Mental models: the complete list of 365
Updated
A mental model is a simple idea about how the world works that you can carry from one problem to the next. Supply and demand, compounding, inversion, the map is not the territory: each one is a short way of seeing what is really going on, and a reminder of what to check before you decide.
No one model fits every problem. Charlie Munger’s advice was to carry a “latticework” of them, so you can look at a decision from several sides. This page lists all 365 we cover, sorted not by academic field but by the situation they help with. Each name links to its page, with a short explanation, a story, and related models.
Decisions: Which way should I go?
Models for making a decision. See all 35 in this situation.
- A/B Testing: When opinions clash, change one thing and let real behaviour decide.
- Back-of-the-Envelope Calculation: A rough answer in five minutes often beats a precise one next month.
- Cost-Benefit Analysis: Count everything a choice will cost and everything it will give, not just what is easy to see.
- Decision Tree: Draw your choices as branches, and the questions that really matter come into view.
- Law of Diminishing Marginal Utility: Each extra helping of a good thing gives you a little less than the one before.
- Opportunity Costs: The true price of any choice is the best thing you gave up to make it.
- Pro-Con List: Getting reasons onto paper, and weighing them, beats juggling them in your head.
- Sensitivity Analysis: Not all assumptions are equal: find the few that swing the whole result.
- Utilitarianism: Judge an action by its consequences for everyone it touches.
- Utility Values: Value lives in the person, not the object, so the same thing is worth different amounts to different people.
- Veil of Ignorance: Write the rules as if you did not know which seat you would get.
- Discount Rate: How much the future counts today depends on one number, and small changes in it flip big decisions.
- Inflation: Money quietly loses value over time, so plans set in fixed amounts slowly shrink.
- Net Present Value: Money has a timestamp: compare what something costs today with what its future returns are worth today.
- Switching Costs: The effort of changing keeps people where they are, even when something better exists.
- Counterfactual Thinking: To know what made a difference, ask what would have happened without it.
- Exit Strategy: The best time to plan your way out is before you go in.
- OODA Loop: Whoever observes, makes sense, decides and acts faster can adapt while others are still catching up.
- Second-Order Thinking: Every action has consequences, and those consequences have consequences of their own.
- Thought Experiment: Careful imagination can test an idea before it costs you anything.
- Analysis Paralysis: Waiting for perfect information can cost more than acting on good enough.
- False Dilemma: When a choice is framed as either-or, the best option is often the one nobody mentioned.
- Grey Thinking: Most important questions have no clean right side, and the best answers often sit between the extremes.
- Hick’s Law: The more options you face, the longer it takes to choose.
- Information Overload: Past a certain point, more information buries the one signal that matters.
- Paradox of Choice: Some choice makes us free; too much choice makes us anxious and less satisfied.
- Satisficing: Set a bar for good enough, and stop searching when something clears it.
- Tendency to Want to Do Something: We feel driven to act, even when waiting would serve us better.
- Burn the Boats: Removing the way back can turn a hesitant effort into total commitment.
- Circle of Competence: Knowing where your knowledge ends matters more than how far it reaches.
- Devil’s Advocate Position: An idea worth backing should survive someone arguing hard against it.
- Nuclear Option: The most extreme move can settle a fight, but its damage may outlast the problem it solved.
- Pyrrhic Victory: A win that costs too much can leave you worse off than losing.
- Sunk Cost Fallacy: What you have already spent is gone, so it should not decide what you do next.
- Winner’s Curse: In a contest over an uncertain prize, the winner is often whoever overestimated it most.
Risk: What could go wrong, and what will I do if it does?
Acting when you cannot know what happens next, and protecting yourself in case it goes wrong. See all 32 in this situation.
- Expected Value: A choice is worth its average result across all the ways it could turn out.
- Fat-Tailed Distributions: In some areas, extreme events are far more common than the bell curve says.
- Foxes vs Hedgehogs: Some minds know many things, others one big thing, and each has its blind spot.
- Law of Large Numbers: Luck is wild in small samples and predictable in large ones.
