UX Design Principles Skill
Psychological principles that guide design DECISIONS. For implementation patterns (colors, spacing, animations), see the corresponding ux-* skills.
Choice Architecture
Hick's Law: Decision Time
Decision time increases with the number and complexity of choices.
Do:
-
Reduce options when quick decisions matter
-
Break complex tasks into smaller steps
-
Highlight recommended or default options
-
Use progressive disclosure for advanced features
Don't:
-
Present all options at once without guidance
-
Oversimplify until purpose becomes unclear
Choice Overload
Too many choices overwhelm and paralyze.
Do:
-
Limit options when quick decisions are important
-
Provide comparison tools (e.g., side-by-side pricing)
-
Prioritize content and offer filters to narrow choices
Don't:
-
Present all possible options at once
-
Force users through large unfiltered selection lists
Serial Position Effect
Items at the beginning and end of lists are remembered best.
Do:
-
Place critical actions at the start or end of navigation
-
Put key information first and last in lists
Don't:
-
Bury important actions in the middle of menus
-
Give equal prominence to all items
Cognitive Load
Cognitive Load Principle
Reduce information users must hold in working memory.
Do:
-
Remove distracting elements that don't help task completion
-
Distinguish essential information from nice-to-have
-
Break complex information into digestible chunks
Don't:
-
Present excessive details or decorative clutter
-
Mix intrinsic complexity with unnecessary extraneous load
Implementation: See ux-spacing-layout for visual chunking patterns.
Law of Pragnanz (Simplicity)
People interpret complex images in the simplest form possible.
Do:
-
Present information in simple, ordered forms
-
Reduce visual complexity to aid comprehension
Don't:
-
Overwhelm users with ambiguous or complex graphics
-
Create layouts that require mental effort to parse
Tesler's Law (Conservation of Complexity)
Every process has irreducible complexity that must be handled somewhere.
Do:
-
Handle inherent complexity in design/development, not on users
-
Provide context-aware guidance within the interface
-
Accept that users are not always rational
Don't:
-
Push system complexity onto users
-
Build only for idealized, rational behavior
Occam's Razor
Simplest solution is usually best.
Do:
-
Eliminate unnecessary elements while maintaining function
-
Continually refine until nothing can be removed without harm
Don't:
-
Add features that complicate without clear user benefit
-
Solve simple problems with elaborate solutions
Attention & Perception
Selective Attention
Users naturally filter out irrelevant content.
Do:
-
Guide attention to relevant information
-
Minimize distractions
-
Ensure only one significant change occurs at a time
Don't:
-
Style important content like advertisements (banner blindness)
-
Introduce multiple simultaneous changes without cues
-
Place essential info in areas typically ignored (ad zones)
Von Restorff Effect (Isolation)
Distinctive items are remembered better.
Do:
-
Make important actions visually stand out
-
Use emphasis sparingly so items don't compete
-
Provide multiple contrast cues (shape, pattern, not just color)
Don't:
-
Rely exclusively on color to convey importance
-
Overuse emphasis (dilutes impact)
-
Use motion effects that trigger discomfort
Implementation: See ux-color-system for emphasis patterns.
User Expectations
Jakob's Law
Users transfer expectations from familiar products.
Do:
-
Design consistent with patterns users already know
-
Leverage existing mental models
-
When making major changes, offer temporary familiar alternatives
Don't:
-
Radically alter established interactions without guidance
-
Force users to relearn common patterns
Paradox of the Active User
Users jump into products without reading instructions.
Do:
-
Expect users to start using immediately
-
Provide contextual help, tooltips, and guidance in-place
Don't:
-
Force users to read manuals before using
-
Hide help or make it difficult to find
Aesthetic-Usability Effect
Beautiful design is perceived as more usable.
Do:
-
Design interfaces that look appealing and polished
-
Use aesthetics to create positive first impressions
Don't:
-
Rely on visual polish to hide fundamental usability problems
-
Assume beauty compensates for broken functionality
Progress & Motivation
Goal-Gradient Effect
People work faster as they sense completion is near.
Do:
-
Display progress toward goals
-
Provide "artificial progress" (e.g., start at 10% complete)
Don't:
-
Leave users unsure how far they've progressed
-
Hide progress information
Implementation: See ux-feedback-patterns for progress indicator patterns.
Zeigarnik Effect
Incomplete tasks stay in memory and motivate continuation.
Do:
-
Clearly signify that more content/steps are available
-
Provide artificial progress toward goals
-
Show progress indicators
Don't:
-
Leave tasks without visible progress indicators
-
Hide future steps or content
Implementation: See ux-feedback-patterns for progress patterns.
Parkinson's Law
Tasks expand to fill available time.
Do:
-
Set clear, reasonable time expectations
-
Reduce task duration below what users expect
-
Use time-saving features (autofill, shortcuts)
Don't:
-
Allow simple processes to take longer than necessary
-
Present long forms without automation
Implementation: See ux-form-design for autofill patterns.
Experience Design
Peak-End Rule
Experiences are judged by peak moments and endings.
Do:
-
Design memorable peaks and strong endings
-
Identify when your product is most helpful and add delight
-
Minimize negative peaks (bad moments are remembered vividly)
Don't:
-
Neglect the conclusion of user journeys
-
Leave negative events unaddressed
Pareto Principle (80/20)
A small number of causes produce majority of outcomes.
Do:
-
Identify and focus on high-impact areas
-
Allocate resources where they benefit most users
Don't:
-
Distribute efforts evenly across all tasks
-
Over-invest in low-impact areas
Input & Error Handling
Postel's Law (Robustness)
Be tolerant of input, strict in output.
Do:
-
Anticipate various user inputs and behaviors
-
Translate diverse input to meet system requirements
-
Provide clear feedback for edge cases
Don't:
-
Rigidly enforce narrow input formats
-
Send malformed or ambiguous output
Implementation: See ux-form-design for validation patterns.
Cognitive Bias Awareness
Cognitive Bias Principle
Mental shortcuts influence decision making.
Do:
-
Recognize that heuristics save mental effort but can skew judgment
-
Raise awareness of your own biases during design
-
Challenge assumptions with your team
Don't:
-
Ignore biases like confirmation bias
-
Seek only information supporting preconceived beliefs
Quick Reference Matrix
Situation Apply
Too many options Hick's Law, Choice Overload
Complex task Tesler's Law, Cognitive Load
Users skip instructions Paradox of Active User
Low completion rates Goal-Gradient, Zeigarnik
Poor first impressions Aesthetic-Usability
Users confused by changes Jakob's Law
Important items ignored Serial Position, Selective Attention
Long task times Parkinson's Law
Poor memories of experience Peak-End Rule
Resource allocation Pareto Principle
Input validation issues Postel's Law
Overly complex design Occam's Razor, Pragnanz
Related Skills
-
ux-spacing-layout: Visual chunking, grouping (Law of Proximity/Common Region)
-
ux-color-system: Emphasis, similarity (Von Restorff, Law of Similarity)
-
ux-animation-motion: Response timing (Doherty Threshold)
-
ux-accessibility: Touch targets, focus (Fitts's Law)
-
ux-feedback-patterns: Progress, loading states (Working Memory)
-
ux-user-flow: Navigation, mental models (Flow)
-
ux-form-design: Input tolerance, validation (Postel's Law)