Where it mattersUsers · Research

    Not Enough Meaning

    Declinism

    Each generation tends to believe that young people today have worse manners than it did.

    "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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Moral luck

    Two drivers run the same red light; the one who happens to hit a pedestrian is blamed far more.

    Teams 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.

    Where it mattersTeams & decisions

    Not Enough Meaning

    Outcome bias

    A doctor's decision is rated worse when the patient dies, even though the decision and its risks were exactly the same.

    A 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.

    Where it mattersTeams & decisions · Research

    Not Enough Meaning

    Hindsight bias

    After an election, many people say the result was obvious all along.

    After 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.

    Where it mattersResearch · Users

    Not Enough Meaning

    Rosy retrospection

    A holiday full of rain and delays is remembered years later as wonderful.

    Users 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.

    Where it mattersResearch

    Not Enough Meaning

    Telescoping effect

    People recall a news story from five years ago as having happened only two or three years ago.

    Survey 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Overconfidence effect

    People 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.

    Teams 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

    Social desirability bias

    Answering questions in a way that others will view favourably, over-reporting good behaviour and under-reporting bad behaviour.

    Where it mattersResearch

    Need To Act Fast

    Social desirability bias

    In surveys, people report exercising more and drinking less than they really do.

    Participants say they read the terms or would pay for privacy. Ask about past behaviour, keep questions neutral, use anonymous surveys, and check claims against behavioural data.

  • Need To Act Fast

    Third-person effect

    Believing that media messages and advertising influence other people more than they influence ourselves.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Third-person effect

    Most people say adverts work on others, but not on them.

    Teams 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.

    Where it mattersTeams & decisions · Research

    Need To Act Fast

    False consensus effect

    Students who agreed to walk around campus wearing an advertising sign assumed most others would agree; those who refused assumed most would refuse.

    Teams 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Hard–easy effect

    Quiz players overrate their chances on very difficult questions and underrate them on easy ones.

    Teams 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.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    Dunning–Kruger effect

    Students who score lowest on a logic test estimate that they did better than most of their classmates.

    Beginners 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Egocentric bias

    Asked what share of the housework they do, both partners give estimates that add up to more than 100%.

    Each 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Optimism bias

    Most newlyweds believe their own marriage will not end in divorce, although many marriages do.

    Teams 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.

    Where it mattersResearch · Users

    Need To Act Fast

    Barnum effect

    Students rated a "personal" profile as highly accurate, although every student had received exactly the same text.

    Generic 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Self-serving bias

    Students who do well in an exam credit their hard work; those who do badly blame an unfair paper.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Actor–observer bias

    When we trip, the pavement was uneven; when someone else trips, they are clumsy.

    When 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.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    Illusion of control

    Dice players throw harder when they want a high number and more gently when they want a low one.

    Users 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Illusory superiority

    Most drivers rate themselves as better than the average driver.

    Every 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.

    Where it mattersTeams & decisions · Research

    Need To Act Fast

    Fundamental attribution error

    A driver who cuts in front of us is seen as rude, not as someone rushing to the hospital.

    Users 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Defensive attribution hypothesis

    People blame a driver more when an accident causes serious injuries than when it causes minor ones, although the driving was the same.

    After 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.

    Where it mattersResearch · Teams & decisions

    Need To Act Fast

    Trait ascription bias

    People describe their own personality as "it depends on the situation", but describe a friend with a few fixed traits.

    Personas 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Effort justification

    People who go through an embarrassing initiation to join a group rate the group as more interesting than people who join easily.

    Teams 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.

    Where it mattersUsers

    Need To Act Fast

    Risk compensation

    Some drivers drive faster and brake later once their cars have anti-lock brakes.

    Undo, 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.

    Where it mattersUsers

    Need To Act Fast

    Hyperbolic discounting

    Offered £50 today or £100 in a year, many take £50; offered £50 in five years or £100 in six, most wait for £100.

    Users 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Appeal to novelty

    People upgrade to the latest phone because it is new, even when their old one meets all their needs.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Identifiable victim effect

    A charity appeal showing one named child raises more money than an appeal quoting millions of children in need.

    One 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Sunk cost fallacy

    Someone sits through a boring film to the end because they paid for the ticket.

    Teams 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Escalation of commitment

    A government keeps funding an over-budget project because stopping would admit the original choice was wrong.

    A 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.

    Where it mattersUsers

    Need To Act Fast

    Generation effect

    People remember word pairs better when they complete them themselves (hot – c_ld) than when they read them in full.

