| name | ux-psychology-review |
| description | Apply design psychology — cognitive biases and behavioral principles — to review UI/UX work and generate ideas, recommendations, and critiques grounded in named principles. Use this skill whenever the user asks for a UX review, design critique, conversion analysis, onboarding/checkout/pricing/paywall feedback, "why might users drop off here," "how do I get users to X," or any product-design task where human psychology matters. Also trigger when the user wants to brainstorm UX improvements, evaluate a flow against best practices, name the principle behind a pattern they've seen, or check a design for dark patterns. Don't wait for the user to say "psychology" — design reviews and UX recommendations are this skill's bread and butter even when phrased casually ("does this signup flow look ok?", "ideas for our pricing page", "review this dashboard"). |
UX Psychology Review
A working knowledge base of 106 cognitive biases and design principles for reviewing UI/UX work and generating recommendations grounded in named psychology. Adapted from growth.design's "Psychology of Design" framework, which builds on Buster Benson's cognitive bias codex.
What this skill does
Two jobs, often blended:
- Review — Given a design (screenshot, description, flow, or live URL), diagnose which principles it leverages well, which it violates, and which dark patterns it risks.
- Generate — Given a UX problem ("how do we improve activation", "what should the pricing page do"), propose concrete, principle-backed ideas.
Both modes name principles explicitly. A recommendation like "add social proof near the CTA — this leverages the Bandwagon Effect and reduces decision anxiety" is more useful than an unattributed gut call, because the user can challenge it, extend it, or check it against literature.
The framework: 4 stages of user cognition
Buster Benson's codex sorts cognitive biases by the problem the brain is trying to solve. Every time someone interacts with your product, they:
- Filter information — too much input, the brain ignores most of it. (Visual hierarchy, Hick's Law, Cognitive Load, Selective Attention, Banner Blindness…)
- Search for meaning — gaps in the input get filled with assumptions and stories. (Mental Models, Familiarity Bias, Halo Effect, Authority Bias, Confirmation Bias…)
- Act within time pressure — decisions get rushed; shortcuts win. (Loss Aversion, Sunk Cost, Default Effect, Scarcity, Reciprocity…)
- Store what mattered — memory is selective and reconstructive. (Peak-End Rule, Serial Position Effect, Zeigarnik Effect, Spacing Effect…)
Good design respects all four. Bad design fights one or more.
How to work through a request
When reviewing a design
-
Get the artifact in front of you. If the user shared a URL, fetch it. If a screenshot, look carefully. If only a description, ask one or two specific questions before guessing — designs are visual, and a vague description leads to vague feedback.
-
Identify the user's goal at this surface. Onboarding? Checkout? Re-engagement? Pricing decision? You can't review a design without knowing what success looks like.
-
Walk the four stages. For each, note which principles are in play:
- Filter: Where does the eye go? Is the hierarchy clear? Is there cognitive overload?
- Meaning: What story will the user tell themselves? Do labels/icons match their mental models?
- Action: What's the easiest path? What friction exists? What's the cost of choosing wrong?
- Memory: What will they remember tomorrow? What's the peak? The end?
-
Output a structured review. Use this shape:
- Strengths — 2-4 principles the design uses well (named, with the specific element)
- Issues — 2-5 principles being violated or missed (named, with the specific element and why it matters)
- Dark pattern flags — anything that risks crossing the line (see Dark Patterns below)
- Recommendations — concrete changes, each tied to a named principle
When generating ideas
- Restate the problem in terms of user behavior. "How do we improve activation?" → "What makes a new user reach their first 'aha' moment faster?"
- Pick 3-5 principles most relevant to that behavior. Use the use-case index in
references/by-use-case.md.
- For each, propose one concrete tactic. Tactic + principle + rationale. Skip principles that don't yield a concrete idea — don't pad.
- Flag tradeoffs. Many principles have "when it backfires" notes. If a recommendation could backfire, say so.
When the user names a single principle
Just answer their question. Pull the entry from the relevant reference file, give them the definition, examples, and tips. Don't run the whole review framework.
The full index — all 106 principles
Each principle is listed with its category, a one-line summary, and the reference file where the full entry lives. Read the reference file when you need the definition, examples, "when to apply," "when it backfires," and citations for a specific principle.