- Lindy Effect: For things that do not wear out, every year survived predicts more years to come.
- Monte Carlo Simulation: When odds are too tangled to calculate, play the future many times and count.
- Prediction Market: When people must pay for being wrong, their forecasts get sharper.
- Probabilistic Thinking: The future is a spread of possible outcomes, each with its own odds.
- Randomness: Much of life is chance, and our minds invent patterns that are not there.
- Super Forecasters: Good prediction comes less from genius than from habits anyone can learn.
- Availability Bias: What comes to mind easily feels likely, whether or not it is.
- Conjunction Fallacy: Every added detail makes a story more convincing and less likely.
- Gambler’s Fallacy: Chance keeps no score, so nothing is ever due.
- Hot-Hand Fallacy: A winning streak feels like momentum, but it is often luck on a good run.
- Monte Carlo Fallacy: A roulette wheel has no memory, however long the streak.
- Mr Market: The market is a moody partner: use its offers, never its moods.
- Prospect Theory: Losses hurt about twice as much as equal gains please, and that bends our choices.
- Black Swan Event: What matters most is often what nobody saw coming.
- Boiling Frog: The most dangerous changes are often the slowest ones.
- Butterfly Effect: In a complex system, a tiny change at the start can grow into a huge difference at the end.
- Chaos Theory: Some systems follow exact rules yet still cannot be predicted far ahead.
- Murphy’s Law: If something can go wrong, given enough time and people, it eventually will.
- Peak: Most rises top out, and the top is the hardest place to see it from.
- Unknown Unknowns: The biggest risks are often the ones missing from your list.
- Antifragility: Some things break under stress, some resist it, and some grow stronger from it.
- De-Risking: You can keep most of the upside while cutting the risk of ruin.
- Margin of Safety: Build in a buffer, so that being wrong is not a catastrophe.
- Moral Hazard: People take bigger risks when someone else will pay if things go wrong.
- Preserving Optionality: When the future is unclear, the right to choose later is worth paying for.
- Resilience: Setbacks are certain; collapse is not, if you prepare to recover.
- Scenario Analysis: Rehearse several futures, so whichever one arrives feels familiar.
- Stop the Bleeding: When losses mount, halt them first and plan the recovery after.
People: Why do people act as they do, and how do I work with them?
Understanding others, and getting people to pull together. See all 60 in this situation.
- Frame of Reference: Every judgement is measured against something; change the baseline and the answer can change.
- High Context vs Low Context: Some cultures put the meaning in the words; others leave it in the relationship and the silence.
- Introverts vs Extroverts: People differ in where they find their energy, and good teams make room for both kinds.
- IQ vs EQ: Being clever and being wise with people are different strengths, and big decisions need both.
- Language Instinct: Children are born ready for language, and some abilities grow best through use, not drills.
- Maslow’s Hierarchy of Needs: Unmet basic needs drown out higher ones, so check the foundations before blaming motivation.
- Peak-end Rule: We remember an experience by its most intense moment and its ending, not by its length.
- Theory of Mind: Other people act on what they know and believe, not on what you know.
- False Consensus Effect: We think far more people share our views and choices than really do.
- Fundamental Attribution Error: We blame people’s character for their behaviour and forget the situation pushing them.
- Halo Effect: One shining quality makes us rate everything else about a person or product higher.
- Hanlon’s Razor: Never put down to malice what can be explained by mistake, muddle or accident.
- Horn Effect: One bad impression can cast a shadow over everything else we see in someone.
- In-Group Favouritism: We give more trust, help and reward to people we see as our own, even when the group means nothing.
- Most Respectable Interpretation: Read other people’s words in the most reasonable light first; the harshest reading is rarely right.
- Out-Group Bias: We judge outsiders more harshly, and a simple team name is enough to start it.
- Liking and Loving Tendency: Once we like someone or something, we overlook its flaws and overrate its merits.
- Anchoring: The first number we hear quietly steers every judgement that follows.
- Backfire Effect: Facts thrown at a cherished belief can make people hold it tighter.