    Users 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.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    Loss aversion

    Losing £20 feels worse than finding £20 feels good.

    "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.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    IKEA effect

    People value furniture they assembled themselves more than the same piece already built.

    Users 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.

    Where it mattersUsers

    Need To Act Fast

    Unit bias

    People eat more from a large plate than a small one, because they finish whatever is on the plate.

    Default 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Zero-risk bias

    People prefer a plan that removes a rare contaminant entirely over one that greatly reduces a common, more dangerous one.

    Teams 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.

    Where it mattersTeams & decisions · Users

    Need To Act Fast

    Disposition effect

    An investor sells a rising share to lock in the gain, but keeps a falling one in the hope that it will recover.

    Teams 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.

    Where it mattersUsers

    Need To Act Fast

    Pseudocertainty effect

    People 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.

    "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.

    Where it mattersUsers

    Need To Act Fast

    Processing difficulty effect

    Readers remember a passage better when they have to work out its meaning than when it is spelled out for them.

    Effort 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.

    Where it mattersUsers

    Need To Act Fast

    Endowment effect

    People given a mug ask about twice as much to sell it as others are willing to pay to buy it.

    Free 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Backfire effect

    Shown evidence that a claim they support is false, some people defend it even more firmly.

    Telling 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    System justification

    People in low-paid jobs defend the system that keeps their pay low as fair.

    Teams 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.

    Where it mattersUsers

    Need To Act Fast

    Reverse psychology

    A parent tells a child "you probably can't finish your vegetables", and the child eats them all.

    Copy 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.

    Where it mattersUsers

    Need To Act Fast

    Reactance

    A "Do not touch" sign makes people more tempted to touch.

    Forced 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.

    Where it mattersUsers

    Need To Act Fast

    Decoy effect

    With small popcorn at £3 and large at £7, most buy small; add a medium at £6.50 and many switch to large.

    Pricing 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

    Social comparison bias

    Disliking and competing with people we see as better than us, for example when recommending someone who might outshine us.

    Where it mattersTeams & decisions

    Need To Act Fast

    Social comparison bias

    Members of a hiring panel favour candidates who are less likely to outperform them.

    Teams can resist hiring, or championing, people stronger than themselves, and reject ideas that might outshine their own. Use structured, criteria-based reviews and hiring.

  • Need To Act Fast

    Status quo bias

    Preferring things to stay the same, and treating any change from the current state as a loss.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    Status quo bias

    Most people stay with their default energy supplier or pension plan, even when better options are available.

    Defaults 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.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    Ambiguity effect

    People prefer to draw from a jar with 50 red and 50 black balls than from one with an unknown mix, when red wins.

    Users 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.

    Where it mattersTeams & decisions · Research

    Need To Act Fast

    Information bias

    A doctor orders an extra test although no possible result would change the treatment.

    Teams 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.

    Where it mattersResearch · Teams & decisions

    Need To Act Fast

    Belief bias

    People accept a flawed argument if its conclusion matches what they believe, and reject a sound one if it doesn't.

    Findings 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.

    Where it mattersUsers · Teams & decisions

    Need To Act Fast

    Rhyme-as-reason effect

    "Woes unite foes" is rated as more accurate than "Woes unite enemies".

    Catchy 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Law of triviality

    A committee approves a nuclear power plant quickly, then argues at length about the bike shed.

    Design 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.

    Where it mattersTeams & decisions

    Need To Act Fast

    Delmore effect

    Someone plans a detailed weekly gym routine but has only a vague idea of their career goals.

    Teams 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.

    Where it mattersResearch · Teams & decisions

    Need To Act Fast

    Conjunction fallacy

    Told that Linda is an outspoken philosophy graduate, people rate "bank teller and feminist" as more likely than "bank teller".

    A 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.

    Where it mattersTeams & decisions · Research

    Need To Act Fast

    Occam's razor

    When 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.

    The 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.

    Where it mattersUsers · Research

    Need To Act Fast

    Less-is-better effect

    Judged separately, someone giving a £45 scarf seems more generous than someone giving a £55 coat.

    A 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.

    Where it mattersResearch

    What Should We Remember?

    Misattribution of memory

    A witness correctly remembers a face but places it at the crime scene, when they actually saw that person at a train station.

    Participants 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.

    Where it mattersResearch · Teams & decisions

    What Should We Remember?

    Source confusion

    Someone remembers seeing an event on the news, when a friend actually described it to them.

    Stakeholders "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.

    Where it mattersTeams & decisions

    What Should We Remember?

