Laws of UX & Cognitive Principles
These are not style opinions. Each "law" is a named finding from perceptual psychology, cognitive science, or behavioral economics that constrains how every human uses every screen — desktop, mobile, watch, voice, kiosk. Jon Yablonski's Laws of UX (lawsofux.com, 2020) collected the design-facing subset; the originals trace to the researchers credited below. Cite the source when you invoke a law in a design review — "this fails Fitts" lands harder than "the button feels small."
Read each law as a fixed five-part block: Origin (who/when), Principle (the mechanism, with the math where it exists), In the UI (one concrete control or screen), Implication (the general rule you derive), Pitfall (the failure mode). Keep "In the UI" and "Implication" distinct: the first is an example, the second is the rule.
The laws also combine — most good interactions satisfy several at once and most bad ones violate a cluster. A fast, optimistic submit serves Doherty and Flow; a forgiving, system-parsed input field serves Postel and Tesler and Recognition-over-recall. When two laws appear to conflict (Hick says fewer choices, but Jakob says match the conventional five-tab bar users expect), Jakob usually wins for plumbing and Hick for content — convention is a learned default that costs nothing, novelty is the expensive part.
1. Targeting & decision laws (the geometric ones)
Fitts's Law
- Origin: Paul Fitts, 1954. Formalized in The information capacity of the human motor system.
- Principle: Time to acquire a target =
T ≈ a + b·log₂(2D/W), where D = distance to target, W = target width along the motion axis. Acquisition time grows logarithmically with distance and shrinks as the target gets bigger. Doubling size helps far more than the formula's modest log on distance suggests in dense UIs. - In the UI: A primary CTA rendered 48px tall and placed near the user's current focus is hit fast; the same action as a 16px text link in a far corner is slow and error-prone. Screen edges and corners have effectively infinite width (the pointer stops dead) — macOS menu bar, Windows Start corner, the right-click context menu spawned at the cursor (
D≈0). - Implication: Make important, frequent targets big and near. Anchor destructive or rare targets far and small. Exploit edges, corners, and the pointer's own position for the loudest actions.
- Pitfall: Tiny icon-only buttons crammed together (toolbar of 24px glyphs at 4px gaps) — every click is a coin-flip. Also: a big visual button with a small hit area (padding outside the clickable region) silently breaks the law.
Hick's Law (Hick-Hyman Law)
- Origin: William Edmund Hick and Ray Hyman, 1952 — independent papers, jointly named. Don't drop Hyman.
- Principle: Decision time rises logarithmically with the number of equally-probable choices:
RT = b·log₂(n + 1). Each doubling of options adds a roughly constant slice of deliberation, not a linear pile. - In the UI: A checkout with one obvious "Pay" button decides instantly; a settings page dumping 40 toggles at once stalls the user. Chunking the 40 into 6 labeled groups, or revealing advanced options behind a disclosure, restores speed.
- Implication: Reduce or categorize choices. Use progressive disclosure, smart defaults (a pre-selected sensible option removes the decision entirely), and grouping. Highlight a recommended path so the user can skip the comparison.
- Pitfall: Over-applying it into death-by-wizard — splitting one coherent choice across ten one-question screens adds navigation cost and hides context. Hick's targets count and grouping, not "fewer screens always."
2. Memory & cognition laws
Miller's Law
- Origin: George A. Miller, 1956, The Magical Number Seven, Plus or Minus Two.
- Principle: Working memory holds ~7±2 chunks, not items. The number is about units of meaning, and a chunk can be large (a familiar acronym, a grouped phone segment). Nuance/myth: "7" is widely misquoted as a hard cap on menu items or nav links — it is not. Cowan's later work (2001) refines the real span to ~4 chunks. The usable lesson is chunk and group, not "never exceed seven."
