This article includes a list of references, related reading or external links, but its sources remain unclear because it lacks inline citations .(June 2016) |
The similarity heuristic is a psychological heuristic pertaining to how people make judgments based on similarity. More specifically, the similarity heuristic is used to account for how people make judgments based on the similarity between current situations and other situations or prototypes of those situations.
At its most basic level, the similarity heuristic is an adaptive strategy. The goal of the similarity heuristic is maximizing productivity through favorable experience while not repeating unfavorable experiences. Decisions based on how favorable or unfavorable the present seems are based on how similar the past was to the current situation.
For example, a person may use the similarity heuristic when deciding on a book purchase. If a novel has a plot similar to that of novels read and enjoyed or the author has a writing style similar to that of favored authors, the purchasing decision will be positively influenced. A book with similar characteristics to previously pleasurable books is likely to also be enjoyed, causing the person to decide to obtain it.
The similarity heuristic directly emphasizes learning from past experience. For example, the similarity heuristic has been observed indirectly in experiments such as phonological similarity tests. These tests observe how well a person can distinguish similar sounds from dissimilar ones based on a comparison to previously heard sounds. While not involving a decision making process characteristic to heuristics in general, these studies show a reliance on past experience and comparison to the current experience. In addition, the similarity heuristic has become a valuable tool in the field of economics and consumerism.
The similarity heuristic is very easy to observe in the world of business, both from a marketing standpoint and from the position of the consumer. People tend to let past experience shape their world view; thus, if something presents itself as similar to a good experience had in the past, it is likely that the individual will partake in the current experience. The reverse holds true for situations that have proven unfavorable. A very basic example of this concept is a person deciding to get a meal at a particular restaurant because it reminds them of a similar establishment.
Companies often use the similarity heuristic as a marketing strategy. For example, companies will often advertise their services as something similar to a successful competitor, but better — such a concept is evident in the motion picture industry. Trailers for upcoming films will promote the latest movie as being made by a particular director, citing said director's past film credentials. In effect, a similarity heuristic is created in an audience's mind; creating a similarity between the coming attraction and past successes will likely make people decide to see the upcoming film.
Automotive parts companies and their distributors and dealers leverage similarity heuristics when they interchange the term, "OEM" (original equipment manufacturer), and "OE" (original equipment). For example, the OE design specifications may ask for a certain durability factor, corrosion resistance, and material composition. The OEM realizes they can produce the same part less expensively and with possibly greater profit, if they do not adhere to all or most of the OE design specifications. By marketing their product as "OEM" against a well-known brand or product (e.g., Mercedes-Benz), they predict that enough customers will purchase their OEM product vs. the OE product. The converse happens when the OE factory (e.g., Mercedes-Benz) promotes their brand of a commodity product (e.g., anti-freeze/coolant, spark plugs, etc.) as superior or better quality than the commodity product.
In addition, the use of a reverse similarity heuristic can be a highly valuable marketing tool. For example, when Nintendo wished to launch its Nintendo Entertainment System (NES) in the United States, it did so in the middle of a video game depression; Atari had managed to make video games one of the least popular American pastimes. Initial showing of the NES were met poorly — clearly, a similarity heuristic was in place, and people had created biases against anything relating to interactive television gaming. Nintendo's goal, then, became the differentiation of their system from the past examples. Employing a dissimilarity heuristic, Nintendo managed to create enough of a gap from the former video game industry and market a successful product.
Job interviews often use similarity heuristic in identifying candidates suitable for the culture within the company. The Human Resource rounds of job interviews often focus on educational background and experiences of candidates that can qualify them for similarity or dissimilarity with the employees promoted within the company.
Similarity heuristic is sometimes used in legacy preferences to strengthen the candidacy of applicants in admissions of educational institutions. [1] It's argued, implicitly, that kids of alumni will often find themselves in the company of other similarly situated family friends, and hence be more likely to be successful themselves.
Some professions, such as software developers, regularly utilize the similarity heuristic. For software developers, the similarity heuristic is utilized when performing debugging tasks. A software bug exhibits a set of symptoms indicating the existence of a problem. In general, similar symptoms are caused by similar types of programming errors. By comparing these symptoms with those of previously corrected software flaws, a developer is able to determine the most probable cause and take an effective course of action. Over time, a developer’s past experiences will allow their use of the similarity heuristic to be highly effective, quickly choosing the debugging approach that will likely reveal the problem’s source.
