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The representativeness heuristic is simply described as assessing similarity of objects and organizing them based around the category prototype (e.g., like goes with like, and causes and effects should resemble each other). [2]
The representativeness heuristic is seen when people use categories, for example when deciding whether or not a person is a criminal. An individual thing has a high representativeness for a category if it is very similar to a prototype of that category. When people categorise things on the basis of representativeness, they are using the ...
Representativeness heuristic — judging probabilities based on resemblance [6] Affect heuristic — basing a decision on an emotional reaction rather than a calculation of risks and benefits [62] Emotional and moral motivations [63] deriving, for example, from: The two-factor theory of emotion; The somatic markers hypothesis; Introspection ...
The psychologist Daniel Kahneman explains scope neglect in terms of judgment by prototype, a refinement of the representativeness heuristic. "The story [...] probably evokes for many readers a mental representation of a prototypical incident, perhaps an image of an exhausted bird, its feathers soaked in black oil, unable to escape," [ 4 ] and ...
Amos Tversky and Daniel Kahneman first proposed that the gambler's fallacy is a cognitive bias produced by a psychological heuristic called the representativeness heuristic, which states that people evaluate the probability of a certain event by assessing how similar it is to events they have experienced before, and how similar the events ...
Gigerenzer & Gaissmaier (2011) state that sub-sets of strategy include heuristics, regression analysis, and Bayesian inference. [14]A heuristic is a strategy that ignores part of the information, with the goal of making decisions more quickly, frugally, and/or accurately than more complex methods (Gigerenzer and Gaissmaier [2011], p. 454; see also Todd et al. [2012], p. 7).
The representativeness heuristic is a special case of availability. It stipulates that abstract base-rate information plays little role in quantitative judgments about event populations. Instead, these judgments are based on the sample of more concrete exemplars that are available to the individual at the time of decision making.
The peak–end rule is a psychological heuristic in which people judge an experience largely based on how they felt at its peak (i.e., its most intense point) and at its end, rather than based on the total sum or average of every moment of the experience. The effect occurs regardless of whether the experience is pleasant or unpleasant.