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Read more about the article 35 • Recency Bias
Recency Bias

35 • Recency Bias

  • Post author:hitchhiker
  • Post category:Mind Games & Mental Traps

Recency bias is the tendency for people to weigh the most recent information or experience more heavily than earlier ones, sometimes even disproportionately. In UX, it means users’ judgments and memories of your product are often dominated by what happened last, not by the full journey.

Continue Reading35 • Recency Bias
Read more about the article 34 • Primacy Bias
Primacy Bias

34 • Primacy Bias

  • Post author:hitchhiker
  • Post category:Mind Games & Mental Traps

Primacy bias describes how people tend to remember and be influenced more by the first items in a sequence than by those that come later. In UX, it shows up when users disproportionately notice, choose, or recall the first option presented to them, sometimes regardless of whether it’s the best.

Continue Reading34 • Primacy Bias
Read more about the article 33 • Anchoring Bias
Anchoring Bias

33 • Anchoring Bias

  • Post author:hitchhiker
  • Post category:Mind Games & Mental Traps

Anchoring bias happens when people rely too heavily on the first piece of information they see, the “anchor”, when making decisions. In UX, it shows up when users’ perceptions, expectations, or actions are influenced by an initial number, label, or example, even if it’s arbitrary or irrelevant.

Continue Reading33 • Anchoring Bias
Read more about the article 32 • Confirmation Bias
Confirmation Bias

32 • Confirmation Bias

  • Post author:hitchhiker
  • Post category:Mind Games & Mental Traps

Confirmation bias is the tendency to favor information that confirms what we already believe, while ignoring or discounting evidence that challenges our assumptions. In UX, it shows up when teams interpret user feedback, analytics, or test results through the lens of their preconceived ideas, leading to poor decisions and missed opportunities.

Continue Reading32 • Confirmation Bias

About the Author

Michael Gaigg is a UX designer, design educator, and creative technologist known for transforming complex design principles into clear, approachable, and often humorous stories.

He leads a multi-disciplinary design team (UX, UI, cartography, engineering) and teaches UX/UI principles across digital platforms—including spatial mapping tools, dashboards, and custom app experiences.

His work blends creativity, clarity, and delight, pushing design education beyond formalism and into the realm of relatable metaphors.

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More Patterns:

  • 53 • Boilerplate
  • 52 • Brainstorming
  • 51 • Gold Plating
  • 50 • Showstopper
  • 49 • Thinking Outside The Box
  • 48 • Hofstadter’s Law
  • 47 • Bus Factor
  • 46 • Streisand Effect
  • 45 • Diderot Effect
  • 44 • Red Herring
  • 43 • Breadcrumbs
  • 42 • Murphy’s Law
  • 41 • Kitchen Sink
  • 40 • Iceberg Model
  • 39 • Swiss Cheese Model
  • 38 • AI Oracle Effect
  • 37 • Cobra Effect
  • The Executive Seagull Effect in action
  • 36 • Hick’s Law
  • 35 • Recency Bias
  • 34 • Primacy Bias
  • 33 • Anchoring Bias
  • 32 • Confirmation Bias
  • 31 • Sunk Cost Fallacy
  • 30 • Broken Windows UX
  • 29 • HiPPO
  • 28 • Canary Release
  • 27 • UX Theater
  • 26 • Design by Committee
  • 25 • False Consensus Effect
  • 24 • Sad Path
  • 23 • Happy Path
  • 22 • Dogfooding
  • 21 • Executive Seagull Effect
  • 20 • A/B Cemetery
  • 19 • Wizard of Oz Testing
  • 18 • Pogo Sticking
  • 17 • Whack-a-Mole
  • 16 • Design Debt
  • 15 • Paving the Cow Path
  • 14 • Sandbagging
  • 13 • Rubber Ducking
  • 12 • Bike Shedding
  • 11 • Yak Shaving
  • 10 • Uncanny Valley
  • 09 • Dark Forest UX
  • 08 • Empty Fridge Syndrome
  • 07 • Lorem Ipsum Trap
  • 06 • Frankenstein Design
  • 05 • Pixel Peeping
  • 04 • Cargo Cult UX
  • 03 • Dribbblization
  • 02 • Mullet UI
  • 01 • Lipstick on a Pig
"The Hitchhiker's Guide to Design" eBook (36 patterns, 164 pages, instant download)

"The Hitchhiker's Guide to Design" eBook (36 patterns, 164 pages, instant download)

Instant download of the eBook, 164 pages including the first 36 design idioms describing their origins, pitfalls, and possible solutions

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