Behavioral Design – Lecture 2
Today in lec, we had to name one thing we are good at and one thing we are bad at. That is when I realized I think I am bad at thinking I am good at anything. So my answer to what I am good at was nothing.
After that, we moved on to status quo bias which has three types. Continuity familiarity and comfort. Then came a bunch of cognitive biases that shape how we think and make decisions.
Anchoring effect is when our decisions are influenced by initial reference points. For example instead of saying I expect a salary of eight to ten say ten to eight because people always focus on the smaller number.
Decoy effect is when a skewed reference point forces an upgrade.
Confirmation bias is when we agree with things that match our existing beliefs. Even algorithms take advantage of this.
Availability heuristic is when we base decisions on what is easiest to recall. This is why trauma sticks with us more than other emotions.
Loss aversion is when we are more afraid of losing something than excited about gaining something.
Overconfidence bias is when we overestimate our abilities based on past success.
Framing effect is when the way something is presented changes our perception. An example is saying half full instead of half empty or pricing things to end in nine.
Sunk cost fallacy is when we keep going with something even if it is not worth it just because we have already invested time energy money or emotion.
Bandwagon effect is when we do things just because others are doing them.
Halo effect is when we assume someone is good at everything just because they are good at one thing. An example is thinking that if A = B and B = C then A must = C.
Attribution bias is when we focus on character instead of context.
Self serving bias is when we justify things in a way that protects our self esteem.
Endowment effect is when we value things more just because we own them. An example is how DIY furniture like from IKEA feels more valuable because we assembled it ourselves.
After this we moved on to choice architecture which is about organizing options to influence behavior without restricting freedom of choice.
CMF stands for color material and finish.
Nudges are default options that make it easier for users to find the primary function.
Visual cues make it easier to identify things.
Social proof is when we trust something more because of reviews or others using it.
Reminders help keep important tasks in mind.