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60+ UX patterns for better UX experiences

October 16, 2023Tutorials1 min read

Sixty-six UX patterns in one place, from anchoring to the Zeigarnik effect. None of them require visual design; they are about behavior and cognition.

Quick answer

UX patterns are recurring, behavior-based processes drawn from psychology, semiotics and anthropology, not visual UI elements. This library lists 66 of them, each with its type (cognitive bias, game reward, social influence and so on) and a short definition. Examples include anchoring, loss aversion, social proof, scarcity, the peak-end rule and the Zeigarnik effect. The list keeps growing, and patterns can also change or disappear, which is a core idea of Quantum UX.

This is part two of a three-part series. Start with UX patterns: how to take advantage of them for the theory, then use the library below as reference. None of these patterns require UI design; they relate to user journeys and cognitive processes. Many also appear in our persuasive design guide.

The UX pattern library (66 patterns)

PatternDefinitionType
AchievementEarning achievements or badges gives a sense of accomplishment. Game reward
AnchoringInitial information influences subsequent decisions as a reference point. Cognitive bias
Appropriate ChallengeTasks matched to a user’s skill level stay motivating. Game design
Authority BiasPeople tend to follow those they perceive as authorities. Social influence
Cashless EffectThe ease of digital payment can increase spending. Cognitive
Choice ClosurePeople prefer decisions that feel resolved and closed. Cognitive
ChunkingBreaking information into smaller, manageable pieces aids memory. Cognitive technique
Cognitive DissonanceDiscomfort from conflicting beliefs motivates change. Psychological
Commitment & ConsistencyPeople strive to align actions with past commitments. Psychological
CompetitionStriving to outperform others raises motivation and effort. Motivation
Conceptual MetaphorMetaphors make abstract ideas easier to grasp. Cognitive technique
CuriosityPeople are drawn to information gaps and seek to fill them. Cognitive
Decoy EffectA less attractive option nudges choice toward a target option. Cognitive bias
Delay DiscountingFuture rewards are undervalued compared with immediate ones. Cognitive bias
DelightersUnexpected surprises create memorable, positive moments. UX enhancement
Endowment EffectPeople overvalue things they already own. Cognitive bias
Fixed RewardsConsistent, predictable rewards maintain motivation. Game design
FramingHow information is presented alters perception and choice. Cognitive bias
Fresh Start EffectNew beginnings (dates, events) motivate behavior change. Behavioral
Goal-Gradient EffectEffort accelerates as a goal gets closer. Psychological
Halo EffectOne positive impression colors unrelated judgments. Cognitive bias
Hedonic AdaptationPeople adapt quickly to positive change, so excitement fades. Psychological
Illusion of ControlBelieving in more control over outcomes than is realistic. Cognitive bias
IKEA EffectPeople value things more when they helped create them. Cognitive bias
Inaction Inertia EffectInaction is preferred due to perceived effort, causing procrastination. Cognitive
Intentional GapsDeliberate gaps or uncertainty spark curiosity and exploration. Game design
Investment LoopsInvested time, effort or resources create a cycle of engagement. Game design
KairosActing at the opportune moment to maximize impact. Timing
LikingPositive feelings toward a person or brand sway decisions. Social influence
Limited ChoiceFewer options reduce decision complexity. Design strategy
Limited DurationTime-limited offers create urgency and prompt action. Design strategy
Loss AversionFear of losing outweighs the desire to gain. Cognitive bias
Need for ClosureA desire for definitive answers and discomfort with ambiguity. Cognitive bias
Negativity BiasNegative information has a stronger impact than positive. Cognitive bias
Noble Edge EffectHighlighting ethical or altruistic aspects increases appeal. Social
Nostalgia EffectFondness for the past evokes positive emotion and connection. Emotional
Pattern RecognitionRecognizing familiar patterns simplifies decisions. Cognitive skill
Peak-end RuleWe judge experiences by their peak moment and their ending. Memory
PraiseApproval or admiration reinforces desired behavior. Social reward
Present BiasImmediate rewards are prioritized over future ones. Cognitive bias
PrivilegesSpecial status or privileges influence behavior. Social influence
Priming EffectPrior stimuli shape later behavior and decisions. Cognitive
ReductionSimplifying complex information reduces cognitive load. Simplification
ReciprocationPeople feel obliged to return favors. Social norm
Recognition over RecallShowing options is easier than requiring users to remember. Cognitive principle
ReputationStatus or image influences trust and credibility. Social evaluation
RetaliationReacting to perceived slights or harm. Social interaction
Role PlayingTaking on roles or identities fosters exploration. Social engagement
ScarcityPerceived limited availability increases desirability. Design strategy
Self-ExpressionCustomization lets users express themselves. Personalization
Self-MonitoringTracking one’s own progress aids self-regulation. Personal control
Serial Positioning EffectThe first and last items in a sequence are best remembered. Memory
Set CompletionPeople are driven to complete sets or collections. Cognitive
ShapingGradually guiding users toward desired behavior. Behavioral design
SimulationRealistic scenarios immerse users in an experience. Immersion
Social ProofPeople look to others’ actions for cues on how to behave. Social influence
StatusPosition in a social hierarchy influences behavior. Social hierarchy
StorytellingNarratives engage users and create emotional connection. Narrative
TailoringCustomizing content to the individual raises relevance. Personalization
Temptation BundlingPairing a chore with a treat increases motivation. Behavioral
TriggerCues that initiate a specific action. Activation
TunnellingGuiding users along a set path toward a goal. User guidance
Unlock FeaturesUnlockable features incentivize continued use. Game reward
Value AttributionContext shapes the perceived value of items or experiences. Cognitive
Variable RewardsUnpredictable rewards sustain engagement and excitement. Behavioral
Zeigarnik EffectUnfinished tasks tend to stay in memory. Memory

The library keeps evolving: new patterns emerge and old ones change or fade, which is one of the foundations of Quantum UX. Continue with the UI pattern library, and if you want the research behind it all, see UX research methodologies.

What are UX patterns?

Recurring, behavior-based processes drawn from psychology and cognition, such as anchoring, loss aversion and social proof. They are about how users think and act, not about visual UI.

How many UX patterns are there?

This library documents 66, but the list is not exhaustive and keeps growing as new patterns are recognized.

Are UX patterns the same as cognitive biases?

Many UX patterns are cognitive biases (anchoring, framing, loss aversion), but the set also includes game mechanics, social norms, memory effects and design strategies.

What is loss aversion in UX?

The tendency to fear losing what you have more than you value gaining something new, which strongly shapes decisions toward avoiding risk.

What is the Zeigarnik effect?

The tendency for unfinished tasks to linger in memory, which is why progress bars and incomplete profiles pull users back.

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