🙈 Filter information (the user's brain ignores most of what you put in front of it)
Full entries: references/01-filter-information.md
| # | Principle | One-liner |
|---|
| 1 | Hick's Law | More choices → slower decisions. Reduce options or chunk them. |
| 2 | Visual Hierarchy | Size, position, contrast, and whitespace tell the eye what matters. |
| 3 | Cognitive Load | Every element costs mental effort. Strip what doesn't earn its place. |
| 4 | Selective Attention | Users see what they're looking for and miss the rest. |
| 5 | Banner Blindness | Anything that looks like an ad gets skipped, even when relevant. |
| 6 | Fitts's Law | Bigger and closer targets are faster to hit. Make CTAs accordingly. |
| 7 | Anchoring Bias | The first number/option seen frames everything that follows. |
| 8 | Centre-Stage Effect | Items in the middle of a row are perceived as the default/best. |
| 9 | Contrast | Difference draws attention. Use it deliberately, not decoratively. |
| 10 | Von Restorff Effect | The element that stands out from a set is the one remembered. |
| 11 | Aesthetic-Usability Effect | Pretty designs feel easier to use, even when they aren't. |
| 12 | Progressive Disclosure | Hide complexity until the user needs it. |
| 13 | Signifiers | Visual cues that hint at how to interact (underlines, shadows, hover states). |
| 14 | Law of Proximity | Things close together are perceived as related. |
| 15 | Law of Similarity | Things that look alike are perceived as a group. |
| 16 | Law of Common Region | Items inside the same boundary are grouped, even if far apart. |
| 17 | Law of Closure | The brain completes incomplete shapes — useful for icons, hurtful for cut-off content. |
| 18 | Visual Anchors | Eye-leading elements (arrows, gaze, lines) that guide attention. |
| 19 | Juxtaposition | Place two elements together to create comparison or association. |
| 20 | Framing Effect | The same fact lands differently depending on how it's worded ("90% fat free" vs "10% fat"). |
| 21 | Priming Effect | Prior stimuli shape later perception. What the user saw 10 seconds ago matters. |
| 22 | Nudge | Subtle defaults and cues that steer without coercion. |
| 23 | External Trigger | Notifications, emails, banners that prompt return. |
| 24 | Internal Trigger | The user's own emotional state (boredom, anxiety) that prompts return. |
| 25 | Spark Effect | Tiny animations and microinteractions that delight without distracting. |
| 26 | Tesler's Law | Every system has irreducible complexity. Don't push it onto the user. |
| 27 | Decoy Effect | Adding a clearly-worse option makes a target option look better. |
| 28 | Attentional Bias | Users notice what aligns with their current concerns and ignore the rest. |
| 29 | Confirmation Bias | Users seek evidence that supports what they already believe. |
| 30 | Expectations Bias | Prior expectations color the perceived experience, sometimes more than reality. |
| 31 | Survivorship Bias | Studying only "winners" hides the lessons in failures. |
| 32 | Empathy Gap | We underestimate how much our future emotional state will differ from our current one. |
| 33 | Feedback Loops (Retroaction) | Visible response to action reduces uncertainty and builds confidence. |
| 34 | Curiosity Gap | A teased-but-incomplete piece of information demands closure. |
👀 Search for meaning (users invent stories to fill gaps in what they see)
Full entries: references/02-search-for-meaning.md
| # | Principle | One-liner |
|---|
| 35 | Mental Model | Users arrive with prior beliefs about how things work. Match those, or pay the cost. |
| 36 | Familiarity Bias | Familiar = trusted. Reusing patterns reduces friction. |
| 37 | Skeuomorphism | Mimicking real-world objects helps users transfer expectations. |
| 38 | Halo Effect | One strong positive trait spreads to color overall perception. |
| 39 | Authority Bias | Endorsements, certifications, and expert framing carry disproportionate weight. |
| 40 | Social Proof | "Others did this" reassures the hesitant. |
| 41 | Bandwagon Effect | The pull to do what the crowd does, even against personal preference. |
| 42 | Aha! Moment | The first concrete value the user feels — make it fast. |
| 43 | Spotlight Effect | Users assume they're being watched/judged more than they are. |
| 44 | Hindsight Bias | After the fact, outcomes seem inevitable. Useful for confidence-building UX. |
| 45 | Survey Bias | Asking the question changes the answer. Question design shapes data. |
| 46 | Cheerleader Effect | Items presented as a group look more attractive than alone. |
| 47 | Singularity Effect | One unique element commands disproportionate attention. |
| 48 | Scarcity | Rare = valuable. Often abused; use real, verifiable scarcity only. |
| 49 | Streisand Effect | Suppressing information amplifies it. |
| 50 | Cashless Effect | Abstracting payment (cards, points, in-app currency) reduces felt cost. |
| 51 | Pseudo-set Framing | Showing progress toward a "set" (3 of 5 done) drives completion. |
| 52 | Storytelling Effect | Narrative is remembered and trusted more than facts alone. |
| 53 | Fluency Heuristic | Easy to process = perceived as more true, more valuable. |