Problem solving in general is benefited by the similarity heuristic. When new problems arise similar to previous problems, the similarity heuristic selects an approach that previously yielded favorable results. Even if the current problem is novel, any similarity to previous issues will help choose a proper course of action.
A cognitive bias is a systematic pattern of deviation from norm or rationality in judgment. Individuals create their own "subjective reality" from their perception of the input. An individual's construction of reality, not the objective input, may dictate their behavior in the world. Thus, cognitive biases may sometimes lead to perceptual distortion, inaccurate judgment, illogical interpretation, or what is broadly called irrationality.
A heuristic, or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, short-term goal or approximation. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision.
The availability heuristic, also known as availability bias, is a mental shortcut that relies on immediate examples that come to a given person's mind when evaluating a specific topic, concept, method, or decision. This heuristic, operating on the notion that, if something can be recalled, it must be important, or at least more important than alternative solutions not as readily recalled, is inherently biased toward recently acquired information.
The representativeness heuristic is used when making judgments about the probability of an event under uncertainty. It is one of a group of heuristics proposed by psychologists Amos Tversky and Daniel Kahneman in the early 1970s as "the degree to which [an event] (i) is similar in essential characteristics to its parent population, and (ii) reflects the salient features of the process by which it is generated". Heuristics are described as "judgmental shortcuts that generally get us where we need to go – and quickly – but at the cost of occasionally sending us off course." Heuristics are useful because they use effort-reduction and simplification in decision-making.
In psychology, the false consensus effect, also known as consensus bias, is a pervasive cognitive bias that causes people to “see their own behavioral choices and judgments as relatively common and appropriate to existing circumstances”. In other words, they assume that their personal qualities, characteristics, beliefs, and actions are relatively widespread through the general population.
The recognition heuristic, originally termed the recognition principle, has been used as a model in the psychology of judgment and decision making and as a heuristic in artificial intelligence. The goal is to make inferences about a criterion that is not directly accessible to the decision maker, based on recognition retrieved from memory. This is possible if recognition of alternatives has relevance to the criterion. For two alternatives, the heuristic is defined as:
If one of two objects is recognized and the other is not, then infer that the recognized object has the higher value with respect to the criterion.
The simulation heuristic is a psychological heuristic, or simplified mental strategy, according to which people determine the likelihood of an event based on how easy it is to picture the event mentally. Partially as a result, people experience more regret over outcomes that are easier to imagine, such as "near misses". The simulation heuristic was first theorized by psychologists Daniel Kahneman and Amos Tversky as a specialized adaptation of the availability heuristic to explain counterfactual thinking and regret. However, it is not the same as the availability heuristic. Specifically the simulation heuristic is defined as "how perceivers tend to substitute normal antecedent events for exceptional ones in psychologically 'undoing' this specific outcome."
Attitudes are associated beliefs and behaviors towards some object. They are not stable, and because of the communication and behavior of other people, are subject to change by social influences, as well as by the individual's motivation to maintain cognitive consistency when cognitive dissonance occurs—when two attitudes or attitude and behavior conflict. Attitudes and attitude objects are functions of affective and cognitive components. It has been suggested that the inter-structural composition of an associative network can be altered by the activation of a single node. Thus, by activating an affective or emotional node, attitude change may be possible, though affective and cognitive components tend to be intertwined.
The affect heuristic is a heuristic, a mental shortcut that allows people to make decisions and solve problems quickly and efficiently, in which current emotion—fear, pleasure, surprise, etc.—influences decisions. In other words, it is a type of heuristic in which emotional response, or "affect" in psychological terms, plays a lead role. It is a subconscious process that shortens the decision-making process and allows people to function without having to complete an extensive search for information. It is shorter in duration than a mood, occurring rapidly and involuntarily in response to a stimulus. Reading the words "lung cancer" usually generates an affect of dread, while reading the words "mother's love" usually generates a feeling of affection and comfort. The affect heuristic is typically used while judging the risks and benefits of something, depending on the positive or negative feelings that people associate with a stimulus. It is the equivalent of "going with your gut". If their feelings towards an activity are positive, then people are more likely to judge the risks as low and the benefits high. On the other hand, if their feelings towards an activity are negative, they are more likely to perceive the risks as high and benefits low.
