lady with iPad

NEVER Say This Word to Users (Avoid Bias and Improve Your Research Data)

Picture this: you’re invited to a research study. The researcher greets you with a smile and says, “This is an interactive activity that will take about 20 minutes.” Sounds intriguing, right? Now, imagine instead they say, “You’re about to take a test.” Suddenly, your mind races. “What if I fail? What are they looking for? Am I about to be judged? Will I look stupid?” That tiny word—”test“—can flip a switch in your brain, and not in a good way. If your role involves gathering data from customers, this is crucial to think about.

How people wrongly use the word ‘test’

I see people using the word ‘test’ all the time, even those working as professional researchers. 

Pre-research: 

  • Recruitment: Customer emails to ‘Take part in our user test’. Be careful of your participant recruitment company too because those are often just admin staff who then promote your research to their database as ‘user testing’. 
  • Calendar invites sent to participants with the title ‘User test’ (note: this reads as though the user is being tested. If you really must use the word ‘test’, please please for the love of God at least refer to it as a website test, not a user test!)
  • Initial welcome: ’Are you here for the user test?’ (said by the receptionist or researcher).

During the research

  • Confidentiality form / NDA will often let slip a mention of user test. Sometimes these are written by legal so you’ll need to tell them to change the wording.
  • Introduction section of the research: The facilitator will say ‘thanks for agreeing to take part in our user testing’ or similar. 
  • Aiming to reassure: ‘This is not a test’ (just saying the word will prompt people to think of it as a test).
Image: This is not a test

Why Labels Matter (Hint: They Totally Do)

To find out why labels matter and how they affect us, lets quickly head back to 2004, when Ross and colleagues ran a fascinating study. They asked people to play a game that involved cooperation (or not). Half the participants were told it was called the “Wall Street Game,” and the rest were told it was the “Community Game.” The rules were exactly the same, but guess what? The “Wall Street” group acted way more competitively, while the “Community” group leaned into collaboration. Just changing the name to ‘Community’ made them behave in a more collaborative way.

Labels act like cues—subtle signals that shape how people think they’re supposed to behave. If you call something a “test,” you’re setting a tone of evaluation. And when people think they’re being judged, it’s game over for authentic responses. 

What Happens When You Say “Test”

You might think “test” is an innocent word. It’s not. Here’s what it does to your participants:

  1. Cranks Up Anxiety: “Test” screams, “You’re being judged!” and that makes people worry. Anxiety takes over, and instead of focusing on the task, they’re focused on not messing up.
  2. Triggers People-Pleasing Mode: Participants may try to give you the “right” answers instead of their honest thoughts. Spoiler: this isn’t great for your data.
  3. Activates a Fixed Mindset: Carol Dweck’s research shows that when people feel evaluated, they can get stuck in a “fixed mindset,” where they play it safe instead of trying something new.
  4. Sets Up Defensive Behaviours: A test feels like a challenge, and people might approach it like they’re protecting themselves rather than exploring freely.

Ditch “Test” for Friendlier Options

If you want participants to relax and engage, ditch the T-word. Here’s what you can say instead:

  • Swap out “test” for words like “research,” ”activity,” “feedback,” “game,” or “exercise.” Doesn’t that sound more fun already?
  • Frame it as exploratory: “We’re curious to see how people solve situations like this.”
  • Keep it collaborative: “We’re exploring this together. There are no wrong answers.”

These tiny tweaks can work wonders. They tell participants: “You’re here to help us learn, not to be judged.”

How to Set the Right Tone in Your Study

Here are some tips to make sure you’re creating a participant-friendly experience:

  1. Test Your Labels (Pun Intended): Try out different phrases during your prep phase. Which one makes people feel most at ease? 
  2. Train Your Team: Make sure everyone on your research crew knows the drill—use non-judgemental, inviting language.
  3. Start Off Right: From your first email to the consent form, use words that spark interest and collaboration, not fear of failure.
  4. Avoid Fancy Jargon: Even “assessment” or “evaluation” can sound intimidating. Keep it simple and warm.