| 54 | Pratfall Effect | A small visible flaw makes something more relatable, not less. |
| 55 | Barnum Effect | Vague personality descriptions feel personally accurate. |
| 56 | Picture Superiority Effect | Images are remembered far better than words. |
| 57 | Self-Reference Effect | "Your" beats "the." Personalized framing sticks. |
| 58 | IKEA Effect | Effort invested in something raises its perceived value. |
| 59 | Endowment Effect | Once owned, things feel more valuable than equivalent unowned ones. |
| 60 | Curse of Knowledge | Experts forget what it's like not to know. Designers especially. |
| 61 | False Consensus | Designers overestimate how many users think like them. |
| 62 | In-group Bias | Users trust voices that signal membership in their tribe. |
| 63 | Negativity Bias | Bad experiences/reviews weigh more than good ones. |
⏰ Act within time pressure (decisions are rushed and shortcut-driven)
Full entries: references/03-act-within-time.md
| # | Principle | One-liner |
|---|
| 64 | Loss Aversion | Losing $10 hurts more than gaining $10 pleases. Frame accordingly. |
| 65 | Sunk Cost Fallacy | Past investment makes users reluctant to abandon a path. |
| 66 | Default Effect | Whatever's pre-selected is what most users will keep. |
| 67 | Status Quo Bias | Change feels risky. Inertia keeps users where they are. |
| 68 | Reciprocity | Free value creates a felt obligation to return the favor. |
| 69 | Commitment & Consistency | Small initial commitments lead to larger ones. |
| 70 | Foot-in-the-Door | Yes to a small ask makes yes to a bigger ask easier. |
| 71 | Door-in-the-Face | An over-large ask makes a moderate ask feel reasonable. |
| 72 | Goal-Gradient Effect | Effort accelerates near the finish line. Show progress. |
| 73 | Endowed Progress Effect | Pre-filled progress (2 of 10 stamps free) speeds completion. |
| 74 | Investment Loop | Users invest (data, customization, friends) → switching cost rises. |
| 75 | Variable Reward | Unpredictable rewards drive engagement (and addiction). |
| 76 | Hyperbolic Discounting | Now beats later, even when later is much better. |
| 77 | Temptation Bundling | Pairing a "should" with a "want" raises adherence. |
| 78 | Decision Fatigue | Each choice depletes will. Reduce choices late in a flow. |
| 79 | Choice Overload | Too many options paralyze. Default + filter + recommend. |
| 80 | Paradox of Choice | More options often reduce satisfaction with the chosen one. |
| 81 | Reactance | Users push back against perceived loss of autonomy. |
| 82 | Forer/Barnum (Action) | "This was made for you" framing increases buy-in. |
| 83 | Labor Illusion | Visible effort (loading bars, "searching 1,200 hotels…") makes results feel valuable. |
| 84 | Occam's Razor | Simpler explanations and paths are preferred. |
| 85 | Friction | Strategic difficulty: where to add it, where to remove it. |
| 86 | Confirmation (Action) | Make destructive actions take a second step. |
| 87 | Convenience Bias | Easier > better, in the moment. |
| 88 | Optimism Bias | Users overestimate good outcomes ("I'll cancel before the trial ends"). |
| 89 | Planning Fallacy | Users underestimate how long tasks take, including yours. |
| 90 | Risk Aversion | Faced with equal expected value, users prefer the certain option. |
💾 Store what mattered (memory is selective and reconstructed)
Full entries: references/04-store-what-mattered.md
| # | Principle | One-liner |
|---|
| 91 | Peak-End Rule | An experience is remembered by its peak moment and its end. |
| 92 | Serial Position Effect | First and last items in a list are remembered best. |
| 93 | Primacy Effect | First impressions disproportionately shape lasting judgment. |
| 94 | Recency Effect | The most recent item/interaction is most available in memory. |
| 95 | Zeigarnik Effect | Unfinished tasks linger in memory better than completed ones. |
| 96 | Spacing Effect | Spread-out exposure beats massed exposure for retention. |
| 97 | Method of Loci / Spatial Memory | Spatial layout helps recall. Consistent placement matters. |
| 98 | Chunking | Group information into 5-9 unit clusters; users can hold those in working memory. |
| 99 | Miller's Law | "7 ± 2" working memory limit. Don't ask the user to hold more. |
| 100 | Storytelling Recall | Stories are remembered as wholes; bullet lists are not. |
| 101 | Mere Exposure Effect | Repeated exposure increases liking, even without explicit reasoning. |
| 102 | Google Effect | If users can look it up, they don't memorize it. Don't expect them to. |
| 103 | Levels of Processing | Deep engagement (think, do, teach) outlasts shallow (read, watch). |
| 104 | Picture Superiority (Memory) | Visuals outlast text in long-term recall. |
| 105 | Tesler's Law (Memory side) | Complexity the user has to remember is complexity you failed to absorb. |
| 106 | Method of Repetition | Spaced repetition cements habits — for better and worse. |
Dark patterns: when these principles hurt users
Most of these principles are neutral tools. Some, deployed against the user's interest, become dark patterns — and reviewing for them is part of this skill's job.
