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  1. What is Anchoring? | IxDF - The Interaction Design Foundation

    6 days ago · What is Anchoring? Anchoring is a cognitive bias that occurs if someone presents information in a way that limits an audience’s range of thought/reference. To suggest values or list …

  2. What are Feedback Loops? | IxDF

    Feedback loops are processes where designers use a system’s outputs as inputs to find cause-and-effect relationships within it.

  3. What is Confirmation Bias? | IxDF - The Interaction Design Foundation

    6 days ago · Confirmation bias is a psychological tendency to favor information or data that aligns with one’s preexisting beliefs, opinions or values.

  4. Loss Aversion – Really, What’s the Worst that Can Happen?

    There’s a cognitive bias that makes us sadder to lose something than it makes us happy to gain it. This causes us to be afraid of loss – even when that fear is illogical.

  5. What is Loss Aversion? | IxDF - The Interaction Design Foundation

    Design with human psychology in mind: Loss aversion shows us that people fear loss more than they value gains.

  6. What are Creative Blocks? — updated 2025 | IxDF

    Jun 6, 2016 · Creative blocks are periods where reduced creative thinking and productivity occur. Such blocks can happen at any stage of a project.

  7. What is Non-Verbal Communication? | IxDF

    Understand how non‑verbal communication shapes interactions in design, user research & stakeholder talks. Learn how.

  8. What is Stage Fright? | IxDF - The Interaction Design Foundation

    5 days ago · Beat performance anxiety in presentations: master stage fright, build resilience, and connect with your audience. Learn how.

  9. What are Socio-Technical Systems? | IxDF - The Interaction Design ...

    6 days ago · Explore how socio-technical systems integrate social sciences with IT design to create enhanced interactive platforms like social media.

  10. What is Cognition in UX/UI Design? | IxDF

    Feb 22, 2026 · Cognition in UX/UI (user experience/ user interface) design refers to how users think, perceive, remember, and make decisions when interacting with digital products, and what designers …