Why It’s Worth the Effort

Here’s the deal: your goal as a researcher is to understand how people think and behave in the real world. But if your participants feel like they’re under a microscope, their behaviour changes. By being mindful of the language you use, you can create an environment where people feel comfortable being themselves. And that means better, richer data for you.

So, the next time you’re setting up a study, think twice before using the word “test.” A little tweak in your phrasing can make a big difference to how your participants feel and the data you collect.

References

  • Ross, L., Greene, D., & House, P. (2004). The “Wall Street Game” versus “Community Game”: Situational labels shape decision-making in social dilemmas. Journal of Personality and Social Psychology, 87(1), 1–13.
  • Dweck, C. S. (2006). Mindset: The New Psychology of Success. Random House.
  • Kahneman, D. (2011). Thinking, Fast and Slow. Farrar, Straus and Giroux.
  • Schwarz, N. (1999). Self-reports: How the questions shape the answers. American Psychologist, 54(2), 93–105.

Day 1 UXmas Psychology: Mental Loads

Imagine you’re using the Government website for the first time to file your tax return. You have to remember important information, take care to not make any errors, make sure you pay the correct amount and submit everything correctly. As you do this, there are things you’re thinking about (cognitive), things you’re looking at on the website (visual) and things you’re physically doing like typing on the keyboard and using the mouse (motor). 

These are what we call loads.

Loads

There are three loads in total (cognitive, visual and motor) and you might assume they’re equally weighted, but they’re not. Each one uses a different amount of mental resources, in this order:

1 Cognitive

People use the most mental resources if they’re asked to remember something or perform a mental calculation.

2 Visual

Looking at something on a screen uses more mental resources than motor but isn’t as demanding as needing to think about the task.

3 Motor

Motor is the least demanding load as most movements are performed instinctively, without us needing to think about what we’re doing.

Do everything in 3 clicks?

If you work in UX or as a designer, someone at some stage has no doubt advised you that everything should be possible to do in 3 clicks. I’ve no idea which genius came up with this theory but I do know that it’s a load of rubbish. When designing a digital user experience, there are always trade-offs. If you have to add extra clicks but the trade-off is that the user doesn’t have to think as much and the user journey feels more logical, then those extra clicks are worth it. Adding clicks is less of a load than thinking. I’ve personally seen this time and time again in the UX research and user testing that i’ve conducted over the years. As long as the experience is well thought out, logical and the pages are well structured, the number of clicks doesn’t matter. 

When motor loads are too much

Despite motor loads being the least effortful of loads, there are things that designers do that increase their effort. Many years ago I worked for one of the leading mobile brands and there were many times when I had to go back to the designers after user testing to tell them their hit areas and visual buttons were too small for people to press easily. The UI buttons would require multiple presses or a very accurate tip of the finger press to work, and people with long finger nails had absolutely no chance. What looks good on a large monitor often didn’t work well when it was shrunk down onto a small screen.

Sometimes you want to increase loads

Most of the time you’ll be looking to decrease loads to make your product easier to use, but there are times you may want to increase the load. For example you might add a video to a web page to deliberately draw the user’s attention to the product (visual load increased). The best example of purposefully increasing loads is in the gaming sector. In a game, there are quests that the user should find challenging to accomplish. Some games have high cognitive loads as the user has to work out what they need to do to make it to the next level. Some games have high visual loads, where users need to find things on the screen. Some have high motor loads, where users have to use a physical device to move around the game and interact with the characters onscreen. 

Key takeaways

  • Evaluate your existing website/app/product. Can you identify any opportunities to reduce any of the loads to make the experience easier?
  • Don’t make people think too much. When designing your product, try to reduce the cognitive load as much as you can. Don’t make people remember information that’s going to be too difficult for them to recall. Think how you can get around this, such as leaving the field optional or allowing them to complete this information later.
  • Where you can, look to reduce cognitive loads by increasing visual and motor loads. For example, rather than the user needing to read a full web page of information, a large clearly written call to action that draws them to the right place would be more effective.
  • Make sure that physical targets are large enough to be easily reached and easily pressed.

Interested in UX Psychology? Sign up to 24 FREE lessons in UX Psychology in my countdown to Christmas!

Lisa Duddington MSc, UX Consultant

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