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psychology-foundations心理学基础

Agent Skill

psychology-foundations 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

235

周安装

10

GitHub Stars

公开资料未说明

下载量

82
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:psychology-foundations(心理学基础)
来源仓库:https://github.com/bfmcneill/agi-marketplace
仓库路径:skills/psychology-foundations
安装命令:
npx skills add https://github.com/bfmcneill/agi-marketplace --skill psychology-foundations
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/bfmcneill/agi-marketplace --skill psychology-foundations

简介

psychology-foundations 用于查找、检索和筛选相关信息,适合心理学领域的研究与资料收集。

  • 适用于基于关键词或研究主题快速定位相关文献与数据。
  • 通过 npx skills add 命令从 GitHub 仓库安装并使用。
  • 使用前需确认权限范围、维护状态及是否涉及网络请求或外部资源调用。
  • 建议参考原始 README 了解具体搜索策略与输出格式。

SKILL.md

Psychology Foundations

Understanding *why* patterns work lets you apply them to new situations. These are the research foundations beneath UX practice.

About This Skill

This skill contains research-backed principles only. Each concept includes:

  • The original researcher(s)
  • Year of key publication(s)
  • What the research actually showed
  • Limitations or caveats where relevant

1. Dopamine and Anticipation

Researchers: Wolfram Schultz (1990s), Robert Sapolsky Field: Neuroscience

What Research Shows

Dopamine neurons fire in response to prediction of reward, not reward itself. When a reward is expected and received, dopamine levels don't spike at reward time—they spike at the cue predicting the reward.

Schultz's experiments with monkeys showed:

  • Unexpected reward → dopamine spike at reward
  • Expected reward (after learning) → dopamine spike at predictor, not reward
  • Expected reward that doesn't come → dopamine dip (disappointment)

UX Implication

Progress indicators work because they signal approaching reward. The anticipation phase is neurologically active.

Source: Schultz, W. (1998). Predictive reward signal of dopamine neurons. *Journal of Neurophysiology*.


2. Peak-End Rule

Researchers: Daniel Kahneman, Barbara Fredrickson Field: Behavioral economics, Psychology Recognition: Nobel Prize in Economics (2002)

What Research Shows

In studies of colonoscopies and other experiences, participants rated overall experience based on:

  1. The peak moment (most intense)
  2. The end moment

Duration had little effect ("duration neglect"). A longer painful experience ending gently was rated better than a shorter one ending abruptly.

UX Implication

  • Create one memorable positive peak
  • End interactions well
  • A graceful error recovery can redeem a frustrating experience

Source: Kahneman, D. et al. (1993). When more pain is preferred to less. *Psychological Science*.


3. Loss Aversion

Researchers: Daniel Kahneman, Amos Tversky Field: Behavioral economics Recognition: Foundational to Prospect Theory (Nobel Prize 2002)

What Research Shows

Losses loom larger than gains. In experiments, losing $10 felt roughly 2x as bad as gaining $10 felt good. This asymmetry affects decision-making: people take irrational risks to avoid losses.

UX Implication

  • Data loss is disproportionately frustrating
  • Auto-save, undo, and preservation matter more than features
  • Frame choices in terms of what users might lose

Source: Kahneman, D. & Tversky, A. (1979). Prospect Theory: An Analysis of Decision under Risk. *Econometrica*.


4. Flow State

Researcher: Mihaly Csikszentmihalyi Field: Positive psychology Timeline: Research from 1970s, book *Flow* published 1990

What Research Shows

Csikszentmihalyi interviewed hundreds of experts (artists, athletes, surgeons, chess players) about their optimal experiences. Common characteristics:

ConditionDescription
Clear goalsKnow what success looks like
Immediate feedbackSee results of actions
Challenge-skill balanceTask matches ability
Sense of controlAutonomy over actions

When conditions are met, people report:

  • Deep concentration
  • Loss of self-consciousness
  • Distorted time perception
  • Intrinsic reward from the activity itself

Limitations

  • Original research was qualitative (interviews, experience sampling)
  • "Challenge-skill balance" is hard to operationalize
  • Neurophysiological validation is still emerging

Source: Csikszentmihalyi, M. (1990). *Flow: The Psychology of Optimal Experience*.


5. Cognitive Load Theory

Researcher: John Sweller Field: Educational psychology Timeline: Theory developed 1988

What Research Shows

Working memory has limited capacity. Sweller identified three types of cognitive load:

TypeDescriptionReducible?
IntrinsicComplexity inherent to the taskNo (task-dependent)
ExtraneousLoad from poor presentationYes (design target)
GermaneLoad that aids learningDesirable

Instructional design should minimize extraneous load to free capacity for intrinsic and germane processing.