- In the UI: A phone number shown as
+1 (415) 555-0132 is four chunks and trivially held; +14155550132 is twelve digits and slips. Card numbers grouped in 4s, OTP fields in segments, nav grouped into labeled sections. - Implication: Format and group information into meaningful chunks so the user holds a structure, not a stream. Don't make the user keep facts in their head across steps — show them on screen (recognition over recall, §5).
- Pitfall: Citing "7±2" to justify capping a menu at seven links, or worse, padding to seven. Navigation breadth is governed by scanability and labeling, not this number.
Jakob's Law
- Origin: Jakob Nielsen, 2000.
- Principle: Users spend most of their time on other sites and apps. They form mental models from the aggregate, and they expect yours to work the same way. Familiarity is transferred expectation.
- In the UI: A logo top-left links home; a magnifying glass means search; a cart icon top-right holds purchases; underlined blue-ish text is a link. Users "know" your product before they see it because they've used a thousand like it.
- Implication: Honor conventions for anything the user didn't come to admire — navigation, controls, icons, gestures. Innovate on your core value, not on where the back button lives. When you must break a convention, make the new pattern obvious and cheap to learn.
- Pitfall: "Reimagining" the scrollbar, hijacking the back gesture, or inventing a novel hamburger-replacement to look fresh. Novelty in plumbing is a tax the user pays on every visit.
Von Restorff Effect (Isolation Effect)
- Origin: Hedwig von Restorff, 1933.
- Principle: When multiple similar objects are present, the one that differs is the most likely to be noticed and remembered.
- In the UI: On a row of grey secondary buttons, one filled accent "Continue" owns attention. A pricing table's "Most popular" tier lifted, bordered, and badged is the one people recall and pick.
- Implication: Make the single most important element visually distinct — and only it. Distinctiveness is a scarce resource spent on one focal point.
- Pitfall: Emphasizing everything (three "primary" buttons, five highlighted plans) — when all stand out, none does. Beware relying on color alone for the distinction (fails for colorblind users; pair with shape/weight/label).
Serial Position Effect
- Origin: Hermann Ebbinghaus (memory curve work, 1880s–1900s); primacy/recency formalized in the serial-position literature thereafter.
- Principle: Items at the start (primacy) and end (recency) of a series are recalled best; the middle sags.
- In the UI: Put the most important nav items first and last in a top bar; the throwaway middle holds lower-stakes links. The last step of a flow and the first impression carry disproportionate memory weight.
- Implication: Anchor high-value items to the ends of any sequence — nav, lists, onboarding steps, menus. Don't bury the key action in the middle of a long list.
- Pitfall: Alphabetical or arbitrary ordering of a critical menu, dropping your most-used action into position 6 of 11 where it's least remembered and least scanned.
3. Complexity & robustness laws (system-side)
Tesler's Law (Conservation of Complexity)
- Origin: Larry Tesler, Xerox PARC, early 1980s.
- Principle: Every application has an irreducible amount of inherent complexity. The only question is who absorbs it — the system/engineer, or the user. It cannot be deleted, only relocated.
- In the UI: An email "To:" field that accepts a raw address, a pasted name, or a contact pick — the app does the parsing so the user doesn't format anything. Date pickers that read "next friday." Shipping forms that derive city/state from a ZIP.
- Implication: Push complexity into the system. Do the parsing, the inference, the defaulting, the validation server-side so the user's surface stays simple. Engineering effort is the right place for the cost to land.
- Pitfall: "Just make the user enter it in the exact format" — exporting your parsing complexity onto every user, every time. Equally wrong: hiding necessary complexity so far that power users can't reach it.
Postel's Law (Robustness Principle)
- Origin: Jon Postel, 1980, RFC 760/761 (and 793): "be conservative in what you send, liberal in what you accept."
- Principle: Be liberal in what you accept as input, conservative in what you emit. Tolerate variation at the boundary; produce clean, predictable output.
- In the UI: A phone field that accepts
415-555-0132, (415) 555 0132, or 4155550132 and normalizes on submit. Search that forgives typos. Forms that trim whitespace and case-fold emails silently. - Implication: Forgive the user's input format; never reject for cosmetics you could clean yourself. Reserve hard validation for genuine ambiguity, and explain it precisely when you must.