    Cryptomnesia

    A songwriter writes a "new" melody that turns out to be one they heard years earlier.

    A 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.

    Where it mattersResearch · Users

    What Should We Remember?

    False memory

    After hearing the words bed, rest, tired and dream, people confidently remember hearing "sleep", although it was never said.

    Users 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.

    Where it mattersResearch

    What Should We Remember?

    Suggestibility

    Children asked again and again about an event that never happened begin to describe it in detail.

    A 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.

    Where it mattersUsers

    What Should We Remember?

    Spacing effect

    Studying vocabulary for ten minutes a day for a week works better than studying for seventy minutes the night before a test.

    Spread 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.

    Where it mattersTeams & decisions · Users

    What Should We Remember?

    Implicit association

    In the Implicit Association Test, many people pair "career" with male names faster than with female names.

    Unconscious 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.

    Where it mattersTeams & decisions · Users

    What Should We Remember?

    Implicit stereotype

    People who state that men and women are equally good at science still associate science with men more quickly.

    Implicit 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.

    Where it mattersResearch

    What Should We Remember?

    Stereotypical bias

    People recall the characters in a story as behaving more typically for their gender than they actually did.

    Research 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.

    Where it mattersTeams & decisions · Users

    What Should We Remember?

    Prejudice

    Judging a job applicant as less capable because of their accent.

    Prejudice 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.

    Where it mattersResearch · Users

    What Should We Remember?

    Fading affect bias

    A painful break-up hurts far less a year later, while the joy of a wedding day is still felt strongly.

    Users 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.

    Where it mattersUsers · Research

    What Should We Remember?

    Peak–end rule

    Patients remember a longer medical procedure as less painful when its final minutes were milder.

    Users 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.

    Where it mattersResearch · Teams & decisions

    What Should We Remember?

    Leveling and sharpening

    A story passed between friends loses its details and gains a more dramatic ending each time it is told.

    Research 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.

    Where it mattersResearch

    What Should We Remember?

    Misinformation effect

    Witnesses 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.

    Showing 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.

    Where it mattersUsers

    What Should We Remember?

    Duration neglect

    People prefer to repeat 90 seconds of cold water whose last 30 seconds are slightly warmer over 60 seconds of the same cold alone.

    A 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.

    Where it mattersUsers

    What Should We Remember?

    List-length effect

    People recall more words in total from a 40-word list than from a 10-word list, but a smaller share of them.

    Long 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.

    Where it mattersUsers

    What Should We Remember?

    Modality effect

    People recall the last digits of a phone number better when it is read out to them than when they read it themselves.

    Spoken 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.

    Where it mattersUsers

    What Should We Remember?

    Memory inhibition

    Once you have learned your new phone number, your old one becomes harder to recall.

    Users 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.

    Where it mattersResearch

    What Should We Remember?

    Part-list cueing effect

    Given half the names of a band's members as a hint, people find it harder to recall the remaining names.

    Examples 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.

    Where it mattersUsers · Research

    What Should We Remember?

    Primacy effect

    People recall the first few words of a long list better than the words in the middle.

    The 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.

    Where it mattersUsers · Research

    What Should We Remember?

    Recency effect

    Just after hearing a shopping list, people recall the last few items best.

    The 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.

    Where it mattersUsers · Research

    What Should We Remember?

    Serial-position effect

    After hearing a list of 15 words, people remember the first few and the last few, but few from the middle.

    Put 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.

    Where it mattersUsers

    What Should We Remember?

    Suffix effect

    When a spoken list of numbers is followed by the word "go", people forget the last number more often.

    In 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.

    Where it mattersUsers

    What Should We Remember?

    Levels-of-processing effect

    People remember words better when asked "Is it a type of fruit?" than when asked "Is it in capital letters?".

    Users 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.

    Where it mattersUsers

    What Should We Remember?

    Testing effect

    Students who take practice quizzes remember more a week later than students who re-read their notes.

    In 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.

    Where it mattersUsers

    What Should We Remember?

    Absent-mindedness

    You walk into a room and forget why you came in.

    Users 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.

    Where it mattersTeams & decisions · Research

    What Should We Remember?

    Next-in-line effect

    In a round of introductions, people forget the name of the person who spoke just before them.

    In 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.

    Where it mattersUsers

    What Should We Remember?

    Tip of the tongue phenomenon

    You know the actor's name starts with "B" and has two syllables, but it won't come.

    Users 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.

    Where it mattersUsers

    What Should We Remember?

    Google effect

    People remember where to find a fact online better than they remember the fact itself.

    Users 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.