๐Ÿง Psychology of Design: 106 Cognitive Biases & Principles That Affect Your UX

Every time users interact with your product, they:
  1. ๐Ÿ™ˆ Filter the information
  1. ๐Ÿ”ฎ Seek the meaning of it
  1. โฐ Act within a given time
  1. ๐Ÿ’พ Store bits of the interaction in their memories
So to improve your user experience, you need to understand the biases & heuristics affecting those four decision-cycle steps.
Below is a list of cognitive biases and design principles (with examples and tips) for each category. Letโ€™s dive right in.
PS: Donโ€™t have time to read the whole list? Get the cheat sheet
๐Ÿ™ˆ Information
Users filter out a lot of the information that they receive, even when it could be important.
๐Ÿ‘€

Hick's Law

More options leads to harder decisions
Expand โ†“
๐Ÿ’ผ

Confirmation Bias

People look for evidence that confirms what they think
Expand โ†“
๐Ÿ‘

Priming

Previous stimuli influence users' decision
Expand โ†“
๐Ÿš›

Cognitive Load

Total amount of mental effort that is required to complete a task
Expand โ†“
โš“๏ธ

Anchoring Bias

Users rely heavily on the first piece of information they see
Expand โ†“
๐Ÿ‘‰

Nudge

Subtle hints can affect users' decisions
Expand โ†“
๐Ÿฐ

Progressive Disclosure

Users are less overwhelmed if they're exposed to complex features later
Expand โ†“
๐ŸŽฏ

Fitts's Law

Large and close elements are easier to interact with
Expand โ†“
๐Ÿ•ถ

Banner Blindness

Users tune out the stuff they get repeatedly exposed to
Expand โ†“
๐Ÿ•บ

Decoy Effect

Create a new option that's easy to discard
Expand โ†“
๐Ÿ–ผ

Framing

The way information is presented affects how users make decisions
Expand โ†“
๐Ÿ 

Attentional Bias

Users' thoughts filter what they pay attention to
๐Ÿ’”

Empathy Gap

People underestimate how much emotions influence user behaviors
โ›ต๏ธ

Visual Anchors

Elements used to guide users' eyes
๐ŸŒถ

Von Restorff Effect

People notice items that stand out more
๐ŸŽ–

Visual Hierarchy

The order in which people perceive what they see
๐Ÿ”ญ

Selective Attention

People filter out things from their environment when in focus
โœˆ๏ธ

Survivorship Bias

People neglect things that don't make it past a selection process
๐Ÿ’

Juxtaposition

Elements that are close and similar are perceived as a single unit
๐Ÿšฆ

Signifiers

Elements that communicate what they will do
๐ŸŽญ

Contrast

Users' attention is drawn to higher visual weights
๐Ÿšจ

External Trigger

When the information on what to do next is within the prompt itself
๐ŸŽช

Centre-Stage Effect

People tend to choose the middle option in a set of items
๐Ÿฃ

Law of Proximity

Elements close to each other are usually considered related
๐Ÿฌ

Tesler's Law

If you simplify too much, you'll transfer some complexity to the users
๐Ÿงจ

Spark Effect

Users are more likely to take action when the effort is small
๐Ÿฅ

Feedback Loop

When users take action, feedback communicates what happened
๐Ÿ˜ป

Expectations Bias

People tend to be influenced by their own expectations
๐Ÿš†

Aesthetic-Usability Effect

People perceive designs with great aesthetics as easier to use
๐Ÿ”ฎ Meaning
When users try to give sense to information, they make stories and assumptions to fill the gaps.
๐Ÿ‘ฅ

Social Proof

Users adapt their behaviors based on what others do
Expand โ†“
๐Ÿฆ„

Scarcity

People value things more when they're in limited supply
Expand โ†“
๐Ÿ’ญ

Curiosity Gap

Users have a desire to seek out missing information
๐Ÿ–ฒ

Mental Model

Users have a preconceived opinion of how things work
๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ

