Design is not just what it looks like and feels like. Design is how it works. Information below taken from Growth Design.
Users filter out a lot of the information that they receive, even when it could be important
More options leads to harder decisions
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HICK'S LAW DEFINITION
Hick's Law predicts that the time and the effort it takes to make a decision, increases with the number of options. The more choices, the more time users take to make their decisions.
HICK'S LAW CHECKLIST
โ Find an area where you have a lot of options or a lot of repetitions.
โ Try to either reduce the number of options or find ways to hide items. (Do they all need to be displayed at once?
โ If you can't minimize the options, try to put them in an easily skimmable order and make sure the items are familiar; else, it won't work
People look for evidence that confirms what they think
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Previous stimuli influence users' decision
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Total amount of mental effort that is required to complete a task
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Users rely heavily on the first piece of information they see
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Subtle hints can affect users' decisions
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Users are less overwhelmed if they're exposed to complex features later
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Large and close elements are easier to interact with
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Users tune out the stuff they get repeatedly exposed to
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Create a new option that's easy to discard
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The way information is presented affects how users make decisions
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Users' thoughts filter what they pay attention to
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People underestimate how much emotions influence user behaviours
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Elements used to guide users' eyes
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People notice items that stand out more
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The order in which people perceive what they see
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People filter out things from their environment when in focus
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People neglect things that don't make it past a selection process
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Elements that are close and similar are perceived as a single unit
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Elements that communicate what they will do
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Users' attention is drawn to higher visual weights
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When the information on what to do next is within the prompt itself
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People tend to choose the middle option in a set of items
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Elements close to each other are usually considered related
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If you simplify too much, you'll transfer some complexity to the users
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Users are more likely to take action when the effort is small
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When users take action, feedback communicates what happened
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People tend to be influenced by their own expectations
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People perceive designs with great aesthetics as easier to use
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When users try to give sense to information, they make stories and assumptions to fill the gaps.
Users adapt their behaviors based on what others do
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People value things more when they're in limited supply
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Users have a desire to seek out missing information
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Users have a preconceived opinion of how things work
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People prefer familiar experiences
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Users adapt more easily to things that look like real-world objects
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People feel the need to reciprocate when they receive something
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Users care disproportionately about an individual as compared to a group
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People especially enjoy unexpected rewards
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When new users first realize the value of your product
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Motivation increases as users get closer to their goal
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Simple solutions are often better than the more complex ones
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Users tend to prefer socially responsible companies
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Users change their behavior when they know they are being observed
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People judge things (or people) based on their feelings towards one trait
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Users can only keep 5ยฑ2 items in their working memory
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One unit of something feels like the optimal amount
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Being fully immersed and focused on a task
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Users attribute more importance to the opinion of an authority figure
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Tasks that are part of a group are more tempting to complete
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Individual items seem more attractive when presented in a group
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Not realizing that people don't have the same level of knowledge
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Users are more likely to interact with prompts they setup for themselves
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Users tend to skew survey answers towards what's socially acceptable
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It's painful to hold two opposing ideas in our mind
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When users know what to expect before they take action
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People overestimate their ability to predict outcomes after the fact
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Users perceive a relationship between elements that look similar
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Users interpret ambiguous images in a simpler and more complete form
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When trying to censor information ends up increasing awareness of that information
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People tend to believe they are being noticed more than they really are
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Users are more likely to take action if there's a feeling of new beginnings
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Users filter out a lot of the information that they receive, even when it could be important
Users adapt their behaviors based on what others do
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Users adapt their behaviors based on what others do
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Users adapt their behaviors based on what others do
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Users adapt their behaviors based on what others do
EXPAND
Users filter out a lot of the information that they receive, even when it could be important
Users adapt their behaviors based on what others do
EXPAND
Users adapt their behaviors based on what others do
EXPAND
Users adapt their behaviors based on what others do
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Users adapt their behaviors based on what others do
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