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21 UX Laws

Hello everyone!

Every successful website or app has a strong focus on providing a positive user experience. Understanding how people’s minds work and how human memory constraints affect how people engage with design interfaces is essential for creating outstanding user experiences. A wonderful user experience is the outcome of several psychological rules, which can be discovered if we look more deeply into UX. We can see all of the laws that designers follow around the world in user experience design.

Let’s briefly go through all 21 laws one by one.

01. Aesthetic-Usability Effect

02. Doherty Threshold

03. Fitts’s Law

04. Goal-Gradient Effect

05. Hick’s Law

06. Jakob’s Law

07. Law of Common Region

08. Law of Proximity

09. Law of Prägnanz

10. Law of Similarity

11. Law of Uniform Connectedness

12. Miller’s Law

13. Occam’s Razor

14. Pareto Principle

15. Parkinson’s Law

16. Peak-End Rule

17. Postel’s Law

18. Serial Position Effect

19. Tesler’s Law

20. Von Restorff Effect

21. Zeigarnik Effect

1. Aesthetic-Usability Effect

The aesthetic-usability effect refers to the ability of people to consider more appealing things as more viable. Even if something isn’t more productive or efficient, people typically think that it will perform better if it looks better.

2. Doherty Threshold

It says that productivity increases when a computer interacts with its users at a speed of less than 400 ms, ensuring that neither has to wait for the other.

3. Fitts’s Law

According to Fitts’ law, the distance to the target divided by the target’s size determines how long it takes to move a pointer to the target region.

Target X is the easiest to reach. It takes the least amount of time to reach any of the other goals.

4. Goal-Gradient Effect

According to the goal gradient effect, people speed up their behaviour to reach their objective faster as they approach a reward. In other words, rather than being driven by how far they’ve gone, people are inspired by how much more is needed to achieve their goal. Give users a clear indicator of their progress to encourage them to finish tasks.

5. Hick’s Law

According to Hick’s laws, increasing the number of options increases the time it takes for a person to make a decision. So, complex work should be broken down into smaller parts to reduce cognitive load.

6. Jakob’s Law

Users generally spend their time on other websites. This indicates that people want your website to function in the same manner as all the other websites they are already familiar with.

7. Law of Common Region

According to the principle of common region, objects that are located inside a border are thought of as a group and are definitionally similar in some way.

In this diagram, the border surrounding the three centre circles gives the impression that they are related and belong together.

8. Law of Proximity

According to the principle of proximity, objects that are close to one another are more likely to be viewed as belonging to the same group and having similar characteristics or functions. Proximity enables people to understand and organise information more quickly and efficiently.

9. Law of Prägnanz

According to the Law of Prägnanz, simple figures are easier for humans to understand and remember visually than complex figures. The human eye reduces complex shapes by combining them into a single, cohesive shape.

10. Law of Similarity

The Law of Similarity states: Even if similar design elements are separated, the human eye has a tendency to see them as a single whole, shape, or group.

Color continues to operate as an obvious shared property in shaping the perception of a grouping. even when applied randomly to various shapes.

11. Law of Uniform Connectedness

According to the law of unified connectivity, elements that are related to one another by colours, lines, frames, or other shapes are regarded as a single unit as compared to elements that are not connected in the same way.

12. Miller’s Law

According to Miller’s Law, the average human can only hold 7 (plus or minus 2) pieces of information in their short-term memory. Consequently, making a decision requires less cognitive effort. Therefore, avoid overloading the design with choices or components. It aids in keeping information in working memory.

13. Occam’s Razor

Occam’s Razor is a problem-solving principle created in the 14th century that says that simplicity is preferable to complexity. Simple means not neglecting the essential things in an attempt to reduce the complexity.

Designers should apply this law to their designs in order to find the optimal solution to an UX problem.

14. Pareto Principle

The Pareto principle states that for many events that occur, around 80% of the consequences result from 20% of the causes. This approach is useful in helping to prioritise time. It has been discovered that fixing 20% of the usability issues on your product could cure 80% of the problems your users are experiencing, which helps you prioritise them.

15. Parkinson’s Law

According to Parkinson’s Law, dividing up the work into smaller parts will increase productivity. In order to complete the work in the allocated time, it will continue to expand. A UX designer can use this law to create interfaces that help people complete tasks more quickly.

16. Peak-End Rule

The Peak-End rule states that people rate an experience mostly based on how they felt at its peak and at its finish, rather than the complete sum or average of every minute of the experience. The most emotionally intense parts of an experience, as well as the end of that experience, play a significant role in how we recall an event.

Keep in mind that unpleasant events are more vividly recalled than positive ones.

17. Postel’s Law

As a designer, you should accept variable input from users, transform it to meet your needs, define input limitations, and provide meaningful feedback to the user.

18. Serial Position Effect

The serial position effect describes how the sequential order of information affects human memory. It implies that humans have trouble remembering the middle items in a series and do best with the first and last.

19. Tesler’s Law

Tesler’s Law, often known as “The Law of Conservation of Complexity,” states that there is a certain level of complexity in any system that cannot be reduced.

This law emphasises the value of making things simple for the user.

20. Von Restorff Effect

The Von Restorff Effect, also known as “The Isolation Effect,” states that people are more likely to recall an object if it stands out from similarly-looking ones visually.

21. Zeigarnik Effect

The Zeigarnik effect is a psychological phenomenon that refers to a propensity to recall interrupted or unfinished work more easily than completed tasks. In general, humans prefer to focus on unfinished tasks rather than completed ones.

Conclusion

I’ve summarised the majority of UX laws as briefly as I could. We have all come across or experienced the majority of these laws at some point in our lives or while interacting with various levels of interface. I genuinely hope that it has given you some insight into all of these laws.

Thank you for this wonderful opportunity!

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