- Pitfall: Over-liberalism that swallows real errors (accepting a malformed email so the user never gets the receipt). Robustness means forgive formatting, not accept garbage.
4. Time, motivation & memory-of-experience laws
Doherty Threshold
- Origin: Walter J. Doherty and Arvind J. Thadani, IBM, 1982.
- Principle: When system response drops below 400ms, the human and machine enter a tight feedback loop and productivity jumps — users stay in flow and even do more than asked. Above ~400ms, attention drifts and the experience feels like waiting.
- In the UI: Keep interactions under 400ms. Where the real work is slower, fake the speed: optimistic UI (show the liked state instantly, reconcile later), skeleton screens instead of spinners, instant input echo, prefetch on hover/intent.
- Implication: Treat perceived performance as a first-class feature. Respond to every input within 100ms even if only to acknowledge; complete or progress-indicate within 400ms wherever possible.
- Pitfall: Blocking the UI on a network round-trip with a bare spinner, or animating a transition so long (600ms+) it re-introduces the wait you optimized away. Eye-candy that costs latency is a regression.
Goal-Gradient Effect
- Origin: Clark Hull, 1932 (animal-learning studies). Applied to consumers as endowed progress by Kivetz, Urminsky & Zheng, 2006.
- Principle: Motivation to reach a goal increases the closer one is to it. The "endowed progress" refinement: artificial early progress (a punch card pre-stamped twice) accelerates completion versus an empty start.
- In the UI: Progress bars and steppers that fill as the user advances. A profile-completion meter at "60%" pulls people to 100%. Onboarding that pre-checks the steps they've already done so they start "ahead."
- Implication: Show progress, and front-load a sense of advancement. Break long flows into a visible track so each step feels like nearing the finish.
- Pitfall: A progress bar that lies or resets (jumping back, an extra surprise step after "100%") destroys trust — the gradient pulls them in, the lie throws them out.
Zeigarnik Effect
- Origin: Bluma Zeigarnik, 1927.
- Principle: People remember incomplete or interrupted tasks better than completed ones — open loops nag at working memory.
- In the UI: A "3 of 5 steps complete" onboarding checklist, a half-filled profile prompt, an empty cart badge — each open loop draws the user back. Inbox unread counts exploit it (sometimes abusively).
- Implication: Use visible incompleteness to motivate return and continuation — checklists, setup progress, saved drafts. Make the open loop closable in one obvious action.
- Pitfall: Manufacturing endless open loops (permanent badges, never-finishable checklists) breeds anxiety and notification fatigue. The effect is a nudge, not a leash.
Peak–End Rule
- Origin: Daniel Kahneman and colleagues, ~1993 (Redelmeier & Kahneman colonoscopy study; Fredrickson & Kahneman).
- Principle: People judge an experience largely by its most intense moment (the peak, good or bad) and its end — not by the sum or average of every moment.
- In the UI: Invest in the high points (a delightful first success, a celebratory "shipped!" moment) and the endings (the post-purchase confirmation, the empty state after completing a task). A graceful, well-recovered error can become a positive peak.
- Implication: Map the journey's peaks and its ending, and design those deliberately. A smooth average with a frustrating finish is remembered as frustrating.
- Pitfall: Polishing the mid-funnel while the end is an abrupt blank page or a dead-end error. Optimizing the average and neglecting the two moments that actually get encoded.
Aesthetic–Usability Effect
- Origin: Masaaki Kurosu and Kaori Kashimura, Hitachi, 1995 (ATM-layout study).
- Principle: Users perceive more aesthetically pleasing designs as more usable — and are more tolerant of minor usability problems in them.
- In the UI: A clean, well-typeset, harmonious interface earns trust and patience; users forgive small frictions and rate it easier even when task-time is identical to an ugly one.
