Recalling items from scratch is harder than recognizing the correct option in a list of choices because the extra context helps users retrieve information from memory.
Users quickly attribute human-like characteristics to artificial systems, which reflect their personality back to them. This phenomenon is called the ELIZA effect.
A cognitive walkthrough is a task-based usability-inspection technique used to evaluate the learnability of a system from the perspective of a new user.
Basic psychological principles can guide you as a UX designer because most users share many common characteristics. Consider learning more about: motivation, attention, memory, persuasion, learning, decision making, emotion, sensation, perception, or cognitive biases.
Individuals often modify their behavior if they know they are being observed. That phenomenon became known as the Hawthorne effect or the observer bias. We can mitigate this effect by building rapport, designing natural tasks, and spending more time with study participants.
Users don't work hard enough to discover how to use your design in the intended manner. Bad user! But really, they're just prioritizing their own time and interests and behaving the way evolution made people.
User experience is not really about computers or technology. It's about the users (people) and about the design teams and proper processes for their members (people) to produce good UX.
Table design should support four common user tasks: find records that fit specific criteria, compare data, view/edit/add a single row’s data, and take actions on records.
People have very limited ability to keep information in their working memory while performing tasks, so user interfaces should be designed accordingly: to minimize memory load. One way of doing so is to offload items to external memory by showing them on the screen.