Laws of UX

· design · Source ↗

TLDR

  • Reference collection of ~30 named UX principles covering cognition, perception, and interaction design, each with a one-line definition.

Key Takeaways

  • Fitts’s Law, Hick’s Law, and Miller’s Law (7±2 items in working memory) are the most directly actionable for UI layout and menu design.
  • Doherty Threshold (<400ms response) and Goal-Gradient Effect have direct implications for perceived performance and onboarding progress bars.
  • Peak-End Rule and Zeigarnik Effect shape how users remember flows, not just how they use them – relevant to checkout and offboarding design.
  • Tesler’s Law warns that complexity cannot be eliminated, only shifted – between user and system.
  • Jakob’s Law argues conforming to familiar UI patterns reduces cognitive load, which cuts against heavy design differentiation.

Hacker News Comment Review

  • Commenters broadly agreed the resource looks polished but disputed whether many entries qualify as “laws” – several are definitions or general cognitive science terms, not actionable design rules.
  • A recurring critique: the site itself violates its own principles, burying 30 text-heavy entries under large decorative images (ironic given Choice Overload is entry #2).
  • One practical thread suggested using the list as an AI prompt checklist for bulk screen review, treating it as a linting pass rather than a manual study guide.

Notable Comments

  • @rawoke083600: Proposes mapping the laws as an AI shortcut to “bulk check” screens, like a formatter for UI – concrete workflow idea.
  • @hungryhobbit: Argues entries like “Cognitive Bias” are not laws at all, just vocabulary lookups – dilutes the actionable signal.

Original | Discuss on HN