- Implication: Visual quality is functional — it buys credibility, trust, and forgiveness. Don't dismiss polish as "just cosmetics"; it changes measured perception.
- Pitfall (the risk): Beauty masks real usability problems — in testing, a pretty prototype hides flaws users would report in a plain one. Test with realistic visuals and probe for issues the gloss is hiding; never let aesthetics substitute for actual task success.
5. Cognitive load, attention & focus
Cognitive Load Theory
- Origin: John Sweller, 1988.
- Principle: Working memory has limited capacity, split three ways: intrinsic (inherent difficulty of the task), extraneous (load added by how it's presented — clutter, jargon, bad layout), and germane (effort that builds useful understanding). You can't lower intrinsic load, but you must minimize extraneous to leave room for the task.
- In the UI: Strip extraneous load: remove decorative noise, reduce field count, use plain labels, chunk content, defer non-essential controls. Reserve the user's capacity for the actual decision.
- Implication: Audit every screen for extraneous load and cut it. Match information density to the task's intrinsic difficulty; add scaffolding (germane) only where it genuinely aids learning.
- Pitfall: Confusing "minimal" with "low-load" — hiding essential controls raises load (now the user hunts). Load is about clarity and chunking, not pixel-emptiness.
Selective Attention / Inattentional Blindness (Banner Blindness)
- Origin: Inattentional blindness — Simons & Chabris, 1999 ("invisible gorilla"). Banner blindness — Benway & Lane, 1998.
- Principle: Attention is selective; users focused on a goal literally do not see elements they've learned to ignore — especially ad-shaped, banner-shaped, or peripheral content.
- In the UI: A genuine call-to-action styled like an ad banner (top, full-width, colorful, off to the side) gets skipped. Important messages dressed as marketing are invisible to task-focused users.
- Implication: Place critical information in the path of the task, in the content column, not in banner/sidebar real estate. Don't make essential UI look like advertising.
- Pitfall: Sticking a key notice in a top banner or right rail and assuming it was seen. If it looks like an ad, it's gone.
Flow
- Origin: Mihály Csíkszentmihályi, 1975.
- Principle: A state of full, energized focus reached when challenge and skill are balanced, goals are clear, and feedback is immediate. Interruptions and latency break it.
- In the UI: Keep responses fast (ties to Doherty), feedback immediate, the next step clear, and modal interruptions rare. Power-user shortcuts let skill rise with challenge.
- Implication: Protect flow — minimize disruptive dialogs, defer non-urgent notifications, keep the path forward obvious, and give instant feedback on every action.
- Pitfall: Interrupting deep work with cookie banners, upsell modals, or "rate us" prompts mid-task — each one ejects the user from flow and resets their context.
Recognition over Recall
- Origin: Long-standing memory psychology; codified for UI in Nielsen's heuristic "Recognition rather than recall" (1994). See the
usability-heuristics skill for the full heuristic set. - Principle: Recognizing something shown is far cheaper than recalling it unaided. Visible options beat memorized commands.
- In the UI: Dropdowns and pickers over "type the exact code"; recently-used and autocomplete over blank fields; visible breadcrumbs over remembering where you are.
- Implication: Show options and context; don't force the user to hold information across screens or remember syntax. Make actions and state visible.
- Pitfall: Command-line-style UIs for novice tasks, or forms that reference a value the user saw two screens ago and must now retype from memory.
6. Productivity, scope & behavioral-economics cluster
These shape product and UX decisions; cited compactly because each is a single sharp idea.