- Bait and Switch: An offer built to change once you are committed is not the offer you are buying.
- Dark Patterns: Design can quietly steer you into choices you never meant to make.
- Framing: The same facts can lead to opposite choices, depending on how they are presented.
- Nudging: Small changes in how choices are arranged can change what people choose, without forbidding anything.
- Reciprocity: We feel a strong pull to return what we are given, kindness and harm alike.
- Social Proof: When we are unsure what to do, we copy what other people are doing.
- Streisand Effect: Trying to hide something often makes far more people look at it.
- Winning Hearts and Minds: Lasting support comes from meeting people’s real needs, not from forcing them to comply.
- Appeasement: Giving in to keep the peace can invite bigger demands later.
- Best Alternative to a Negotiated Agreement: Your power in a deal comes from what you will do if the deal fails.
- Call Your Bluff: Many threats are cheaper to make than to carry out, so test them before you fold.
- Deterrence: A threat that others believe you will carry out can stop a fight before it starts.
- Mutually Assured Destruction: When both sides can destroy each other, neither dares to strike first.
- Polarity: Once an issue grows two charged ends, everything gets pulled towards one or the other.
- Redline: A limit decided in advance stops you giving ground one small step at a time.
- Sayre’s Law: The smaller the stakes, the more bitter the fight can become.
- Strawman Fallacy: Beating a weaker version of someone’s argument proves nothing about the real one.
- Trojan Horse: The most dangerous threats often arrive looking like gifts.
- Zero-Sum vs Win-Win: Many contests that look like fights over a fixed pie are chances to grow it.
- Cooperation: Together, with the right rules, we can do what none of us could do alone.
- Free Rider Problem: If people can benefit without paying, many will let others pay.
- Game Theory: Your best move often depends on what others will do, and on what they expect you to do.
- Pirate Code: Every group runs on rules of its own, and they predict behaviour better than the official ones.
- Prisoner’s Dilemma: Choices that are sensible for each person can add up to a worse result for everyone.
- Social Norms vs Market Norms: Putting a price on goodwill can make people care less, not more.
- Tit for Tat: Start kind, answer in kind, forgive quickly, and others learn to cooperate with you.
- Tragedy of the Commons: A resource everyone can use and no one looks after tends to be used up.
- Trust: Trust lets us cooperate without watching every move, but it lasts only when betrayal has a cost.
- Carrot and Stick: Rewards and punishments change behaviour, but not always the way you planned.
- Distributive Justice vs Procedural Justice: People can accept losing under fair rules, but resent even a good result reached unfairly.
- Golem Effect: Low expectations can drag people down to meet them.
- Managing to the Person: People differ, so the best way to lead each of them differs too.
- Peter Principle: People tend to be promoted until they reach a job they cannot do well.
- Principal-Agent Problem: When someone acts for you, their interests and yours may quietly part ways.
- Pygmalion Effect: High expectations can lift people up to meet them.
- Bystander Effect: The more people who see a problem, the less likely any one of them is to act.
- Chilling Effect: Punish a few people visibly, and many more will silence themselves.
- Dunbar’s Number: We can keep up only about 150 real relationships at once.
- Groupthink: A group that values harmony over honesty can talk itself into disaster.
- Hierarchical Organisation: Layers of command let large groups act as one, at the cost of speed and candour.
- Power Vacuum: When authority disappears, someone always rushes to fill the gap, often not who you would choose.
Work: How do I get the right things done?
Models for getting work done. See all 43 in this situation.
- Activation Energy: Good things often fail to happen not because they are hard, but because starting is.
- Catalysts: The right spark can make change happen faster, without doing the work itself.
- Compounding Effect: Gains that build on earlier gains grow slowly, then dramatically.
- Conditioning: A signal paired often with something that matters comes to trigger the feeling alone.
- Dopamine Loop: The brain learns most from surprise rewards, and chases the cues that predict them.
- Forcing Function: Shape the situation so the right action becomes the easiest, or the only, path.
- Inertia: People and organisations keep moving along their current path until a real force makes them change.