UX Implication

  • Reduce visual clutter
  • Group related information
  • Use familiar patterns
  • Don't make users remember across screens

Source: Sweller, J. (1988). Cognitive load during problem solving. *Cognitive Science*.


6. Miller's Law (Working Memory Limits)

Researcher: George Miller Field: Cognitive psychology Year: 1956

What Research Shows

Miller's famous paper "The Magical Number Seven, Plus or Minus Two" found people can hold approximately 7±2 "chunks" in working memory.

Limitations

Important: Modern research suggests the number may be closer to 4±1 chunks for novel information (Cowan, 2001). Miller's "7" applies to well-practiced, chunked material.

UX Implication

  • Limit simultaneous options
  • Group items into meaningful chunks
  • Don't rely on users remembering many items

Sources:

  • Miller, G.A. (1956). The magical number seven. *Psychological Review*.
  • Cowan, N. (2001). The magical number 4 in short-term memory. *Behavioral and Brain Sciences*.

7. Serial Position Effect

Researcher: Hermann Ebbinghaus Field: Memory research Year: 1885

What Research Shows

When recalling lists, people remember:

  • First items (primacy effect) — transferred to long-term memory
  • Last items (recency effect) — still in working memory
  • Middle items are poorly recalled

UX Implication

  • Put important items first or last
  • Don't bury critical information in the middle
  • First impressions and final interactions matter most

Source: Ebbinghaus, H. (1885). *Über das Gedächtnis* (On Memory).


8. Zeigarnik Effect

Researcher: Bluma Zeigarnik Field: Gestalt psychology Year: 1927

What Research Shows

Interrupted tasks are remembered better than completed ones. The mind keeps incomplete tasks "open" in memory.

Limitations

Caution: Replication studies have been mixed. The effect appears real but smaller and more context-dependent than originally claimed.

UX Implication

  • Progress indicators leverage incompleteness
  • Unfinished onboarding motivates return
  • But: incomplete tasks also create cognitive burden

Source: Zeigarnik, B. (1927). Über das Behalten von erledigten und unerledigten Handlungen. *Psychologische Forschung*.


9. Choice Overload (Paradox of Choice)

Researchers: Sheena Iyengar, Mark Lepper Field: Decision-making psychology Year: 2000

What Research Shows

The famous "jam study": shoppers shown 24 jam varieties were less likely to purchase than those shown 6 varieties. More choice led to decision paralysis.

Limitations

Important: Meta-analyses (Scheibehenne et al., 2010) found the effect is smaller and more context-dependent than popularized. Choice overload occurs under specific conditions:

  • Unfamiliar domain
  • Difficult to compare options
  • No clear preference
  • High decision stakes

UX Implication

  • Reduce options when users lack expertise
  • Provide smart defaults
  • But: experts may want more choices

Sources:

  • Iyengar, S. & Lepper, M. (2000). When choice is demotivating. *Journal of Personality and Social Psychology*.
  • Scheibehenne, B. et al. (2010). Can there ever be too many options? *Journal of Consumer Research*.

Laws of UX (Quick Reference)

These are practitioner heuristics with varying levels of research backing:

LawPrincipleEvidence Level
Hick's LawDecision time increases with options[Research]
Fitts's LawLarger, closer targets are easier to hit[Research]
Miller's Law~7±2 items in working memory[Research] (with caveats)
Jakob's LawUsers expect familiar patterns[Expert] NNg
Aesthetic-UsabilityPretty things seem more usable[Research]
Postel's LawBe liberal in input, strict in output[Expert]

Source: Laws of UX


Key Sources

  • Schultz, W. (1998). Predictive reward signal of dopamine neurons.
  • Kahneman, D. & Tversky, A. (1979). Prospect Theory.
  • Kahneman, D. (1993). When more pain is preferred to less.
  • Csikszentmihalyi, M. (1990). *Flow: The Psychology of Optimal Experience*.
  • Sweller, J. (1988). Cognitive load during problem solving.
  • Miller, G.A. (1956). The magical number seven.
  • Cowan, N. (2001). The magical number 4 in short-term memory.
  • Ebbinghaus, H. (1885). *Über das Gedächtnis*.
  • Iyengar, S. & Lepper, M. (2000). When choice is demotivating.
  • Scheibehenne, B. et al. (2010). Can there ever be too many options?

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