| Law / Principle | Origin | The idea | Use it for | Pitfall | |---|---|---|---|---| | Parkinson's Law | C. Northcote Parkinson, 1955 | Work expands to fill the time allotted. | Imposed deadlines/timers focus effort (booking holds, "offer ends in 10:00"). | Manufactured fake urgency erodes trust; real scarcity only. | | Pareto (80/20) | Vilfredo Pareto; named by Joseph Juran | ~80% of effects come from ~20% of causes. | Prioritize the 20% of features that drive 80% of use; optimize hot paths first. | Treating it as exact law; neglecting the long-tail 20% that retains power users. | | Occam's Razor | William of Ockham (14th c.) | Among competing solutions, prefer the one with fewest assumptions. | Cut redundant steps, fields, options; simplest flow that works. | Over-simplifying past the task's irreducible complexity (see Tesler). | | Loss Aversion | Kahneman & Tversky, prospect theory, 1979 | Losses loom ~2× larger than equivalent gains. | "Don't lose your progress," abandoned-cart, free-trial framing. | Dark-pattern coercion ("you'll lose everything!") to trap users. | | Anchoring | Tversky & Kahneman, 1974 | First number/option seen biases all later judgments. | Show a higher "was" price, place the target plan beside a premium one. | Deceptive anchors (fake original prices) are manipulative and often illegal. | | Choice Overload | Iyengar & Lepper, 2000 (jam study) | Too many options reduces likelihood of any choice and satisfaction with it. | Curate, recommend a default, limit visible plans/SKUs. | Confusing with Hick's (that's speed; this is paralysis & regret). |
The distinction between Hick's Law and Choice Overload is worth holding precisely, because they look identical on a cluttered screen but prescribe differently. Hick is about deliberation time — it scales with how many options you make a person evaluate, and the fix is reducing or grouping so the relevant set is small. Choice overload is about paralysis and post-decision regret — beyond a threshold of roughly a dozen comparable options, people defer choosing entirely or feel worse about whatever they picked, and the fix is curation plus a recommended default that lets them opt out of comparing. A plan-picker with 4 tiers is a Hick problem (speed it up); a marketplace with 200 near-identical SKUs is a choice-overload problem (curate and recommend).
> Loss aversion / anchoring / choice overload are powerful and dual-use. They describe real biases — use them to help users decide (clear defaults, honest comparison), never to coerce. Manufactured scarcity, fake anchors, and confirmshaming are dark patterns; they win the click and lose the trust.
7. Gestalt grouping (brief — see layout-and-composition)
The Gestalt principles (Wertheimer, Koffka, Köhler, 1920s; Common Region and Uniform Connectedness added later by Palmer & Rock) describe how the eye groups before it reads:
- Proximity — elements placed close together are perceived as one group. Spacing is grouping.
- Common Region — elements inside a shared boundary (a card, a panel) read as a set, even if far apart.
- Uniform Connectedness — elements joined by a line or shared background read as connected — the strongest grouping cue.
In practice: control grouping with whitespace and containers, not dividers. A form field and its label belong to the same region; a save button belongs near what it saves. The full Gestalt treatment — similarity, closure, continuity, figure/ground — lives in the layout-and-composition skill; don't re-derive it here.
8. Do / Don't
| Do | Don't | |---|---| | Make frequent, important targets big and near; use edges/corners (Fitts). | Cram tiny icon buttons at small gaps, or give a big button a small hit area. | | Reduce and group choices; offer a sensible default (Hick). | Dump 40 ungrouped options, or fragment one choice into 10 screens. | | Chunk data into meaningful units (Miller). | Cite "7±2" to cap menu items. | | Honor platform conventions for plumbing (Jakob). | Reinvent the scrollbar, back gesture, or nav to "look fresh." | | Push complexity into the system (Tesler); forgive input formats (Postel). | Demand exact formats; or accept genuinely broken input. | | Respond <400ms; use optimistic UI + skeletons (Doherty). | Block on a spinner, or add a 600ms transition that re-adds the wait. | | Design the peaks and the ending deliberately (Peak-End). | Polish the average and leave an abrupt blank/error finish. | | Use polish to earn trust (Aesthetic-Usability)… | …but let beauty mask flaws or skip usability testing. | | Emphasize one focal point (Von Restorff). | Make three things "primary" — emphasis on all = emphasis on none. | | Show progress; front-load it (Goal-Gradient, Zeigarnik). | Reset a progress bar or invent endless open loops. | | Put critical info in the task path (Selective Attention). | Style essential UI like an ad banner. | | Use biases to help users decide (anchoring, defaults). | Weaponize them — fake scarcity, fake anchors, confirmshaming. |