- Momentum: Progress builds on itself: early wins make the next ones easier, and slides gather speed too.
- Bikeshedding: Groups spend the most time on what everyone understands, and the least on what matters.
- Law of Diminishing Returns: Adding more of one thing eventually buys less each time, and can make things worse.
- Leverage: A small force in the right place can move a great weight, for better or worse.
- Manager’s Schedule vs Maker’s Schedule: One meeting costs a manager an hour, and a maker half a day.
- Pareto Principle: A small share of causes usually produces most of the results.
- Top of Your Mind: Whatever you think about in idle moments gets hours of free work.
- Two-Front War: Fighting two battles at once often means losing both.
- Tyranny of Small Decisions: Many small, sensible choices can add up to a result nobody wanted.
- Velocity: Progress is speed with direction; being busy is not the same as moving forward.
- Hofstadter’s Law: It always takes longer than you expect, even when you allow for that.
- Minimum Viable Product: Build the smallest thing that works, then learn before investing more.
- Mythical Man-Month: Adding people to a late project usually makes it later.
- Perfect is the Enemy of Good: Waiting for the ideal can cost you the useful.
- Premature Optimisation: Polishing before you understand wastes effort and locks in mistakes.
- Unforced Error: Many of our worst setbacks are mistakes nobody forced us to make.
- Algorithms: Clear steps solve a problem the same way every time.
- Boots on the Ground: To understand or change a place, you have to be there.
- Cargo Cult: Copying the look of success rarely delivers the real thing.
- Commandos: Different stages of growth need different kinds of people.
- Crowdsourcing: Many people, each giving a little, can solve what a few experts cannot.
- Directly Responsible Individuals: Every outcome needs one named owner, or it becomes nobody’s job.
- Divide and Conquer: Split a big opponent or problem into parts you can handle one at a time.
- Double-Entry Bookkeeping: Every transaction has two sides, and recording both keeps the books honest.
- Entropy: Left alone, things drift towards disorder; order has to be paid for.
- Institutional Knowledge: Much of what an organisation knows lives in people, not documents.
- Parallel Processing: Split work into parts that can run at once, and finish sooner.
- Replication: Copying lets one success spread far, and it spreads the flaws just as faithfully.
- Comparative Advantage: Do what costs you least to do, even if you are best at everything.
- Deliberate Practice: Skill grows from focused work on weaknesses, not from hours alone.
- Divergent Thinking vs Convergent Thinking: Open up the options, then close them down.
- Generalist vs Specialists: Breadth helps you adapt; depth helps you excel. The mix depends on your world.
- Potential Energy: Stillness is not emptiness: value can be stored, waiting to be released.
- Resonant Frequency: Small pushes in the right rhythm can build into enormous effects.
- Spacing Effect: We remember more when learning is spread out than when it is crammed.
- Specialisation: Focusing on a narrow task makes each person far more productive.
Strategy: How do I win when others want the same thing?
Models for strategy and competition. See all 56 in this situation.
- Barriers to Entry: The harder a market is to enter, the longer those already inside can keep their profits.
- Center of Gravity: Find the one point everything depends on, then protect it or aim there.
- Economies of Scale: When fixed costs are spread over more units, each one becomes cheaper to make.
- Moats: Lasting success needs a structural defence, not just a moment of brilliance.
- Niches: You don’t have to win everywhere; fit one need better than anyone else.
- Punching Above Your Weight: Resources set the odds, but a smaller side can win by choosing where to fight.
- Secrets: The most valuable insights are important truths that most people do not yet believe.
- Seizing the Middle: Whoever controls the point that everything must pass through holds power beyond their size.
- Sustainable Competitive Advantage: An edge only matters for long if rivals cannot copy it quickly.
- Trademarks: A distinctive sign becomes a promise that customers learn to trust at a glance.
- Adverse Selection: When one side knows more about quality than the other, the best tend to leave and the worst stay.
- Apostle Model: Satisfied customers drift away; only delighted ones bring others with them.
