DePlaybook / Strategies

Strategies

The psychological principles that explain why users do what they do — and how to design with that, not against it.

28 entries

Peak-End Rule

People remember the peak moment and the end — not the average.

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Selective Attention

Users see what they expect to see and ignore the rest.

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Framing

How you present a choice changes the choice that gets made.

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Hick's Law

More choices = more time to decide. Simplify the decision space.

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Fitts' Law

The time to reach a target depends on its size and distance.

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Zeigarnik Effect

Incomplete tasks stay top of mind. Use it to drive return.

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Jakob's Law

Users expect your product to work like the ones they already know.

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Gestalt Principles

The brain groups elements — use proximity, similarity, and region.

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Von Restorff Effect

The thing that stands out gets remembered. Make it intentional.

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Miller's Law

Working memory holds 7±2 items. Chunk content to reduce load.

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Serial Position Effect

First and last items are remembered most. Design your list order.

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Doherty Threshold

Response under 400ms keeps users in flow. Speed is a design choice.

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Law of Proximity

Elements close together are perceived as related groups.

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Law of Similarity

Similar-looking elements are assumed to share the same function.

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Law of Common Region

Elements within a boundary are perceived as belonging together.

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Cognitive Load Theory

Working memory is finite. Every unnecessary element costs capacity.

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Anchoring Bias

The first number seen becomes the reference for all subsequent judgements.

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Social Proof in Design

Users look to others to validate uncertain decisions. Show the crowd.

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Scarcity Principle

Perceived scarcity increases perceived value. Use it honestly.

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Loss Aversion

Losses feel twice as bad as equivalent gains feel good.

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Reciprocity Principle

Give value first. People are wired to return the favour.

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Default Bias

Users stick with defaults. Set them in their best interest.

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Contrast Effect

Perception of a choice is shaped by what sits next to it.

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Endowment Effect

People value things more once they feel ownership over them.

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Goal Gradient Effect

Effort increases as users get closer to completing a goal.

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Mere Exposure Effect

Familiarity breeds preference. Repetition builds trust.

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IKEA Effect

People value things more when they help build them.

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Aesthetic-Usability Effect

Beautiful interfaces are perceived as easier to use, even when identical.

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Mental Models

Users already have a model of how your product works before they touch it — design to match it or pay the learning cost.

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