ux-psychology/SKILL.md
Foundational cognitive science for design. Covers dual-process thinking, memory limits, attention, Gestalt, motivation (SDT), cognitive biases, dark patterns, and design laws (Fitts, Hick-Hyman, Von Restorff). Referenced by all design skills...
npx skillsauth add peterbamuhigire/skills-web-dev ux-psychologyInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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ux-psychology or would be better handled by a more specific companion skill.SKILL.md first, then load only the referenced deep-dive files that are necessary for the task.Grounded in Hodent (2022), Panzarella (2022), Paduraru (2024), and Klein (2013).
Load alongside any design skill when:
System 1 — Fast, automatic, effortless. Handles routine actions, conditioned responses, pattern recognition. Deeply biased but very efficient.
System 2 — Slow, deliberate, resource-intensive. Handles complex reasoning. Does not naturally override System 1.
Design rule: Most users interact via System 1. They are not reading every element — they are scanning, pattern-matching, and satisficing. Design for low-effort, intuitive interaction. Reserve System 2 demands only for genuinely complex decisions.
Satisficing: Users stop reading at the point they believe they have enough information. Put critical content first — never at the end of labels or instructions.
Three components — all matter for design:
Sensory memory — holds input for under 1 second. If not attended to, it is lost.
Working memory — extremely limited capacity (~3–4 chunks), easily disrupted, requires attentional resources. This is where encoding happens. Every time a user switches context, they lose what was held here.
Long-term memory:
Miller's Law — Working memory holds ~7 (±2) items; in practice, 3–5 is a safer design target.
Serial Position Effect — Users best remember the first (primacy) and last (recency) items in a list. Middle items are least memorable.
Zeigarnik Effect — Incomplete tasks are remembered better than completed ones; open loops create cognitive pull.
Design rules:
Attention is scarce, finite, and easily depleted. It works as a filter: focusing on one thing means filtering everything else.
Change blindness — large changes can go completely unnoticed if the user's attention is elsewhere. Animate or highlight changes to ensure they are seen.
Multitasking — largely a myth for cognitive tasks. Tasks sharing attentional demand compete; users degrade in both.
Three types of cognitive load: | Type | What it is | Strategy | |------|-----------|----------| | Intrinsic | Task's inherent complexity | Scaffold with wizards, step indicators, progressive disclosure | | Extraneous | Complexity from poor design | Remove, simplify, group, hide | | Germane | Effort to build mental models | Reinforce with consistent patterns, meaningful defaults |
Selective Attention — Users filter out information irrelevant to their current goal. Anything outside their task path is effectively invisible.
Paradox of the Active User — Users never read manuals; they start using the product immediately and muddle through without reading instructions.
Design rules:
Perception is a subjective construction — not a faithful recording. Context, culture, and expectations all shape what users perceive.
Key Gestalt principles:
Mental Model — Users approach your product with expectations built from prior experience with other apps, physical analogies, and conventions.
F-Pattern and Z-Pattern:
Design rules:
SDT — the most robust framework for intrinsic motivation. Three needs must be satisfied:
Why this matters: Products that satisfy these three needs generate intrinsic engagement. Products that only offer extrinsic rewards (badges, points, streaks) produce fragile engagement that collapses when rewards stop.
Emotion and cognition are inseparable. Emotional design operates at three levels (Norman):
All three levels are always active. Neglect any one of them and the experience is incomplete.
Design rule: Gamification (badges, points) only addresses extrinsic motivation. For genuine engagement, target competence, autonomy, and relatedness.
Flow (Csikszentmihalyi) — Deep engagement emerges when challenge exactly matches skill level. Too easy = boredom; too hard = anxiety.