- Churn: Growth means little if customers leave as fast as they arrive.
- Customer Development: Treat every idea about customers as a guess, and test it with real people early.
- Jobs to be Done: People do not buy products; they hire them to make progress in their lives.
- Lock-in: Today’s convenient choice can become tomorrow’s trap when leaving costs too much.
- Loss Leader Strategy: A price can be a doorway, not a destination: the bargain is meant to lead you somewhere.
- Loyalists vs Mercenaries: Discounts buy attention quickly, but they rarely buy commitment.
- Personas: You design better for people when you picture a specific person rather than “users”.
- Pivot: Change direction on what you have learned, while keeping what you are good at.
- Product/Market Fit: When something truly meets a pressing need, people pull it towards them.
- Crossing the Chasm: What enthusiasts love, the mainstream still needs to see proven, complete and recommended.
- First Mover Advantage: Arriving first can be worth a fortune, but only if you can defend the lead.
- Flywheel: Many small pushes in the same direction build momentum that one big heave never could.
- Long Tail: When shelf space is unlimited, many small niches can add up to more than a few hits.
- Metcalfe’s Law: The value of a network grows much faster than the number of people in it.
- Network Effects: Some products become more valuable every time another person starts using them.
- Power Law: In many areas, a few things account for most of the results.
- S-Curves: New ideas spread slowly, then suddenly, then slowly again as the market fills.
- Supply and Demand: Prices rise when more people want something than there is to go round, and fall when there is plenty.
- Technology Adoption Lifecycle: People take up new things at different speeds, and each group needs a different reason to join.
- Winner Takes Most Markets: When being biggest makes you more attractive, a small early lead can become lasting dominance.
- Creative Destruction: New ways of doing things grow by tearing down the old ones.
- Cultural Evolution: Ideas, habits and tools evolve like living things, only faster: the useful spread and the rest fade.
- Disruptive Innovations: Giants are often toppled by cheap, simple newcomers they once thought too small to matter.
- Generals Fighting the Last War: The lessons of the last battle can leave you perfectly prepared for a fight that never comes.
- Natural Selection: The environment decides what thrives, and when it changes, so do the winners.
- Only the Paranoid Survive: Success breeds complacency, so look hardest for threats when things are going well.
- Paradigm Shift: Sometimes a whole field’s basic assumptions are wrong, and progress means replacing the frame.
- Red Queen Effect: When everyone else keeps improving, you must keep running to stay in place.
- Survival of the Fittest: Success goes not to the strongest, but to whoever best fits the conditions.
- Arbitrage: When the same thing sells for different prices in different places, someone profits from closing the gap.
- Idea Maze: Breakthroughs come from exploring many paths and learning from every dead end.
- Joy’s Law: However strong your team, most of the smartest people work for someone else.
- Local Optimum vs Global Optimum: Being the best in your neighbourhood can stop you finding a much higher peak beyond it.
- Luck Surface Area: You cannot control luck, but you can widen the area it can land on.
- Simultaneous Invention: When the conditions are right, several people often reach the same idea at once.
- Arms Race: When rivals keep matching each other’s build-up, both spend more and neither ends up safer.
- Asymmetric Warfare: A weaker side wins by refusing to fight on the stronger side’s terms.
- Beachhead Strategy: Win one small, defensible position first, then use it to push further.
- Counter-Insurgency: Persistent resistance is fed by something, and cutting off that supply works better than force alone.
- Flypaper Theory: Draw a threat to a place of your choosing, and it stays away from what matters most.
- Guerrilla Warfare: A small, nimble player can beat a giant by choosing where, when and how to fight.
- Nash Equilibrium: A stable outcome is one where nobody gains by changing course alone, even if all would gain together.
- Strategy vs Tactics: Brilliant moves cannot rescue a weak plan, and a good plan fails without good moves.
- War of Attrition: Some contests are won not by the best blow, but by whoever can last the longest.
Evidence: Is this really true?
Checking whether something is really true before you trust it. See all 68 in this situation.
- Base Rate Fallacy: A vivid detail means little until you know how common the outcome is in general.
