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Laws
Aesthetic Usability Effect
Doherty Threshold
Fitts's Law
Goal-Gradient Effect
Hick's Law
Jakob's Law
Law of Common Region
Law of Prägnanz
Law of Proximity
Law of Similarity
Law of Uniform Connectedness
Miller's Law
Occam's Razor
Pareto Principle
Parkinson's Law
Peak End Rule
Postel's Law
Serial Position Effect
Tesler's Law
Von Restorff Effect
Zeigarnik Effect
Cognition
Cashless effect
Choice closure
Curiosity
Decoy Effect
Delay discounting
Endowment Effect
Framing
IKEA Effect
Illusion of control
Inaction Inertia Effect
Limited choice
Limited duration
Loss Aversion
Need for closure
Negativity Bias
Optimism Bias
Present Bias
Priming Effect
Scarcity
Set Completion
Status Quo Bias
Sunken Cost Effect
Temptation bundling
Value attribution
Feedback
Feedback Loops
Fresh Start Effect
Kairos
Simulation
Tailoring
Trigger
Gaming
Achievements
Appointment Dynamic
Appropriate challenge
Delighters
Fixed rewards
Hedonic Adaptation
Intentional gaps
Investment Loops
Levels
Periodic events
Praise
Privilegess
Prolonged play
Self-Monitoring
Shaping
Storytelling
Unlock Features
Variable rewards
Handling Data
Alternating Row Colours
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Flagging and Reporting
Forgiving Format
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Pattern Strength Meter
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Onboarding
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Coachmarks
Guided Tour
Inline Hint
Lazy registration
Paywall
Playthrough
Walkthrough
Perception
Anchoring
Chunking
Conceptual Metaphor
Isolation Effect
Pattern recognition
Picture Superiority Effect
Recognition over Recall
Reduction
Sequencing
Serial Positioning Effect
Tunnelling
Social
Achievements
Activity Stream
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Collectible
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Friend Reaction
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Tip a Friend
Dark Patterns
Bait & Switch
Confirm Shaming
Covert Ask
False Hierarchy
Forced Continuity
Gamification
Hidden Costs
Intermediate Currency
Price Comparison Prevention
Roach Motel
Sneak into basket
Social Pyramid
Toying with Emotions
Trick Questions
Privacy Zuckering
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Serial Position Effect
Users have a propensity to best remember the first and last items in a series