Professional Documents
Culture Documents
100 Essential UX Laws For Designing Effective UX
100 Essential UX Laws For Designing Effective UX
1. Hick's Law - The time it takes for a user to make a decision increases with
the number of choices available to them.
2. Fitts's Law - The time required to reach a target area is proportional to the
distance and size of the target.
4. Jakob's Law - Users spend most of their time on other sites, so design your
site to be familiar and intuitive.
6. Law of Proximity - Objects that are close together are perceived as related.
7. Law of Similarity - Objects that are similar in shape, color, or size are
perceived as related.
11.Law of Common Fate - Objects that move together are perceived as related.
16.The Pareto Principle - Also known as the 80/20 rule, 80% of the effects
come from 20% of the causes.
20.Don't Make Me Think - A principle that states that users should be able to
navigate a website without thinking too hard.
21.User-Centered Design - Designing products that meet the needs of the user,
rather than the designer or developer.
26.Human Error - Designs should take into account that users will make
mistakes.
31.Mental Models - Designs should match the mental models that users have
for how things should work.
34.Feedback Loop - Designs should include a feedback loop, so that users can
see the effects of their actions.
38.Context - Designs should provide context for users, so they understand what
they are seeing and why it is important.
39.Flow - Designs should create a seamless flow for users, so they can
accomplish tasks without interruptions.
40.Call to Action - Designs should have clear and compelling calls to action,
so users know what to do next.
41.White Space - Designs should use white space effectively to create a clean
and uncluttered look.
48.The Von Restorff Effect - Users are more likely to remember items that
stand out from their surroundings.
49.Mental Shortcuts - Designs should take into account that users use mental
shortcuts to make decisions quickly.
51.Anchoring - Users are influenced by the first piece of information they see.
52.Confirmation Bias - Users are more likely to seek out and remember
information that confirms their existing beliefs.
53.Scarcity - Users are more motivated to take action when they perceive that
there is a limited quantity available.
54.Social Proof - Users are more likely to take action when they see that others
have already done so.
55.Fear of Missing Out (FOMO) - Users are more motivated to take action
when they feel they might miss out on something.
61.User Testing - Designs should be tested with actual users to identify and fix
usability issues.
71.Mental Models - Designs should align with users' mental models, so they
can easily understand and use the product.
72.Prototypicality - Designs should be consistent with users' expectations of
how a product should look and behave.
75.Error Prevention - Designs should prevent errors from occurring in the first
place.
79.User Control - Designs should give users control over their experience and
allow them to customize their settings.
83.Affordances - Designs should use visual cues, such as buttons and icons, to
indicate what actions are possible.
87.Miller's Law - The average person can only hold 7 plus or minus 2 pieces of
information in their working memory.
88.Hick's Law - The time it takes to make a decision increases with the number
of choices available.
90.Jakob's Law - Users spend most of their time on other sites, so designs
should follow established conventions.
91.Pareto Principle - 80% of the effects come from 20% of the causes.
Applied to UX, this means that 80% of a product's usage comes from 20% of
its features.
97.Error Recovery - Designs should provide clear and easy paths for error
recovery, so users can continue their tasks without frustration.