Familiarity Bias

People prefer familiar experiences
๐Ÿ•น

Skeuomorphism

Users adapt more easily to things that look like real-world objects
๐ŸŽ

Reciprocity

People feel the need to reciprocate when they receive something
๐Ÿค

Singularity Effect

Users care disproportionately about an individual as compared to a group
๐ŸŽฐ

Variable Reward

People especially enjoy unexpected rewards
๐ŸŽ‰

Aha! moment

When new users first realize the value of your product
๐Ÿฅ…

Goal Gradient Effect

Motivation increases as users get closer to their goal
๐Ÿ’ˆ

Occamโ€™s Razor

Simple solutions are often better than the more complex ones
Expand โ†“
๐ŸŽ—

Noble Edge Effect

Users tend to prefer socially responsible companies
Expand โ†“
๐Ÿงฟ

Hawthorne Effect

Users change their behavior when they know they are being observed
Expand โ†“
๐Ÿ‘ผ

Halo Effect

People judge things (or people) based on their feelings towards one trait
โ˜Ž๏ธ

Millerโ€™s Law

Users can only keep 5ยฑ2 items in their working memory
๐Ÿฑ

Unit Bias

One unit of something feels like the optimal amount
๐ŸŒŠ

Flow State

Being fully immersed and focused on a task
๐Ÿ‘‘

Authority Bias

Users attribute more importance to the opinion of an authority figure
๐Ÿบ

Pseudo-Set Framing

Tasks that are part of a group are more tempting to complete
๐ŸŽŠ

Group Attractiveness Effect

Individual items seem more attractive when presented in a group
๐Ÿšฐ

Curse of Knowledge

Not realizing that people don't have the same level of knowledge
๐Ÿ“ฎ

Self-Initiated Triggers

Users are more likely to interact with prompts they setup for themselves
โœ๏ธ

Survey Bias

Users tend to skew survey answers towards what's socially acceptable
๐ŸŽญ

Cognitive Dissonance

It's painful to hold two opposing ideas in our mind
๐Ÿ’ซ

Feedforward

When users know what to expect before they take action
๐Ÿ’

Hindsight Bias

People overestimate their ability to predict outcomes after the fact
๐ŸŽ

Law of Similarity

Users perceive a relationship between elements that look similar
๐ŸŒ“

Law of Prรคgnanz

Users interpret ambiguous images in a simpler and more complete form
๐Ÿ˜

Streisand Effect

When trying to censor information ends up increasing awareness of that information
๐Ÿ”ฆ

Spotlight Effect

People tend to believe they are being noticed more than they really are
๐Ÿ—“

Fresh Start Effect

Users are more likely to take action if there's a feeling of new beginnings
โฐ Time
Users are busy so they look for shortcuts and jump to conclusions quickly.
๐Ÿง—โ€โ™‚๏ธ

Labor Illusion

People value things more when they see the work behind them
๐Ÿšถโ€โ™‚๏ธ

Default Bias

Users tend not to change an established behavior
๐Ÿฆ

Investment Loops

When users invest themselves, they're more likely to come back
๐Ÿ•ฏ

Loss Aversion

People prefer to avoid losses more than earning equivalent gains
Expand โ†“
๐Ÿ‘ž

Commitment & Consistency

Users tend to be consistent with their previous actions
Expand โ†“
๐Ÿ

Sunk Cost Effect

Users are reluctant to pull out of something they're invested in.
Expand โ†“
๐ŸŒ‹

Reactance

Users are less likely to adopt a behavior when they feel forced
Expand โ†“
๐Ÿ”จ

Law of the Instrument

If all you have is a hammer, everything looks like a nail
Expand โ†“
๐Ÿญ

Temptation Bundling

Hard tasks are less scary when coupled with something users desire
Expand โ†“
๐ŸŽฉ

Dunning-Kruger Effect

People tend to overestimate their skills when they don't know much
Expand โ†“
๐Ÿ”