Peak-End Rule (Kahneman) — Users judge an experience primarily by its most intense moment (peak) and its ending — not duration or average quality.
| Bias | What it is | Design implication | |------|-----------|-------------------| | Curse of knowledge | You cannot unsee what you know; obvious to you, invisible to users | Always test with people who have never seen your product | | Egocentric bias | You assume others experience the world as you do | You are never your user — research is non-optional | | IKEA effect | You overvalue things you helped build | You are a poor judge of your own product's quality | | Hindsight bias | Everything seems obvious after you know the outcome | Bad decisions looked fine at the time — document your reasoning | | Confirmation bias | You seek data that confirms what you already believe | Actively look for disconfirming evidence in research | | Status quo bias | Users prefer inaction and existing defaults | Design defaults thoughtfully — they determine most outcomes | | Loss aversion | Losing hurts more than equivalent gaining pleases | Sunk-cost thinking is predictable; don't exploit it at users' expense | | Goal-gradient effect | Motivation increases as users approach a goal | Show progress indicators; make users feel they are nearly done | | Scarcity effect | Items perceived as scarce are valued more; abundance decreases perceived value | "Only 3 left", limited availability, early-access — scarcity signals desirability | | Framing effect | Context and presentation change perceived value independently of objective quality | Premium pricing, professional context, and quality signals literally change the experienced pleasure | | Anchoring effect | The first piece of information seen sets a reference point; all subsequent judgements are relative to it | Show full price before discount; sequence options from expensive to cheap; first number anchors the comparison | | Endowed Progress Effect | People are more motivated to complete a goal if they feel they have already made progress toward it | Give new users a head-start on profiles, progress bars, or completion meters — 82% higher completion vs. starting at 0 | | Social Proof & Authority | People look to the behavior of others (especially similar others and authority figures) to guide their own decisions, particularly under uncertainty | User counts, expert endorsements, testimonials, and peer behavior signals reduce decision anxiety. Research base: Bandura's Social Learning Theory — people adopt behaviors they observe in relevant role models. Most effective when targeting users similar to the viewer, not just celebrities. |
Dark patterns (Brignull): design that intentionally deceives users to extract value at their expense.
Common dark patterns:
Grey-area patterns — not technically deceptive but exploit biases for business gain at user expense:
How to distinguish nudge from dark pattern: A nudge changes behaviour for the long-term benefit of the user or society (seat belt reminder, exercise prompt). A dark pattern changes behaviour for business benefit at the user's expense. The test is: whose interests are served?
Time to point at a target increases as target size decreases and distance increases.
Decision time increases logarithmically with the number of options.
The more an element stands out, the better it is noticed and remembered.
80% of user activity involves only 20% of features.
Users spend most of their time on other products. They expect yours to work the same way.
Aesthetically pleasing designs are perceived as easier to use, even when they aren't.
When system response time drops below 400ms, users stay engaged; above 400ms attention breaks.
Every system has inherent complexity that cannot be eliminated — only moved.
Among competing designs, prefer the simplest one that adequately solves the problem.
Work expands to fill the time available — and users fill whatever input space they are given.
Be conservative in what you send; be liberal in what you accept.
Too many options reduces satisfaction and increases the likelihood of no decision at all.
The interaction-design-patterns skill provides Tidwell's 12 behavioral patterns that complement the cognitive science above. Each Tidwell pattern has a direct cognitive foundation:
| Tidwell Pattern | Cognitive Foundation | |----------------|---------------------| | Satisficing | System 1 + working memory limits — users satisfice because parsing is work | | Habituation | Procedural memory — habituated gestures bypass conscious thought | | Spatial Memory | Procedural + explicit memory — location is encoded as part of the learned pattern | | Deferred Choices | Cognitive load — unnecessary decisions increase extraneous load | | Instant Gratification | Motivation (SDT) — early competence feelings drive continued engagement | | Safe Exploration | Anxiety reduction (Emotion Mind) — fear of mistakes suppresses exploration | | Incremental Construction | Flow state (Csikszentmihalyi) — immediate feedback is prerequisite for flow | | Streamlined Repetition | Habituation + efficiency — reduce System 2 demand on routine tasks | | Prospective Memory | Prospective memory theory — externalising reminders offloads working memory | | Social Proof | Loss aversion + relatedness (SDT) — peer behaviour reduces decision uncertainty |
Load interaction-design-patterns alongside this skill for the full pattern library.
Load habit-forming-products when designing for repeat, unprompted engagement. That skill operationalises the IKEA effect, goal-gradient, scarcity, framing, anchoring, and endowed progress into the Hook Model (Trigger → Action → Variable Reward → Investment).
Load laws-of-ux when you need to cite or look up any named UX law by name. That skill is the complete named-law quick-reference for all 30 Yablonski Laws of UX with design rules, grouped by law family.
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