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UI/UX Design Principles (Laws of UX)

The Laws of UX are heuristics borrowed from psychology and human factors research. They are not rules that a design either passes or fails; they are predictions about how people will perceive and behave, useful for arguing about a design before it reaches users and for explaining why a usability test went the way it did.

Each law below is stated, illustrated with a small visual example, and followed by what it means in practice. The visuals are deliberately abstract: the point is the perceptual effect, not a particular product's styling.

Perception and grouping

The Gestalt laws describe how the eye groups things before the reader has consciously parsed anything. Layout that fights them costs attention on every screen.

Law of Proximity

Objects near each other are perceived as related.

Even spacing: one group of ten
Same dots, three groups, from spacing alone

Spacing is the cheapest grouping tool there is: no borders, no colour, no labels. A form field whose label sits closer to the previous input than to its own is mis-grouped no matter what the markup says.

Law of Common Region

Elements inside a shared boundary are perceived as a group, and a boundary beats proximity when the two disagree.

Proximity suggests a 2 / 4 split
A container overrides it: 1 / 3 / 2

This is why cards work, and why a card drawn around the wrong set of controls is worse than no card at all.

Law of Similarity

Elements that share visual characteristics are perceived as having the same function.

Shape alone splits the row into two classes
a real link · another link · not a link
The corollary: look alike, behave alike, or lie

The failure mode is the expensive one: underlined non-links, buttons styled as text, and two different components sharing one appearance teach users a rule that then breaks.

Law of Uniform Connectedness

Elements that are visually connected, by a line, a rail, an enclosing shape, are perceived as more related than elements that are merely near or alike.

Connection beats proximity: two pairs, not four dots

Stepper rails, tree-view guides, and the line joining a legend swatch to its series all exploit this.

Law of Prägnanz

The eye resolves ambiguous or complex forms into the simplest interpretation available.

Read as circle + square, never as the odd combined outline

Simple, regular shapes are processed faster and remembered better, which is the whole argument for restrained iconography and plain layout grids.

Attention and memory

Miller's Law and Working Memory

The average person holds about seven (± two) items in working memory, and that figure is generous; later work puts the practical limit closer to four. Working memory is also volatile: an interruption wipes it.

4916037248851
Unchunked: unreadable, unrepeatable
4916 0372 4885 1
Chunked: the same digits, now holdable

The design consequence is chunking, not "never show more than seven things". A list of 200 products is fine; a step that requires remembering seven values from a previous screen is not. Carry state forward for the user instead of asking them to hold it.

Cognitive Load

Total mental effort spent using the interface. Effort spent decoding the interface is effort not spent on the task.

interface overhead ▮ task
Extraneous load crowds out the actual work
interface overhead ▮ task
The budget is fixed; only the split is designable

Selective Attention

People filter out anything that resembles what they came to ignore.

728 × 90, banner-shaped, right-rail, dismissible
↑ invisible to a user hunting for content
Banner blindness: format, not content, triggers the filter

Important messages placed in ad-shaped containers are not seen. Neither are consent notices styled like marketing.

Serial Position Effect

Items at the beginning and end of a sequence are recalled best; the middle sags.

first last
Recall by position: primacy and recency win

Put the primary action first or last in a navigation set. The middle of a long menu is where features go to be forgotten.

Von Restorff Effect (Isolation Effect)

When several similar objects are present, the one that differs is remembered.

Cancel Save draft Publish
One emphasised action; the rest recede
Cancel Save draft Publish
Everything emphasised: nothing is

Do not carry the emphasis on colour alone, that fails for colour-blind users and in monochrome. Pair it with weight, size, or position.

Zeigarnik Effect

Uncompleted tasks are remembered better than completed ones, and the open loop creates pressure to close it.

Profile completeness
3 of 5 steps done, add a photo to finish
A visible open loop pulls users back

Progress indicators, "2 steps left", and saved-but-unsent drafts all use it. It becomes a dark pattern when the loop is manufactured rather than real.

Goal-Gradient Effect

Motivation increases as people approach a goal, and apparent progress counts.

Identical work remaining; the pre-stamped card gets finished more often

Grant artificial head-starts, and make the remaining distance visible. Never show progress that isn't real.

Decision and action

Hick's Law

Decision time grows logarithmically with the number and complexity of choices:

\[ T = b \log_2\!\left(n + 1\right) \]
Export as: PDF · PDF/A · PNG · JPEG · TIFF · SVG · EPS · DOCX · ODT · RTF · TXT · CSV · JSON · XML
14 flat options: one long scan, one hard decision
Export as: PDF · Image ▸ · Document ▸ · Data ▸
Same options, categorised: three easy decisions

The fix is rarely deletion, it is progressive disclosure, categorisation, and a sane default. Note the "complexity" term: five unfamiliar options can cost more than fifty familiar ones.

Choice Overload

Beyond decision time, too many comparable options reduce satisfaction and the likelihood of choosing at all.

few options many
More choice, less conversion, and more regret afterwards

Highlight a recommended plan, cap comparison sets, and let filters do the elimination.

