Install any skill in seconds. Free to start, no credit card required.
Get Started Free →jpoindexter/laws-of-ux-and-psychology
Reference-grade catalogue of the attributed cognitive laws behind interface design (Fitts, Hick-Hyman, Miller, Jakob, Tesler, Postel, Doherty, Peak-End, and the behavioral-econ cluster) — each with origin, a concrete UI application, the design rule, and the pitfall.
Passed 21 of 23 test cases with the skill, and 13 of 23 without it.
and 7 more in the full report
8 fixed13 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are presenting a proposed navigation menu redesign to our product managers and need a research-backed justification report. Please evaluate our concept across structural hierarchy, target acquisition, mental models, and memory limits. Format the output with clear stage-by-stage diagnostic findings, citing the underlying psychological principles to defend each recommendation.
| Checked | Without skill | With skill |
|---|---|---|
| Explains that Miller's Law (7±2) is not a hard cap for navigation menu links. | Missed | Passed |
| Cites Fitts's Law when evaluating navigation target acquisition. | Passed | Passed |
The instructions your model reads when the skill loads.
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.
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.D≈0).RT = b·log₂(n + 1). Each doubling of options adds a roughly constant slice of deliberation, not a linear pile.+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.test cases passed, vs 13 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.