UX Design
First Principles (Every Task)
Before designing anything, answer in order:
- •What is the user's ONE goal? (Not features, not business metrics—their actual intent)
- •What is the minimum needed to achieve it? (Information, actions, screens)
- •What can be removed? (If removing it doesn't block the goal, remove it)
Rule: If #1 is unclear, stop and clarify before proceeding.
Quick Diagnosis
| Problem | Principle | Action |
|---|---|---|
| User hesitates | Hick's Law | Reduce choices, progressive disclosure |
| User misses targets | Fitts's Law | Increase size, reduce distance |
| User overwhelmed | Cognitive Load | Show only essential info |
| User abandons midway | Goal Gradient | Show progress, make completion visible |
| User remembers negatively | Peak-End Rule | Fix core interaction and final state |
For detailed explanations with examples → see cognitive-principles.md
Anti-patterns (Never Include)
These fail the "Does this help the user complete their goal?" test:
- •Marketing copy, taglines, promotional language
- •Hero sections with vague value propositions
- •Decorative sections without functional purpose
- •Unnecessary onboarding or splash screens
- •Confirmation dialogs for non-destructive actions
- •Elements that exist "because other apps have it"
Rule: If adding something "just in case"—don't.
Core Philosophy
The best UX is one the user doesn't notice. They should remember what they accomplished, not how the interface looked.
- •Efficiency: Minimum steps, minimum time, minimum cognitive effort
- •Simplicity: One primary action per screen, clear hierarchy, no clutter
Rule: If a design needs explanation, it's not simple enough.
Quick Checklist
Before finalizing any UX decision:
- • User's ONE goal clearly identified
- • Every element passes "does this help the goal?" test
- • Primary action is ONE and visually dominant per screen
- • Information shown is only what's needed for current decision
- • Feedback exists for user actions
- • Checked against Anti-patterns above
- • Mobile: primary actions in thumb zone (see
ergonomics.md) - • Accessibility: not using color as only indicator