In psychology, a dual process theory provides an account of how thought can arise in two different ways, or as a result of two different processes. Often, the two processes consist of an implicit (automatic), unconscious process and an explicit (controlled), conscious process. Verbalized explicit processes or attitudes and actions may change with persuasion or education; though implicit process or attitudes usually take a long amount of time to change with the forming of new habits. Dual process theories can be found in social, personality, cognitive, and clinical psychology. It has also been linked with economics via prospect theory and behavioral economics, and increasingly in sociology through cultural analysis.
In psychology, a heuristic is an easy-to-compute procedure or "rule of thumb" that people use when forming beliefs, judgments or decisions. The familiarity heuristic was developed based on the discovery of the availability heuristic by psychologists Amos Tversky and Daniel Kahneman; it happens when the familiar is favored over novel places, people, or things. The familiarity heuristic can be applied to various situations that individuals experience in day-to-day life. When these situations appear similar to previous situations, especially if the individuals are experiencing a high cognitive load, they may regress to the state of mind in which they have felt or behaved before. This heuristic is useful in most situations and can be applied to many fields of knowledge; however, there are both positives and negatives to this heuristic as well.
In mathematical optimization and computer science, heuristic is a technique designed for solving a problem more quickly when classic methods are too slow or for finding an approximate solution when classic methods fail to find any exact solution. This is achieved by trading optimality, completeness, accuracy, or precision for speed. In a way, it can be considered a shortcut.
The psychology of reasoning is the study of how people reason, often broadly defined as the process of drawing conclusions to inform how people solve problems and make decisions. It overlaps with psychology, philosophy, linguistics, cognitive science, artificial intelligence, logic, and probability theory.
Attribute substitution, also known as substitution bias, is a psychological process thought to underlie a number of cognitive biases and perceptual illusions. It occurs when an individual has to make a judgment that is computationally complex, and instead substitutes a more easily calculated heuristic attribute. This substitution is thought of as taking place in the automatic intuitive judgment system, rather than the more self-aware reflective system. Hence, when someone tries to answer a difficult question, they may actually answer a related but different question, without realizing that a substitution has taken place. This explains why individuals can be unaware of their own biases, and why biases persist even when the subject is made aware of them. It also explains why human judgments often fail to show regression toward the mean.
Heuristics is the process by which humans use mental short cuts to arrive at decisions. Heuristics are simple strategies that humans, animals, organizations, and even machines use to quickly form judgments, make decisions, and find solutions to complex problems. Often this involves focusing on the most relevant aspects of a problem or situation to formulate a solution. While heuristic processes are used to find the answers and solutions that are most likely to work or be correct, they are not always right or the most accurate. Judgments and decisions based on heuristics are simply good enough to satisfy a pressing need in situations of uncertainty, where information is incomplete. In that sense they can differ from answers given by logic and probability.
Argument from analogy or False analogy is a special type of inductive argument, whereby perceived similarities are used as a basis to infer some further similarity that has yet to be observed. Analogical reasoning is one of the most common methods by which human beings attempt to understand the world and make decisions. When a person has a bad experience with a product and decides not to buy anything further from the producer, this is often a case of analogical reasoning. It is also implicit in much of science; for instance, experiments on laboratory rats typically proceed on the basis that some physiological similarities between rats and humans entails some further similarity.
Cognitive bias mitigation is the prevention and reduction of the negative effects of cognitive biases – unconscious, automatic influences on human judgment and decision making that reliably produce reasoning errors.
Intuition in the context of decision-making is defined as a "non-sequential information-processing mode." It is distinct from insight and can be contrasted with the deliberative style of decision-making. Intuition can influence judgment through either emotion or cognition, and there has been some suggestion that it may be a means of bridging the two. Individuals use intuition and more deliberative decision-making styles interchangeably, but there has been some evidence that people tend to gravitate to one or the other style more naturally. People in a good mood gravitate toward intuitive styles, while people in a bad mood tend to become more deliberative. The specific ways in which intuition actually influences decisions remain poorly understood.
Social heuristics are simple decision making strategies that guide people's behavior and decisions in the social environment when time, information, or cognitive resources are scarce. Social environments tend to be characterised by complexity and uncertainty, and in order to simplify the decision making process, people may use heuristics, which are decision making strategies that involve ignoring some information or relying on simple rules of thumb.
The less-is-more effect refers to the finding that heuristic decision strategies can yield more accurate judgments than alternative strategies that use more pieces of information. Understanding these effects is part of the study of ecological rationality.