Fitts's Law

Time to acquire a target depends on its distance and size:

\[ T = a + b \log_2\!\left(\frac{2D}{W}\right) \]
▶ ▶
Far + small is slow; near + large is fast

Practical consequences: touch targets of at least 44 × 44 px, the whole row clickable rather than the four-word link inside it, and destructive actions deliberately not adjacent to the ones people click all day. Screen edges are effectively infinite in size, a cursor cannot overshoot them, which is why edge-docked menus and bars are fast.

Doherty Threshold

Productivity rises sharply when system response stays under 400 ms, because neither the user nor the computer waits for the other.

<100ms instant <400ms flow · <1s uninterrupted · >10s attention lost
Perceived-performance bands

When the work genuinely takes longer, buy back the perception: optimistic UI, skeleton screens, progress that reflects real progress, and useful work started before the user finishes typing.

Tesler's Law (Conservation of Complexity)

Every system has irreducible complexity. The only question is who absorbs it, the user, or the engineering.

user absorbs ▮ system absorbs
The total never shrinks; it only moves

Address parsing, timezone handling, and retry logic are complexity someone pays for. Paying it once in code beats charging every user for it forever.

Occam's Razor

Among designs that meet the requirements, prefer the one with the fewest parts, and remove elements only until removing one more would break the design.

[icon] Search
Enter a term to search the catalogue below
▭ Go · clear · advanced · help
Five decorations around one input
🔍 Search the catalogue
The same function, nothing left to remove

Pareto Principle

Roughly 80% of effects come from 20% of causes. In products: a small subset of features carries most of the usage.

Optimise the head; do not let the tail set the layout

Measure before deciding which 20% it is. The tail still matters, it just should not be the default view.

Parkinson's Law

Work expands to fill the time available. Users take as long as they are given.

Pay with saved card
or
enter card details manually
Autofill and one-tap paths shorten the task before habit lengthens it

Making a task possible to complete quickly is not enough, the fast path must also be the obvious one.

Expectation

Jakob's Law

Users spend most of their time on other sites, so they expect yours to work like the ones they already know.

🔍   🛒   ☰ logo   Products   Pricing   Docs
Conventional: logo left, cart right, hamburger far right
☰   🛒   logo Pricing   Docs   Products
Novel: every user pays the learning cost

Innovate where it differentiates the product. Do not innovate on the location of the close button.

Mental Model

People carry a belief about how a system works, formed from every similar system they have used. Friction appears when the design's model and the user's model diverge.

flowchart LR
    UM["User's mental model<br/>'Folders hold my files'"] --> GAP{Mismatch?}
    SM["System model<br/>Tags, not folders"] --> GAP
    GAP -->|"aligned"| E["Feels obvious"]
    GAP -->|"diverged"| F["Errors, support tickets,<br/>'this app is confusing'"]

Match the model, or teach it deliberately, a metaphor, an onboarding pass, an empty state that shows the intended shape.

Postel's Law (Robustness Principle)

Be liberal in what you accept, and conservative in what you send.

Phone: +1 (415) 555-0132
✗ Digits only, no spaces or symbols
Rejecting input the system could easily normalise
Phone: +1 (415) 555-0132
Saved as +14155550132
Accept any reasonable form; normalise internally

Accept whatever the human can plausibly type; be strict and predictable in what you output and store. Liberal parsing is not permission to skip validation at trust boundaries, normalise then validate.

Paradox of the Active User

Users never read the manual. They start acting immediately, so learning must happen inside the doing.

Welcome! 7 slides of feature tour before you can begin.
[Skip] ← what everyone clicks
Upfront instruction, discarded
Empty project · Start from a template
Tip appears the first time you drag a block
Instruction delivered at the moment of need

Feeling

Aesthetic-Usability Effect

People perceive attractive designs as more usable, tolerate minor problems in them longer, and report higher satisfaction for the same task performance.

Submit request
Name  
OK
Same flow, judged harder to use
Submit request
Name
 
Submit
Same flow, judged easier

The effect cuts both ways: polish masks usability problems during testing, so a beautiful prototype can hide defects that survive to production.

Peak-End Rule

People judge an experience largely by its most intense moment and by how it ended, not by the average.

peak end
These two points dominate the memory of the whole

Invest in the moments that matter most, and in the endings: a confirmation screen, an order delivered, an error that is handled gracefully. Negative peaks are weighted more heavily than positive ones, so removing the worst moment beats adding a delightful one.

Flow

The state of full absorption in a task, reached when challenge and skill are matched and feedback is immediate.

anxiety boredom flow skill →
Flow lives on the diagonal; the interface has to move with the user

This is the argument for progressive disclosure with an accelerating path: defaults and guardrails for the novice, keyboard shortcuts and bulk operations for the expert, in the same product.

Using these laws

  • They are heuristics, not acceptance criteria. They generate hypotheses; usability testing and analytics decide.
  • They conflict. Fitts's Law wants big, close targets; Hick's Law wants fewer of them; Jakob's Law wants them where every other product puts them. Resolving that is the design work.
  • They are descriptive, not permission. Zeigarnik, goal-gradient, and choice architecture all convert directly into dark patterns when used to serve the business against the user. The same research that makes an interface humane makes it manipulative, the difference is intent, and it is visible in the metrics you chose to optimise.
  • They do not replace accessibility. Every visual technique above needs a non-visual equivalent: grouping expressed in the accessibility tree, emphasis not carried by colour alone, targets reachable by keyboard.

Related: Usability as an architectural characteristic, and Design Principles.