UX Laws Reference

Practical principles from perception, cognition, behavior, and human-computer interaction.

UX Laws Reference

Practical design principles drawn from perception, cognition, behavior, and human-computer interaction.

Updated 2026-08-12

Interaction and Effort

PrincipleDesign meaning
Doherty ThresholdFast, continuous feedback helps people maintain attention and feel in control of an interaction.
Fitts's LawLarge targets positioned near the pointer or thumb are generally faster and easier to acquire.
Hick's LawMore numerous or complicated choices generally increase decision time; structure choices instead of merely hiding them.
Tesler's LawEvery system retains some irreducible complexity; place that burden where it creates the least user effort and risk.
Postel's LawAccept reasonable variation carefully while producing predictable output, without weakening validation or security.

Perception and Grouping

PrincipleDesign meaning
Aesthetic-Usability EffectPeople may perceive an attractive interface as easier to use, but visual polish cannot replace usable behavior.
Law of Common RegionElements enclosed by the same boundary are likely to be understood as a related group.
Law of ProximityItems placed close together are usually perceived as more related than items separated by space.
Law of PrägnanzPeople tend to interpret complex or ambiguous forms using the simplest stable organization available.
Law of SimilarityElements sharing visual characteristics are likely to be interpreted as belonging together.
Law of Uniform ConnectednessAn explicit visual connection creates a particularly strong signal that elements are related.
Von Restorff EffectAn item that differs meaningfully from surrounding items is more likely to attract attention and be remembered.

Memory and Experience

PrincipleDesign meaning
Jakob's LawPeople bring expectations learned from other products, so familiar conventions usually reduce learning effort.
Miller's LawWorking memory is limited; reduce recall demands and organize information into meaningful chunks rather than treating a fixed number as universal.
Peak-End RuleMemories of an experience are influenced strongly by intense moments and by how the experience ends.
Serial Position EffectPeople often remember early and late items better than those in the middle of a sequence.
Zeigarnik EffectInterrupted or unfinished tasks can remain mentally active; visible progress and resumable state can help users return.

Goals and Scope

PrincipleDesign meaning
Goal-Gradient EffectMotivation often increases as visible progress approaches a meaningful goal.
Occam's RazorWhen alternatives explain and solve the problem equally well, prefer the one requiring fewer assumptions.
Pareto PrincipleA minority of causes may account for a large share of outcomes; verify the actual distribution before prioritizing.
Parkinson's LawWork tends to expand to consume available time, making clear limits and milestones useful for controlling scope.

Description

Practical principles from perception, cognition, behavior, and human-computer interaction.

References

  1. Laws of UX
  2. Human–computer interaction - Wikipedia

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