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Peak end rule

People tend to remember experiences based on their most thrilling moment and how they conclude, rather than every detail in between.

Peak end rule

Maya loved visiting her grandmother’s house every summer, especially for the big family dinner. The dinner would always have delicious dishes, lots of jokes, and retelling of childhood stories. Everything about the dinner was delightful—except for the dessert. Every year, Grandma insisted on serving her homemade bitter almond pudding, which Maya secretly disliked. No matter how much she enjoyed the rest of the dinner, she always left with the unpleasant aftertaste of the pudding lingering in her memory.

One summer, Maya convinced Grandma to try something different—fresh fruit tarts with honey. Grandma agreed, and that year’s dinner felt like the best one ever. The meal was just as wonderful as always, but this time, it ended on a sweet and refreshing note. Days later, when Maya thought back on the feast, she realized she remembered it far more fondly than the others. The final moments had left a lasting impression, making the entire experience feel better in her mind.

Maya realized that people don’t remember every detail of an experience, but rather its most intense moment and how it ends.

Whether it’s a meal, a vacation, or a customer experience, the way it concludes can shape how it’s remembered.

The Peak-End Rule suggests that people judge an experience based on its most emotionally intense point (the peak) and its conclusion, rather than the entire experience. Whether designing a product, planning an event, or creating a service, focusing on key highlights and a strong ending ensures people remember it positively and are more likely to return.

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Hicks Law

Decision-making slows as the number of choices increases, but simplifying options can speed it up effectively.

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Miller’s Law

Use chunking to organize content into smaller clusters, making it easier for users to process, understand, and remember.

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Aesthetic Usability Effect

Visually appealing designs are perceived as easier to use and more effective, even if they’re not necessarily more usable.

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Fitts’ Law

The time it takes to take action on a target is inversely proportional to the distance to the target and directly proportional to the size of the target.

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Doherty Threshold

Users perceive a system’s response as instantaneous if it’s within 400 milliseconds (ms).

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Hofstadter’s Law

Our perception of time often exceeds the actual time it takes to complete a task.

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F Scan Pattern

The way users tend to read web pages, with more attention is usually in a F pattern.

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System Status Visibility

Immediate and clear communication between a user and a system, ensuring real-time updates on actions and responses.

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Gaze Cueing

A psychological phenomenon where people tend to follow the gaze of others.

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Tesler’s law

The simpler it seems on the surface, the more complicated it is in the background.

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Goal Gradient Effect

People exert more effort to reach a goal as they get closer to it.

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Parkinson’s Law

Tasks often take longer if you have more time to do them.

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Postel’s Law

Design should be adaptable to user behavior and flexible, while remaining precise in delivering information.

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Weber’s Law

If something is really big or loud, you need a big change to notice it. If it’s small or quiet, even a tiny change can be noticed.

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Serial Position Effect

People have better recall of items presented at the beginning and end of a list, with those in the middle often being less memorable.

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Jakob’s Law

People feel more at ease with things that are familiar to them.

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Von Restorff Effect

Also known as the ‘Isolation Effect’ or ‘Illusionism’, suggests that items that stand out or are distinct from others are more likely to be remembered

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Zeigarnik Effect

People tend to remember incomplete or interrupted tasks more than completed ones.

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Pareto Principle

Also known as the 80/20 rule, suggests that roughly 80% of effects come from 20% of causes

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