Category

Design Principles

Practical principles for clarity, hierarchy, trust and conversion — the working craft of good design.

44 principles

Krug's Self-Evidence Principle

A page should be self-evident — users shouldn't have to think to work out what it is or what to do.

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Progressive Disclosure

Show only what the current task needs — reveal complexity when the user asks for it.

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Affordances & Signifiers

An element's appearance should signal how to use it — buttons should look clickable, links like links.

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The Squint Test

Squint at a page until it blurs — the most visually dominant elements should be the most important ones.

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Above-the-Fold Clarity

What's visible before scrolling must say who you are, what you do, and what to do next — unaided.

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Singular CTA Principle

Every page or section should have one clear primary action — competing CTAs dilute each other.

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Trust Signals

Visitors need visible proof you're who you say you are, and that it's safe to deal with you.

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Norman: Signifiers

Signifiers are the visible cues that tell users where and how an action can be taken.

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Norman: Feedback Loops

Every action should produce an immediate, clear response confirming it registered.

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Norman: Constraints

Good design limits the wrong actions before they can happen, rather than correcting them after.

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Norman: Mapping

The relationship between a control and its effect should be natural and obvious.

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Banner Blindness

People have learned to ignore anything that looks like an ad — even when it isn't one.

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Change Blindness

People miss changes that happen outside their current focus of attention.

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Jobs to Be Done

People "hire" a product to get a job done — frame the experience around the job, not the features.

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Progressive Onboarding

Teach a product in context, a step at a time, rather than front-loading a tour nobody remembers.

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Forgiving Formats & State Preservation

When something goes wrong, never make the user re-enter what they already gave you.

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Whitespace & Visual Breathing Room

Space around and between elements is not wasted — it creates hierarchy, grouping, and focus.

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Outcomes Over Output

A feature's existence is not success — a measurable change in user behaviour is.

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Hypothesis-First Design

Every design decision is a testable assumption — treat it as a hypothesis until user behaviour proves it right or wrong.

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UX Debt

Deferred UX iteration accumulates like technical debt — first-pass decisions that were never revisited compound into a product that quietly stops working.

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Vanity Metrics vs Actionable Metrics

Numbers that look impressive but don't tell a meaningful story about real value are vanity — they decorate rather than persuade.

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Satisficing (Good Enough Is Good Enough)

Users don't look for the best option — they grab the first one that seems good enough and move on.

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Cognitive Cost of Clicks

What makes a click expensive isn't the click itself — it's the thinking required to decide whether to make it.

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Illusion of Control

People need to feel in control of their choices, even when the actual outcome is the same — perceived agency reduces anxiety and increases satisfaction.

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Gulfs of Execution and Evaluation

Every interaction has two potential failure points: the gulf of execution (user can't figure out how to do what they want) and the gulf of evaluation (user can't tell whether what happened was what they intended).

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Slips vs. Mistakes

User errors divide into two fundamentally different types: slips (right goal, wrong action — a lapse of execution) and mistakes (wrong goal — a failure of understanding). Each requires a different design response.

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Knowledge in the World vs. the Head

Good design externalises the knowledge users need to act — it puts it in the world, not in their heads. A product that requires memorisation is a product that requires training.

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MECLABS Conversion Sequence Heuristic

The probability of conversion is a function of five weighted factors: C = 4m + 3v + 2(i–f) – 2a. Motivation is the most important factor (×4), followed by value proposition clarity (×3), with incentive, friction, and anxiety each having significant but lower weight (×2).

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Design for Closure

Every sequence of actions must have a clearly defined end state that tells users the task is complete — open-ended sequences create anxiety and uncertainty.

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Information Scent

Users follow the strongest-smelling trail toward their goal — they click links whose labels and context suggest the destination will be relevant, and abandon paths that go cold.

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Message Match (Conversion Scent)

The language, offer, and visual tone of the source a user arrived from (ad, email, search result, social post) must be immediately echoed on the landing page — a mismatch destroys the scent trail and causes instant abandonment.

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Conversion Anxiety

At every point where a user is asked to commit — enter card details, hand over an email, start a free trial — a predictable anxiety spike occurs; unaddressed, it is the direct cause of the majority of checkout and sign-up abandonment.

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Form Field Reduction

Every unnecessary form field adds cognitive cost and reduces completion — ask only for what is needed to complete the current step, and defer everything else.

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Inline Validation

Errors should be flagged as users complete each field, not after the entire form is submitted — post-submit error discovery forces users to stop, hunt for problems, and often repeat work they've already done.

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Layout Stability (Cumulative Layout Shift)

Content that moves unexpectedly while a page loads causes misclicks, reading disruption, and loss of trust — layout must be visually stable from the moment content appears.

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Peak-End Rule

People remember an experience by its most intense moment (the peak) and how it ended — not by its average quality. The duration and middle of the experience are largely forgotten.

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Empty States

A screen or component that contains no data yet is a critical design moment — it either orients and guides the user or leaves them stranded.

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Hormozi Value Equation (Time & Effort Denominator)

Value is not just about what a product delivers — it is equally determined by how long the result takes and how much effort the user must expend to get it. Reducing time-to-value and effort is often a more powerful conversion lever than amplifying the promised outcome.

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Perceived Likelihood of Achievement

A visitor must believe the product will work specifically for someone in their situation — generic social proof and large outcome claims do not substitute for evidence that it works for people like them.

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Risk Reversal (Guarantees)

A guarantee transfers the risk of the transaction from buyer to seller — by making the downside of trying the product near-zero, it removes one of the most powerful reasons not to buy.

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Trust Architecture

Trust is not binary — it is staged. Users must have lower-level trust needs met before they will commit to higher-level ones, and demands that outpace the trust already established cause abandonment.

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Ability, Benevolence & Integrity (ABI Trust Model)

Perceived trustworthiness is shaped by three independent dimensions: ability (can they do what they claim?), benevolence (do they care about my outcome, not just their own?), and integrity (will they behave honestly and transparently?). A page that fails on any one dimension fails the trust test.

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Privacy Anxiety & Consent Design

Cookie banners, data requests, and consent flows create or destroy trust — poorly designed consent erodes confidence in the entire site before the visitor has seen anything else.

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Label Placement & Placeholder Misuse

Labels must remain permanently visible and clearly associated with their fields — placeholder text disappears the moment the user starts typing, forcing reliance on memory precisely when cognitive load is highest.

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