Laws of UX PDF
Laws of UX PDF
Laws of UX PDF
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Discoverability
The ability to discover what a system does, how it
works, and what operations are possible.
Origin
Affordances
Define what actions are possible with an object or
interface based on the capabilities of the user.
Origin
Signifiers
Signifiers are visible or audible clues that
communicate the appropriate action within a system.
Origin
Feedback
System responses that makes it clear to the user what
action has been taken and what has been accomplished.
Origin
Mapping
The relationship between the elements of two sets
of things.
Natural mapping
Origin
Constraints
Physical, semantic, cultural and logical constraints
guide our actions and aid in interpretation.
Physical constraints
Semantic constraints
Cultural constraints
Logical constraints
Origin
Conceptual Model
An explanation, usually highly simplified, of
how something works, which is formed through
experience, training and instruction.
Origin
Card Sorting
A research technique in which users organize topics
into groups to create an information architecture that
suits their expectations.
1. Gather
2. Sort
Ask the participants to sort the items one at a time into groups
that make sense to them. Encourage them to think out loud, as
this can give you valuable insight into their thought process.
3. Label
Once the topics have been sorted, ask the participant to label
each group with the term they think best describes it. This
step reveals what each participant’s mental model is and
will be helpful when determining what to eventually label
categories within your information architecture.
4. Dig deeper
Design Principles
An agreed-upon set of guidelines that help frame how
a design team approaches and solves problems.
Bring together the team. The more people you can get
involved, the easier it will be to ensure widespread adoption.
On sticky notes, ask the group to write down the criteria the
principles must meet to be valuable. Stick this up so its visible
for the next step. For example: must be specific, focussed
on user needs, and scalable across systems. Also consider:
are these principles for your service, interaction or content
design? Or should they encompass all of these areas?
3. Diverge
4. Converge
In turn, ask each team member to share their ideas. Stick them up
on a wall and group into themes as you go. Next, with three votes
each, have everyone dot vote the themes they feel resonate most.
Journey Mapping
A visualization of the process that a user goes
through in order to accomplish a goal.
Lens
Experience
Insights
User Personas
A fictional representation of users whose
characteristics and goals represent that of a larger
group of users.
The insights section frames the attitude of the user. It adds an additional
layer of context that provides further definition of the specific persona
and their mindset. It often includes direct quotes from user research.
UX METHOD
Usability Test
An observational method to uncover problems in a
design, discover opportunities that exist, and learn
more about the behaviors and preferences of users.
While you are running the test, make sure to listen intently and
avoid biasing the participants. Remember to remain neutral.
Avoid leading questions. Ensure participants understand that
they are helping you test the design and you are not testing
them. It can be tempting to give them the answer if they get
stuck, but it’s more insightful to see how they overcome it.
User Interview
A UX research technique during which a researcher
asks one user questions about a particular topic in
order to gain insights.
What exactly are you hoping to learn? Or what are you trying
to understand better? Ensure you collect valuable information
for your design by making the goal concise and related to a
specific aspect of the users’ behavior or attitudes.
Affinity Mapping
A method for categorizing and sorting qualitative data
or observations using an affinity diagram in order to
identify themes and gain insights.
1. Record
2. Identify
Identify patterns in the notes and group those that are related.
Don’t over think it — this step is about understanding the data
as a whole and groupings can always change.
3. Label
Once you’ve organized the notes into related groups, give each
a name based on the theme of that group. For example ‘people
often did X when attempting to accomplish Y’.
4. Insights
UX Survey
A qualitative method of collecting data about a
user’s interactions and experience with a website or
digital product.
1. Set expectations
2. Questions
3. Bias
4. Ease-in
Contextual Inquiry
A field study that involves in-depth observation and
interviews of a small sample of users to gain a robust
understanding of work practices and behaviors.
1. Introduction
2. Inform
3. Explore
4. Clarify
5. Synthesize
Cognitive Load
The amount of mental resources needed to
understand and interact with an interface.
Origin
Cognitive Bias
Systematic errors of thinking or rationality in
judgement that influence our perception of the world
and our decision-making ability.
Building awareness
Origin
Cognitive Dissonance
When a user is confronted with an interface or
affordance that appears to be intuitive but delivers
unexpected results.
Origin
Mental Model
An explanation of someone’s thought process about
how something works in the real world.
Shrinking the gap between our own mental models and those
of the users is one of the biggest challenges as a UX designer.
To achieve this goal we use a variety of user research methods
such as user interviews, personas, journey maps and empathy
maps.
Origin
Chunking
Chunking is a process by which individual pieces of
an information set are broken down and then grouped
together in a meaningful whole.
Chunking
Grouping
Content relationships
Origin
Selective Attention
The process of focusing our attention only to a subset
of the stimuli in the environment — usually those
related to our goals.
Banner blindness
Change blindness
Origin
Analysis Paralysis
The inability to make a decision due to over-
thinking a problem.
Origin
Flow
The mental state in which a person performing an activity
is fully immersed in a feeling of energized focus, full
involvement and enjoyment of process of the activity.
Finding balance
Origin
Short-Term Memory
The capacity to store a small amount of information
in mind and keep it readily available for a short
period of time.
RELATED | AFFORDANCES
Origin
Aesthetic-Usability
Effect
Users often perceive aesthetically pleasing design as
design that’s more usable.