The line is roughly: Is the principle being used to help the user reach their goal, or to extract from the user against their goal?
Common conversions to watch for:
| Principle | Ethical use | Dark pattern variant |
|---|
| Scarcity | Real low-stock warnings | Fake countdown timers, fabricated "only 2 left!" |
| Loss Aversion | Save-progress nudges | "You'll lose your discount forever!" pressure |
| Default Effect | Sensible pre-selection | Pre-checked email opt-ins, hidden subscriptions |
| Sunk Cost | Show progress earned | Trapping users in cancellation mazes ("but you've earned 47 points!") |
| Social Proof | Real testimonials | Fake reviews, inflated user counts |
| Reciprocity | Genuine free value | Manufactured "gifts" with strings attached |
| Authority | Real credentials | Fake awards, manufactured expert quotes |
| Friction | Reduce on goal paths | Add to cancellation, refunds, account deletion |
| Confirmshaming | (no ethical version) | "No thanks, I hate saving money" decline buttons |
| Forced Continuity | (no ethical version) | Auto-renew with hidden cancel, free trials with no reminder |
When reviewing, flag these explicitly — even if the user didn't ask. A "Dark pattern flags" line in the review with zero items is a reassuring signal too.
When the user asks for ideas, prefer ethical framings. If a tactic only works as a dark pattern (confirmshaming, forced continuity), say so and suggest a non-coercive alternative that still moves the metric.
How to use the reference files
Each category file has the full entry for every principle in that category, in this shape:
## [Number]. [Principle Name]
**Category:** [Filter / Meaning / Time / Memory]
**Also known as:** [aliases if any]
**Use cases:** [pricing, onboarding, retention, …]
**Definition.** [1-2 sentences, plain English.]
**Why it works.** [The cognitive/emotional mechanism.]
**Examples in the wild.**
- [Concrete UX example with what it does and why]
- [Second example, different surface]
**When to apply.** [Specific UX situations where this is the right tool.]
**When it backfires.** [Failure modes, dark-pattern adjacency, overuse.]
**Citations.**
- [Source 1]
- [Source 2]
There's also references/by-use-case.md — a cross-index from common UX problems (pricing, onboarding, paywall, cart abandonment, retention, error states…) to the principles most relevant. Use this when generating ideas: pick the use case, look up the relevant principles, then pull their full entries.
Output style
- Name principles when you use them. "This works because of the Peak-End Rule" beats "users will remember this."
- Be concrete. "Move the testimonial above the CTA" beats "consider social proof."
- Don't list everything. A review of 15 principles is unreadable. Pick the 5-7 that matter most for this design.
- Disagree when warranted. If the user pushes a principle that's wrong for their context, say so and explain. The skill exists to be useful, not validating.
- Cite when uncertain. If you're stretching beyond what the reference files contain, say "I'm extrapolating here" and note it.
Notes on sources
This knowledge base draws from:
- growth.design — the original 106-principle framework (the structure and category approach come from here)
- Buster Benson's cognitive bias codex — the 4-stage organizing model
- Nielsen Norman Group, Interaction Design Foundation — applied UX research
- Behavioral economics literature — Kahneman, Thaler, Cialdini for the underlying mechanisms
- Wikipedia + The Decision Lab — for cross-checking definitions
Specific citations live in each principle's entry. When the literature disagrees on a definition or effect size, note the disagreement rather than picking one.