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)