Aesthetics
Tolerance
Usability problems
Origin
Doherty Threshold
Productivity soars when a computer and its users
interact at a pace (<400ms) that ensures that neither
has to wait on the other.
System feedback
Perceived performance
Animation
Progress bars
Purposeful delay
Origin
Fitts’ Law
The time to acquire a target is a function of the
distance to and size of the target.
Size
Spacing
Placement
Origin
Goal-Gradient Effect
The tendency to approach a goal increases with
proximity to the goal.
The closer users are to completing a task, the faster they work
towards reaching it.
Motivate
Progress
Origin
Hick’s Law
The time it takes to make a decision increases with
the number and complexity of choices.
Smaller steps
Provide recommendations
Progressive onboarding
Simplification
Origin
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.
Expectations
Minimize discord
Origin
Law of Common
Region
Elements tend to be perceived into groups if they are
sharing an area with a clearly defined boundary.
Borders
Backgrounds
Origin
Law of Proximity
Objects that are near to, or proximate to each
other, tend to be grouped together.
Relationship
Perception
Organizing information
Origin
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.
Visual processing
Unified shape
Origin
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.
Visual similarity
Common meaning
Origin
Law of Uniform
Connectedness
Elements that are visually connected are perceived as
more related than elements with no connection.
Grouping
Connection
Origin
Miller’s Law
The average person can only keep seven (plus or
minus two) items in their working memory.
Chunks
Short-term memory
Origin
Occam’s Razor
Among competing hypotheses that predict equally
well, the one with the fewest assumptions should
be selected.
Reducing complexity
Analyze
Completion
Origin
Pareto Principle
For many events, roughly 80% of the effects come
from 20% of the causes.
Distribution
Contributors
Effort
Focus the majority of effort on the areas that will bring the
largest benefits to the most users.
Origin
Parkinson’s Law
Any task will inflate until all of the available time is spent.
Time limit
Duration
Autofill
Origin
Postel’s Law
Be liberal in what you accept, and conservative in
what you send.
Anticipate anything
Resiliency
The more we can anticipate and plan for in design, the more
resilient the design will be.
Variable input
Origin
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.
User journey
Pay close attention to the most intense points and the final
moments (the ‘end’) of the user journey.
Moments
Origin
Placement
Increase memorization
Origin
Tesler’s Law
In any system, there is a certain amount of
complexity that cannot be reduced.
Complexity burden
Simplification
Origin
Visual distinction
Restraint
Color contrast
Motion
Origin
Zeigarnik Effect
People remember uncompleted or interrupted tasks
better than completed tasks.
Content discovery
Artificial progress
Progress
Origin
Campbell’s Law
The more important a metric is in social decision
making, the more likely it is to be manipulated.
Optimization
Limitation
Metrics cannot fully and accurately describe the world. Every metric
collected reflects a decision about what is considered important.
Combination
Origin
Stroop Effect
The mental dissonance caused when we attempt to
make sense of two conflicting attributes at once.
Reaction time
Consider context
Consider Congruency
Origin
The effect was named after John Ridley Stroop, who published
the effect in English in 1935 in an article in the Journal of
Experimental Psychology entitled “Studies of interference
in serial verbal reactions” which includes three different
experiments. However, the effect was first published in 1929
in Germany by Erich Rudolf Jaensch, and its roots can be
followed back to works of James McKeen Cattell and Wilhelm
Maximilian Wundt in the nineteenth century
UX THEORY
Simon Effect
Reaction times are usually faster, and reactions are
usually more accurate, when the signal occurs in the
same relative location as the response.
Direct manipulation
Consider congruency
Origin
Accot-Zhai
Steering Law
The time necessary to guide a pointer or drag a finger
along a path that has borders.
Human physiology
Steer-friendly design
Ensure the path in which the cursor must travel along dropdown
menus, hierarchical menus, sliders and other path-following UI
elements is as wide and as short as possible. Avoid hierarchical
menus more than two-levels deep, and use a short time delay
between mouse hover and reveal of the child menu.
Diagonal movement
Origin
Law of Closure
The tendency to complete an incomplete shape in
order to rationalize the whole.
Iconography
Additional content
Misleading
Origin
Law of Continuity
Elements arranged on a line or curve are perceived to be
more related than elements not on the line or curve.
Disrupting continuity
Origin
Paradox of the
Active User
Users never read manuals but start using the
software immediately.
Motivation
The paradox
This paradox exist because users will save time in the long run
if they take the time to optimize the system and learn more
about it.
Guidance
Origin
This concept was first defined by Mary Beth Rosson and John
Carroll in 1987 as part of their larger work on interaction
design, Interfacing thought: cognitive aspects of human-
computer interaction. Rosson and Carroll found that new users
were not reading the manuals supplied with computers and
instead would just get started using them, even if it created
errors and roadblocks.
UX THEORY
The Principle of
Least Effort
People will take the path or action requiring the
least amount of mental and physical energy to
complete a task.
Progressive disclosure
Origin
This practical guide explains how you can apply key principles
in psychology to build products and experiences that are
more intuitive and human-centered. It provides a close look
at familiar apps and experiences to provide clear examples
of how UX designers can build experiences that adapt to how
users perceive and process digital interfaces.