Discoverability

The ease with which users can discover your features
Expand โ†“
๐Ÿ

Second-Order Effect

The consequences of the consequences of actions
Expand โ†“
๐ŸŒ›

Decision Fatigue

Making a lot of decisions lowers users' ability to make rational ones
๐Ÿฅฝ

Observer-Expectancy Effect

When researchers' biases influence the participants of an experiment
๐ŸŒฑ

Weber's Law

Users adapt better to small incremental changes
๐ŸŽˆ

Parkinsonโ€™s Law

The time required to complete a task will take as much time as allowed
๐ŸŒค

Affect Heuristic

People's current emotions cloud and influence their judgment
๐Ÿ“‰

Hyperbolic Discounting

People tend to prioritize immediate benefits over bigger future gains
โŒš๏ธ

Chronoception

People's perception of time is subjective
๐Ÿ’ณ

Cashless Effect

People spend more when they can't actually see the money
๐ŸŒš

Self-serving bias

People take credits for positive events and blame others if negative
๐Ÿฅฌ

Pareto Principle

Roughly 80% of the effects come from 20% of the causes
๐Ÿ”ซ

Backfire Effect

When people's convictions are challenged, their beliefs get stronger
๐ŸŒˆ

False Consensus Effect

People overestimate how much other people agree with them
๐Ÿš‹

Bandwagon Effect

Users tend to adopt beliefs in proportion of others who have already done so
๐Ÿง™โ€โ™‚๏ธ

Barnum-Forer Effect

When you believe generic personality descriptions apply specifically to you.
๐Ÿ›‹

IKEA Effect

When user partially create something, they value it way more
๐Ÿงšโ€โ™‚๏ธ

Planning Fallacy

People tend to underestimate how much time a task will take
๐Ÿ’พ Memory
Users try to remember what's most important, but their brain prefers some elements over others.
๐Ÿ•

Provide Exit Points

Invite users to leave your app at the right moment
Expand โ†“
๐ŸŽข

Peak-End Rule

People judge an experience by its peak and how it ends.
Expand โ†“
๐Ÿ‘…

Sensory Appeal

Users engage more with things appealing to multiple senses
Expand โ†“
๐Ÿงฉ

Zeigarnik Effect

People remember incomplete tasks better than completed ones
Expand โ†“
๐Ÿงค

Endowment Effect

Users value something more if they feel it's theirs
Expand โ†“
๐Ÿ›

Chunking

People remember grouped information better
Expand โ†“
๐Ÿ’š

Delighters

People remember more unexpected and playful pleasures
Expand โ†“
๐Ÿ’›

Internal Trigger

When users are prompted to take action based on a memory
Expand โ†“
๐Ÿ“ธ

Picture Superiority Effect

People remember pictures better than words
๐Ÿ“Œ

Method of Loci

People remember things more when they're associated with a location
๐Ÿงญ

Shaping

Incrementally reinforcing actions to get closer to a target behavior
๐Ÿ’พ

Recognition Over Recall

It's easier to recognize things than recall them from memory
๐Ÿฐ

Storytelling Effect

People remember stories better than facts alone
๐Ÿ‘น

Negativity Bias

Users recall negative events more than positive ones
โฐ

Availability Heuristic

Users favor recent and available information over past information
๐ŸŒŒ

Spacing Effect

People learn more effectively when study sessions are spaced out
๐Ÿ

Serial Position Effect

It's easier for users to recall the first and last items of a list

Product Psychology Resources

If you want to learn more about behavioral psychology and mental models, we recommend these resources:
๐Ÿ““

Cognitive Biases Codex

The four categories of our list come from Buster Benson's work
Expand โ†“
๐Ÿ“˜

Super Thinking

The big book of mental models and cognitive biases (Gabriel Weinberg)
Expand โ†“
๐Ÿ“™

Hooked

How to build habit-forming products (Nir Eyal)
Expand โ†“
๐Ÿ“•

Influence

The psychology of persuasion (Robert Cialdini)
๐Ÿ“”

Predictably Irrational

The hidden forces that shape our decisions (Dan Ariely)

Cognitive Biases Cheat sheet

We took the time to summarize each principle in one line.
They are all in a free cheat sheet of cognitive biases principles.
You can download this cheatsheet as a PDF here.
Use it as a user empathy reminder while you build a feature.
notion image

Get The Cognitive Biases Cheat Sheet.

Your summary of the most important principles. Read (or print) it whenever:

โ€œWe all have a responsibility to build ethically-designed products and services to improve peopleโ€™s lives. Growth.Designโ€™s list of cognitive biases and psychological principles is a great reference for any team committed to improving their customersโ€™ user experience. Dan & Louis-Xavierโ€™s comic book case studies show you how.โ€โ€” Nir Eyal, bestselling author of Hooked and Indistractable

Now Itโ€™s Your Turn

So which principle are you going to try next?
Are there missing elements we should add to the list?
You can reach us at team@growth.design, we reply to everyone!