Category

Laws of UX

The cognitive and psychological laws — Hick's, Fitts's, Jakob's — that shape how people use interfaces.

22 principles

Hick's Law

The more choices you show, the longer people take to decide — and the likelier they pick nothing.

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Fitts's Law

The time to hit a target depends on its size and distance — small, far targets are hard to reach.

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Jakob's Law

Users spend most of their time on other sites, so they expect yours to work the same way.

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Miller's Law

Working memory holds only a handful of items — chunk information to ease the load.

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Von Restorff Effect

The thing that stands out from its surroundings is the thing that gets noticed and remembered.

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Aesthetic-Usability Effect

Attractive interfaces are perceived as easier to use, and users forgive their minor flaws.

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Serial Position Effect

People remember the first and last items in a list far better than those in the middle.

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Goal-Gradient Effect

People push harder the closer they feel to a goal — so show progress to keep them moving.

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Zeigarnik Effect

People remember unfinished tasks better than finished ones — open loops pull them back.

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Doherty Threshold

People stay engaged when a system responds in under ~400ms — past that, attention drifts.

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Tesler's Law (Conservation of Complexity)

Every process has an irreducible complexity — either the product absorbs it, or the user does.

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Law of Proximity

Things placed close together are seen as related; things spaced apart are seen as separate.

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Law of Similarity

Things that look alike are assumed to behave alike — appearance reads as meaning.

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Postel's Law (Robustness Principle)

Be liberal in what you accept from users; be precise in what you give back.

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Law of Common Region

Elements inside the same visible boundary are perceived as one group.

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Chunking

Breaking information into small, meaningful groups makes it faster to scan, understand, and remember.

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Law of Prägnanz (Good Form)

When faced with ambiguity, the brain resolves it toward the simplest possible interpretation — the one requiring least cognitive effort.

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Law of Uniform Connectedness

Elements visually connected by lines, borders, shared colour, or enclosing shapes are perceived as more related than those with no connection.

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Occam's Razor

Among solutions that achieve the same goal, the one with fewest elements, steps, or assumptions is preferable — complexity that doesn't earn its place should be cut.

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Paradox of the Active User

Users never read instructions — they start immediately and muddle through, even when reading would save them time overall.

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Selective Attention

Users actively filter out everything not relevant to their current goal — elements outside their attention tunnel are invisible regardless of how prominent they are.

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Working Memory

The brain's temporary active store holds only 4–7 chunks for 20–30 seconds — information users have to remember across steps will be forgotten unless the system carries it for them.

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