The principles behind the notes

Every note in the teardowns names a principle. Here's what each one means, the research behind it, and every screen where it shows up.

Behavioral effects 18

Default effect People tend to stick with whatever option is preselected, so the default often decides the outcome for most users. 36 notes · 3 sources Anchoring The first number or option people see becomes a reference point that pulls later judgments of price and value toward it. 20 notes · 4 sources Social proof People look to what others like them do or choose when deciding what to do themselves, especially when unsure. 19 notes · 4 sources Goal-gradient effect People put in more effort the closer they feel to finishing, so visible progress toward a near goal speeds them up. 13 notes · 2 sources Aesthetic-usability effect People judge attractive, polished interfaces as easier to use and more credible, and forgive them small problems. 10 notes · 4 sources Framing The same facts lead to different choices depending on how they are described, for example as gains or losses. 10 notes · 3 sources Loss aversion A loss tends to feel bigger than a gain of the same size, so framing what users stand to lose can motivate action. 10 notes · 3 sources Reason-giving People are more willing to agree to a request when it comes with a short reason that says why it is asked. 10 notes · 2 sources Reciprocity When someone gives us something first, we feel inclined to give something back. 8 notes · 3 sources Urgency A real deadline gives people a reason to act now instead of putting off a decision they already intend to make. 8 notes · 3 sources Endowed progress effect People work harder to finish a goal when they are given a head start, even if the head start is artificial. 6 notes · 2 sources Habit formation Repeating an action in the same context, with a cue and a reward, gradually makes it automatic so people return without deciding to. 6 notes · 3 sources Scarcity Things seem more valuable when they are limited or running out, which makes real limits and quotas strong prompts to act. 6 notes · 2 sources Choice overload Too many options, or options that look alike, can make people delay, choose badly or not choose at all. 5 notes · 4 sources Decoy effect Adding an option that is clearly worse than one of the others makes that other option look better and more likely to be chosen. 5 notes · 3 sources Endowment effect People value something more once they own it or have put work into it, so giving it up feels costly. 5 notes · 3 sources Labor illusion People value a result more when they can see the work that went into producing it, even if it takes longer. 1 note · 3 sources Zeigarnik effect Unfinished tasks tend to stay on people's minds and pull them back, so a visible "you started this" prompt can bring users back. 1 note · 3 sources

Usability heuristics 20

Clarity Every word, label and visual on a screen should mean one thing and match what actually happens when the user acts. 52 notes · 3 sources Transparency Show the full price, terms and data use up front, in plain words, so people know exactly what they are agreeing to. 44 notes · 3 sources Show, don't tell Let people see or try the product's result, with examples, previews or demo data, instead of describing features in words. 33 notes · 2 sources User control and freedom Give people a clear way to skip, go back, undo or leave, so no step traps them in a flow they did not choose. 29 notes · 3 sources Visibility of system status Keep users informed about what the system is doing and what their actions caused, through timely, clear feedback. 24 notes · 3 sources Visual hierarchy Use size, contrast, color and position so the most important element on a screen is the one people see and act on first. 24 notes · 3 sources Contextual help Guidance that appears inside the real interface at the moment and place a user needs it, rather than up front. 22 notes · 3 sources Progressive disclosure Show the few options most people need first, and move advanced or rarely used details to a second step. 20 notes · 2 sources Discoverability Make features, options and content easy to come across, with clear cues that say what they are and why they are worth a click. 19 notes · 4 sources Signal vs noise Every extra element, alert or interruption competes with what matters on the screen, so cut anything that doesn't help the current task. 19 notes · 2 sources Consistency and standards Make the same thing look, read and behave the same way everywhere, and follow the conventions people already know from other products. 17 notes · 3 sources Recognition over recall Show options, labels and previous inputs on screen so users can pick what they need instead of remembering it. 14 notes · 3 sources Clear call to action Each screen has one obvious next step, and its button says exactly what will happen when you press it. 12 notes · 3 sources Flexibility and efficiency of use Offer more than one way to get a task done, with shortcuts and fallbacks, so both new and experienced users can move at their pace. 12 notes · 2 sources Error prevention Design screens so mistakes are hard to make: constrain input, check it as people type, and confirm only risky actions. 10 notes · 4 sources Cognitive load Working memory is small, so every extra thing users must read, compare or remember leaves less for the actual decision. 9 notes · 2 sources Mental models Users act on their own beliefs about how a product works; designs that match or clearly teach those beliefs are easier to use. 9 notes · 2 sources Expectation setting Tell people before they start what a step will ask of them, how long it will take, and what will happen afterward. 7 notes · 3 sources Preserve context Carry the user's choices, location and purpose through each step so they never have to re-enter, re-choose or reorient. 6 notes · 3 sources Affordance An element's look should signal what you can do with it: buttons look pressable, carousels look swipeable, text looks like text. 4 notes · 4 sources

Product patterns 16

Reduce friction Remove the steps, typing, decisions and waits that stand between a user and the thing they came to do. 36 notes · 3 sources Trust signals Cues that answer a user's unspoken worry (spam, surprise charges, security, accuracy) at the moment the worry arises. 24 notes · 3 sources Personalization Adapting content, examples or offers to what you know about the user, so the product feels built for their situation. 16 notes · 3 sources Time to value Shorten the time between signup and the first moment the product does something useful for this user. 16 notes · 4 sources Contextual timing Show an offer, request or prompt when the user's current task makes it relevant, not on a fixed schedule. 13 notes · 3 sources Risk reversal Lower the cost of saying yes by moving the risk off the user: free trials, no card required, refunds, easy cancellation. 11 notes · 3 sources Informed consent Ask for data, permissions and marketing opt-ins in a way users understand, with a real choice and no preselected yes. 9 notes · 3 sources Network effects A product becomes more valuable to each user as more people use it, so inviting, sharing and joining teammates drive both value and growth. 9 notes · 2 sources Specificity Concrete numbers, names and examples persuade and inform better than vague claims like "improved" or "some". 8 notes · 3 sources Value metric pricing Charging along the unit that grows with the value a customer gets, such as subscribers, campaigns or tenants, rather than a flat fee. 6 notes · 3 sources Human in the loop Keep a person able to review, correct or hand off work at the points where automation or a single user can get stuck. 4 notes · 3 sources Message match The screen people land on should repeat the promise of the ad, link or promo that brought them there. 4 notes · 2 sources Voice and personality Write interface copy in a consistent, recognizable voice that fits the brand, and adjust its tone to the user's situation. 4 notes · 3 sources Dark patterns Interface designs that trick, pressure or obstruct users into choices that benefit the company and that they would not otherwise make. 3 notes · 4 sources Fake door test Show an entry point for a feature that does not exist yet and measure how many people try it, to test demand before building. 2 notes · 2 sources Positive friction A small, deliberate pause or extra step placed where a fast, automatic choice would hurt the user or the product. 2 notes · 2 sources