- Bayes’ Theorem: Change your mind in proportion to the evidence: a lot for strong clues, a little for weak ones.
- Central Limit Theorem: Average enough random pieces and the averages settle into a predictable bell shape.
- Conditional Probability: Odds are never fixed: they change the moment you learn something new.
- Confidence Interval: The honest answer to many questions is a range, not a single number.
- Distributions: A single number hides the shape of the spread, and the shape often matters more.
- Error Bars: Every number comes with a margin of doubt, whether or not anyone draws it.
- Frequentists vs Bayesians: Probability can mean how often something happens, or how strongly you believe it will.
- Mean, Median and Mode: “Typical” can mean three different numbers, and each one tells a different story.
- Normal Distribution: Most things cluster around the middle, but the bell curve makes extremes look rarer than they are.
- Probability Distribution: Good decisions weigh everything that could happen, not just the single most likely outcome.
- Regression to the Mean: Extreme results tend to be followed by ordinary ones, because luck rarely repeats itself.
- Standard Deviation: An average tells you the centre; the spread tells you how much to trust it.
- Variance: Every process wobbles; the skill is telling ordinary wobble from a real warning sign.
- False Negative: A clean result should lower your concern, not end it.
- False Positive: An alarm is a question, not an answer.
- Falsification: Trying to prove yourself wrong is the surest route to finding out what is right.
- Hypothesis: A good guess is one that reality can prove wrong.
- Inductive Reasoning: Experience suggests what will happen next, but it can never promise it.
- Meta-Analysis: Many small, uncertain studies, pooled together, can give one clear answer.
- Null Hypothesis: Assume a claim does nothing until the evidence forces you to think otherwise.
- Occam’s Razor: When explanations compete, start with the simplest one that fits the facts.
- P-Values: A small p-value says a result would be surprising by chance, not that an idea is true.
- Placebo Effect: Belief and care can make people feel better, even when the treatment itself does nothing.
- Randomised Controlled Experiments: Let chance decide who gets the treatment, and any difference left is the treatment’s doing.
- Scientific Method: Let evidence, not authority or wishful thinking, decide what you believe.
- Statistical Significance: A significant result is one that chance alone would rarely produce; it need not be big.
- Systematic Review: To know what the evidence says, gather all of it by rules set in advance.
- Causal Fallacy: Two things happening together is not proof that one caused the other.
- Clustering Illusion: Randomness is lumpier than we expect, so we see patterns where there are none.
- Confounding Factor: When two things move together, a hidden third factor may be pulling both strings.
- Correlation and Causation: Patterns are where good questions begin, not where they end.
- Regression Fallacy: Inventing a cause for a return to normal is one of the commonest mistakes we make.
- Texas Sharpshooter Fallacy: Draw the target after the shots and every shooter looks like a marksman.
- Anecdotal Evidence: A vivid story shows that something happened once, never how often it works.
- Data Dredging: Search enough data and some pattern will always turn up, by chance alone.
- Hasty Generalisation: A few examples, however vivid, are not enough to support a sweeping rule.
- Non-Response Bias: The people who stay silent can change the answer as much as those who reply.
- Overgeneralising from Small Samples: Small samples swing wildly by chance, so their patterns often vanish when you look again.
- Publication Bias: The studies we read are often the lucky survivors of all the studies that were run.
- Replication Crisis: A finding earns trust only when others repeat the work and get the same result.
- Response Bias: What people say about themselves often reflects how they want to appear, not what they do.
- Selection Bias: How you choose a sample can decide the answer before you ask a single question.
- Survivorship Bias: When failures vanish from view, the survivors look like the whole story.
- Ad Hominem: An argument does not become false because you dislike the person making it.
- Appeal to Authority: A famous name or senior title is not evidence; ask how they know.
- Appeal to Emotion: Strong feelings can carry an argument that the facts alone would never support.
- Appeal to Ignorance: No evidence of harm is not evidence of no harm, unless someone has really looked.
- Appeal to Pity: A sad story can stir real sympathy and still have nothing to do with the question.