9. Summary table (law → use it for → pitfall)
| Law | Attribution | Use it for | Pitfall | |---|---|---|---| | Fitts's | Fitts, 1954 | Size/place targets; exploit edges & corners | Tiny clustered buttons; visual ≠ hit area | | Hick-Hyman | Hick & Hyman, 1952 | Cut/group choices; defaults | Death-by-wizard; over-fragmenting | | Miller's | Miller, 1956 | Chunk & format data | "7±2" as a hard menu cap | | Jakob's | Nielsen, 2000 | Honor conventions | Reinventing plumbing | | Tesler's | Tesler, ~1980s | Shift complexity to system | Exporting parsing to the user | | Postel's | Postel, 1980 | Forgive input, clean output | Swallowing real errors | | Doherty | Doherty & Thadani, 1982 | <400ms; optimistic UI, skeletons | Blocking spinners; slow transitions | | Peak-End | Kahneman et al., 1993 | Design peaks + endings | Neglecting the finish | | Aesthetic-Usability | Kurosu & Kashimura, 1995 | Polish earns trust/forgiveness | Masking real usability flaws | | Von Restorff | von Restorff, 1933 | One distinct focal point | Emphasizing everything | | Serial Position | Ebbinghaus | Important items at start/end | Burying key action in the middle | | Goal-Gradient | Hull, 1932; Kivetz 2006 | Progress bars; endowed progress | Resetting/lying progress | | Zeigarnik | Zeigarnik, 1927 | Checklists; open loops | Endless un-closable loops | | Cognitive Load | Sweller, 1988 | Cut extraneous load | Hiding essentials (raises load) | | Selective Attention | Simons & Chabris 1999; Benway & Lane 1998 | Put key info in task path | Banner-styled essential UI | | Flow | Csíkszentmihályi, 1975 | Fast, clear, uninterrupted | Mid-task modals/upsells | | Recognition>Recall | Nielsen heuristic, 1994 | Pickers, autocomplete, visible state | CLI-style novice tasks | | Parkinson's | Parkinson, 1955 | Honest deadlines/timers | Fake urgency | | Pareto | Pareto / Juran | Prioritize the vital 20% | Ignoring the long tail | | Occam's | Ockham | Simplest flow that works | Over-simplifying past Tesler floor | | Loss aversion / Anchoring | Kahneman & Tversky, 1979/1974 | Framing, comparison, defaults | Coercive dark patterns | | Choice overload | Iyengar & Lepper, 2000 | Curate; recommend a default | Confusing with Hick (speed vs paralysis) | | Gestalt grouping | Wertheimer et al.; Palmer & Rock | Group via space & regions | Dividers instead of whitespace |
10. Cross-device application
The laws are universal; their thresholds shift by input method and context.
| Law | Mobile / touch | Desktop / pointer | Watch / TV / voice | |---|---|---|---| | Fitts's | Touch targets ≥44×44pt (iOS) / 48×48dp (Android), ≥8px apart — the finger is a fat, imprecise pointer with no hover. Thumb-reach zones matter: primary actions in the bottom third. | Precise cursor allows smaller targets, but still respect ≥24px clickable and use screen edges/corners (infinite targets) the mouse can slam into. | Watch: huge targets, few per screen. TV: D-pad focus order is the target model — distance = button presses. Voice: no spatial targets; "distance" is dialog depth. | | Hick's | Small screen forces fewer visible choices — lean on progressive disclosure, sheets, and defaults harder than on desktop. | Room for more options, but still group; menus and command palettes scale choice without scaling decision time. | Severe choice limits — 2–4 options per screen on watch/TV; voice must offer ≤3 spoken options or it overflows memory. | | Doherty | Perceived performance is more critical — flaky networks. Lean on optimistic UI, skeletons, prefetch, and offline-first; never block the thumb on a round-trip. | Faster networks raise the bar — under 400ms is the floor, 100ms feels instant. | Voice has its own latency budget: a reply must begin <1s or the interaction feels broken; fill with a brief acknowledgment. | | Miller / Cognitive Load | Tiny viewport = brutal extraneous-load budget; chunk aggressively, one primary task per screen. | More room to show context — but don't mistake space for license to clutter. | Watch/voice: hold almost nothing — strip to a single decision; never recite a long list aloud. | | Jakob's | Honor platform conventions (iOS vs Android navigation, share sheets, back behavior) — see platform-conventions. | Honor web/desktop conventions (menu bar, right-click, keyboard shortcuts). | Honor the platform's own paradigm (watch crowns, TV remotes, voice turn-taking). |
The through-line: smaller and less-precise the input, the larger the targets, the fewer the choices, the faster the response must feel, and the less the user can hold in memory. Design for the most constrained context your screen will run in, then expand — not the reverse.
