Laws of UX Flashcards
Hick’s Law
The time it takes to make a decision increases with the complexity of the choices.
- Simplify choices by breaking complex steps into smaller ones
- Avoid overwhelming users by highlighting recommended options
- Use progressive on-boarding to minimize cognitive load for new users.
Doherty Threshold
Productivity accelerates when a computer and it’s users interact at a pace (<400ms) that ensures neither has to wait on each other.
- Provide system feedback in 400ms
- use perceived performance to increase response time & reduces perception of waiting.
Fitt’s Law
The time to acquire a target is a function of the distance to and size of a target.
- Touch targets need ample space between them
- Touch targets must be large enough for users to both discern what it is & to accurately select them
- Touch targets are placed in an area of the interface that is easily acquired.
Aesthetic Usability Effect
Users perceive aesthetically please design as design that’s more usable
- makes users more tolerant of minor usability issues
- Aesthetically please design -> positive brain response - them thinking it works better
- Can mask usability problems & prevent issues from being discovered
Jakob’s Law
Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.
- Users will transfer expectations they have built around one familiar product to another that appears similar.
- By leveraging existing mental models, we can create superior user experiences in which the user can focus on their task rather than learning new models.
- Minimize discordance by empowering users to continue using a familiar version for a limited time.
Law of Common Region
Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.
- Adding a border around an element or group of elements is an easy way to create common region.
- Common region can be created by defining a background behind an element or group of elements.
Law of Prägnanz
People will perceive and interpret ambiguous or complex images as the simplest form possible, because it is the interpretation that requires the least cognitive effort of us.
- The human eye likes to find simplicity and order in complex shapes because it prevents us from becoming overwhelmed with information.
- Research confirms that people are better able to visually process and remember simple figures than complex figures.
Law of Proximity
Objects that are near, or proximate to each other, tend to be grouped together.
- Proximity helps to establish a relationship with nearby objects.
- Proximity helps users understand and organize information faster and more efficiently.
Law of Similarity
The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated.
-Ensure that links and navigation systems are visually differentiated from normal text elements, and are consistently styled.
Law of Uniform Connectedness
Elements that are visually connected are perceived as more related than elements with no connection.
-Group functions of a similar nature so they are visually connected via colors, lines, frames, or other shapes.
Miller’s Law
The average person can only keep 7 (plus or minus 2) items in their working memory.
-Chunking is an effective method of presenting groups of content in a manageable way. Organize content in groups of 5-9 items at a time.
Occam’s Razor
Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected.
-Analyze each element and remove as many as possible, without compromising the overall function.
(simplest solution is the best)
The Pareto principle
The Pareto principle states that, for many events, roughly 80% of the effects come from 20% of the causes.
-Focus the majority of effort on the areas that will bring the largest benefits to the most users.
(prioritize clarifying the design that 20% of the site your users will focus on)
Parkinson’s Law
Any task will inflate until all of the available time is spent.
Peak-End Rule
People judge an experience largely based on how they felt at its peak and at its end, rather than the total sum or average of every moment of the experience.
- Pay close attention to the most intense points and the final moments (the “end”) of the user journey.
- Identify the moments when your product is most helpful, valuable, or entertaining and design to make those moments even better.
- Remember that people recall negative experiences more vividly than positive ones.