- Bandwagon Fallacy: How many people believe something tells you about its popularity, not its truth.
- Black and White Fallacy: Most real choices have more than the two options on offer.
- Circular Argument: A claim cannot be its own proof, however smoothly it is restated.
- Equivocation: A statement can be technically true and still built to mislead.
- Non Sequitur: True facts can still be strung together into a conclusion that does not follow.
- Red Herring Fallacy: The most persuasive answer is sometimes an answer to a different question.
- Slippery Slope: A first step does not lead to disaster unless every link in the chain holds.
- Tu Quoque: Pointing out that a critic does the same thing does not make the criticism wrong.
- Bias from Incentives: When pay or status depends on a conclusion, people tend to reach it, sincerely.
- Echo Chambers: Surrounded only by people who agree, our views grow more extreme and more certain.
- Filter Bubble: A feed that learns what you like can quietly shrink your view of the world.
- Garbage In Garbage Out: No system, however clever, can produce better answers than the information it is given.
- Heisenberg Uncertainty Principle: Some things cannot be pinned down at once, and looking closely can change what you see.
- Narrative Instinct: We turn events into stories, and often see intention and meaning where there is only chance.
- Observer Effect: Watching people or systems changes how they behave.
- Potemkin Village: An impressive front can be built precisely to hide what is behind it.
- Proxy: A stand-in measure is only useful while it moves in step with what really matters.
- The Map is not the Territory: Every model is a simplification, and when it disagrees with reality, reality wins.
- Zombie Ideas: Some ideas keep walking long after the evidence has killed them.
Your own mind: Is my own thinking leading me astray?
How your own judgement can be quietly pulled off course. See all 31 in this situation.
- Blind Spot Bias: We see bias clearly in other people and hardly at all in ourselves.
- Cognitive Dissonance: When our actions and beliefs clash, we often change the story rather than the behaviour.
- Commitment and Consistency Bias: Once we have said or done something, we bend later choices to stay consistent with it.
- Confirmation Bias: We look for, notice and remember the evidence that agrees with what we already believe.
- Denial: When a truth is too painful, we refuse to see it, often until it is too late.
- First-Conclusion Bias: The first explanation that fits tends to become the only one we consider.
- Hindsight Bias: Once we know how things turned out, the outcome seems to have been obvious all along.
- Observer-Expectancy Bias: We tend to see what we expect to see, and sometimes cause it without meaning to.
- Semmelweis Reflex: We reflexively reject new evidence when accepting it would mean we were wrong.
- Tendency to Stereotype: We judge people by the group they seem to belong to, not by who they are.
- Birth Lottery: Where, when and to whom we are born shapes our chances more than almost anything we later do.
- Dunning-Kruger Effect: The less we know about something, the more likely we are to overrate our skill at it.
- Fixed Mindset vs Growth Mindset: Whether we think ability is fixed or can grow shapes which challenges we take on.
- Imposter Syndrome: Even very capable people can feel like frauds, sure they will soon be found out.
- Just World Hypothesis: We like to believe that people get what they deserve, so we blame the unlucky.
- Optimism Bias: We expect things to turn out better, faster and cheaper than they usually do.
- Self-Serving Bias: We take credit for our successes and blame our failures on everything else.
- Victim Blame: When harm happens, it is tempting to blame the people who suffered it.
- Deprival-Superreaction Tendency: Losing something we have, or almost have, provokes a reaction far bigger than gaining it would.
- Fear: Fear keeps us safe, but when it spreads it can create the very danger it warns of.
- Freudian Slip: A slip of the tongue can sometimes reveal what we really think.
- Influence of Stress: A little pressure sharpens judgement; too much breaks it.
- Loss Aversion: A loss hurts more than an equal gain pleases, so we pay to avoid losses.
- Scarcity: When something seems scarce, we want it more and think about little else.
- Self-Preservation: The drive to survive is powerful and often wise, but it narrows what we can see.
- Disliking and Hating Tendency: Once we dislike someone or something, we stop judging it fairly.