11. Using the laws — workflow & worked example
The laws map to stages of a design. Reach for them in this order when building or auditing a screen:
| Stage | Question | Laws that answer it | |---|---|---| | Structure | How many things, grouped how? | Hick (count), Miller (chunking), Gestalt/Common Region (grouping), Pareto (which 20% to surface) | | Hierarchy | What's the one focal point? | Von Restorff (distinct focal point), Serial Position (ends), Selective Attention (in the task path) | | Targets | Can they hit / reach it? | Fitts (size, distance, edges), cross-device touch minimums | | Flow & speed | Does it stay responsive and uninterrupted? | Doherty (<400ms), Flow (no mid-task interruptions) | | Memory | Are we making them remember? | Recognition over recall, Miller, Tesler (system absorbs it) | | Input | Are we forgiving? | Postel (liberal input), Tesler (parse it for them) | | Motivation | Will they finish? | Goal-Gradient (progress), Zeigarnik (open loops), Loss aversion (framing) | | Memory of it | How will they recall the experience? | Peak-End (peaks + ending), Aesthetic-Usability (polish → trust) |
Worked diagnostic — a sign-up form that converts poorly. Walk the laws as a checklist:
- Structure: 14 fields shown at once → Hick + Cognitive Load violation. Cut to the 4 the account genuinely needs now; defer the rest (Tesler — derive what you can server-side; Pareto — most fields aren't load-bearing for signup).
- Targets: "Create account" is a 14px text link bottom-right → Fitts violation on the most important action. Make it a full-width 48px button.
- Speed: submit shows a blank spinner for 2s → Doherty + Flow violation. Optimistic transition to the next step; validate in the background.
- Input: email rejected for a trailing space → Postel violation. Trim and case-fold silently.
- Memory: "enter the code from the previous screen" → Recognition over recall violation. Carry it forward or show it.
- End: success lands on a blank dashboard → Peak-End miss. Add a brief "You're in" moment and a clear first action.
Six named laws, six concrete fixes, each defensible in review by its source. That's the point of the catalogue: it turns "this feels off" into "this fails Fitts, here's the threshold."
The squint/measure tests: for Fitts, drop the design to mobile size and try to tap each primary action with a thumb — if you miss, it's too small or too cramped. For Hick/Load, count the decisions visible above the fold; more than ~5 unrelated ones is a smell. For Doherty, profile the p95 of every interaction and flag anything over 400ms for an optimistic-UI treatment. For Von Restorff, squint at the screen — exactly one element should still read; if two compete, your focal point is split.
> Use a law to diagnose (name what's wrong and why) and to justify (defend a decision in review with its source). They are constraints on human cognition, not preferences — but every one has a dual-use edge. Apply them to serve the user's goal; the moment a law is used to trick rather than help, it's a dark pattern. When in doubt, the canonical attributed reference for the named "Laws of UX" is Jon Yablonski's lawsofux.com; the underlying findings trace to the researchers credited in each block above.