Knowledge

UX Laws

Behavioral patterns and cognitive constraints translated into practical interface decisions.

01Live

Aesthetic-Usability Effect

A polished interface often feels easier to use before anyone has tested how well it works.

02Live

Choice Overload

A large choice set can make decisions harder when the options are unfamiliar or difficult to compare.

03Live

Chunking

Group related information into meaningful units that are easier to scan, understand, and remember.

04Live

Cognitive Bias

Mental shortcuts help us judge quickly, but they can also produce predictable mistakes.

05Live

Cognitive Load

Every interface asks for mental effort. Good design spends that effort on the task, not on decoding the screen.

06Live

Doherty Threshold

Fast feedback helps people keep their train of thought while they work with a system.

07Live

Fitts’s Law

Targets are faster and easier to reach when they are larger and closer to the starting point.

08Live

Flow

Deep focus is more likely when goals are clear, feedback is immediate, and challenge fits the person's skill.

09Live

Goal-Gradient Effect

Effort can increase as a visible and meaningful goal feels closer.

10Live

Hick’s Law

Choosing a response usually takes longer as the number and uncertainty of possible responses increase.

11Live

Jakob’s Law

People bring expectations from the other products they already use.

12Live

Law of Common Region

Elements inside the same visible area tend to be perceived as a group.

13Live

Law of Proximity

Elements placed near one another tend to be perceived as related.

14Live

Law of Prägnanz

Ambiguous visual information tends to settle into a stable, regular, and economical interpretation.

15Live

Law of Similarity

Elements that share visible characteristics tend to be perceived as part of the same group.

16Live

Law of Uniform Connectedness

A continuous visual connection makes separate parts feel like one unit.

17Live

Mental Model

A mental model is the explanation a person builds for how a system works.

18Live

Miller’s Law

Working memory is limited, and meaningful grouping changes how much information people can handle.

19Live

Occam’s Razor

When two approaches solve the same problem equally well, prefer the one that requires fewer assumptions.

20Live

Paradox of the Active User

People often start doing the task before they invest time in learning the system.

21Live

Pareto Principle

A relatively small set of causes often accounts for a large share of the outcome.

22Live

Parkinson’s Law

Work can expand to fill the time and space made available for it.

23Live

Peak-End Rule

The most intense moment and the ending can weigh heavily in how an experience is remembered.

24Live

Postel’s Law

Accept harmless variation when intent is clear, then return consistent and well-defined output.

25Live

Selective Attention

Focused attention makes task-relevant information clearer while unexpected details can go unnoticed.

26Live

Serial Position Effect

Items near the beginning and end of a sequence can be easier to recall than those in the middle.

27Live

Tesler’s Law

Some complexity belongs to the task. Design decides who handles it and when.

28Live

Von Restorff Effect

An item that differs from its surroundings can receive more attention and be remembered better.

29Live

Working Memory

Working memory briefly holds and works with information needed for the task at hand.

30Live

Zeigarnik Effect

An interrupted goal can remain mentally active when a person still intends to return to it.