- Envy and Jealousy Tendency: Seeing what others have can make us want things we never needed.
- Bandwagon Effect: The more people do something, the more others join in, whatever the evidence.
- Gateway Drug Theory: A small, easy first step can make a much bigger next step feel natural.
- Grass is Greener Mentality: Other options look better from a distance than they turn out to be up close.
- Relativity: We judge our situation less by absolute standards than by comparison.
Fixing problems: Why does this keep going wrong, and how do I fix it for good?
Models for fixing problems and systems. See all 40 in this situation.
- Black Box: When you cannot see how a system reaches its answers, you cannot easily spot its mistakes.
- First Principles Thinking: Strip a problem back to what you know is true, then build up again from there.
- Inversion: To find the way to success, first work out what would guarantee failure, then avoid it.
- Lateral Thinking: When digging harder gets you nowhere, the answer is often to dig somewhere else.
- Maslow’s Hammer: If the only tool you know is a hammer, every problem starts to look like a nail.
- Post Mortem: After something goes wrong, look honestly at how it happened, so it never happens again.
- Proximate vs Root Cause: The trigger that sets off a problem is rarely the condition that made it possible.
- Reframe the Problem: Changing the question can turn an impossible problem into a solvable one.
- The 5 Whys: The first explanation for a problem is rarely the deepest, so keep asking why.
- Bottlenecks: A system can only move as fast as its narrowest point, so find that point first.
- Ecosystems: Nothing acts alone: a change in one place travels along links you cannot see.
- Feedback Loops: When a system’s results feed back into it, they either steady it or spin it out of control.
- Homeostasis: Stability is not stillness: healthy systems stay steady by correcting themselves all the time.
- Hysteresis: Remove the cause of a problem, and its effects may still linger.
- Le Chatelier’s Principle: Push on a system in balance and it pushes back, settling into a new balance.
- Broken Windows Theory: Small signs of neglect tell people that nobody cares, and invite bigger trouble.
- Chain Reaction: In a tightly linked system, one small trigger can set off everything after it.
- Containment: When you cannot solve a problem at once, stop it spreading first.
- Critical Mass: Many efforts only take off once they pass a threshold; below it, they fizzle out.
- Domino Effect: One small fall can set off a chain that topples far bigger things.
- Herd Immunity: Some protections only work when enough of us take part, and then they shield everyone.
- Quarantine: Isolate what might be harmful long enough to learn whether it really is.
- Tipping Point: Pressure builds quietly for a long time, then change arrives all at once.
- Blowback: Actions meant to control others can return, years later, as the very harm they were meant to prevent.
- Cobra Effect: A reward for fixing a problem can end up paying people to create more of it.
- Collateral Damage: Every action aimed at one target also lands on people who never chose it.
- Hydra Effect: Attack a problem without touching its cause, and it can come back in several new forms.
- Jevons Paradox: Making a resource cheaper to use often means we end up using more of it, not less.
- Law of Unintended Consequences: Actions in complex systems produce results that nobody planned.
- Spillover Effects: The effects of a decision travel far beyond the people who made it.
- Zero Tolerance Policy: Rules that allow no exceptions bring clarity, but can punish honest mistakes as harshly as real harm.
- Cap and Trade: Fix the total you can afford, then let people trade to meet it as cheaply as possible.
- Coase Theorem: When bargaining is cheap, people can settle a shared harm with a deal.
- Goodhart’s Law: When a measure becomes a target, people learn to hit the number and miss the point.
- Government Failure: Government action meant to fix a problem can leave things worse than doing nothing.
- Incentives: People do what they are rewarded for, not what they are told or asked.
- Market Failure: Free markets go wrong when prices leave out costs that fall on someone else.
- Perverse Incentives: A badly designed reward can pay people to produce the opposite of what you wanted.
- Regulatory Capture: Watchdogs set up to guard the public can end up serving the industry they watch.
- Shirky Principle: Institutions tend to preserve the problem to which they are the solution.
Want one at a time? Read today’s model, or follow along every week.