UX laws & heuristics
the psychology principles and usability heuristics that quietly decide whether an interface feels right. 30 laws and 10 heuristics — each defined, credited to whoever established it, and paired with a note on how to actually use it. search it, or jump to a section.
perception & gestalt
5how the eye groups what it sees, before anyone reads a word.
- Law of Proximity
elements close to one another are perceived as a single group, more related than elements spaced farther apart.
Gestalt principlein practice · use spacing to show what belongs together, before you reach for boxes or lines.
- Law of Similarity
elements that share visual characteristics are perceived as related, even when they are separated.
Gestalt principlein practice · style related items the same way so the eye connects them on its own.
- Law of Common Region
elements inside a shared, clearly defined boundary are perceived as one group.
Gestalt principlein practice · a card or panel groups content faster than closeness alone.
- Law of Uniform Connectedness
elements that are visually tied together are perceived as more related than elements that are not.
Gestalt principlein practice · a line, arrow, or shared strip is the loudest way to say two things belong together.
- Law of Prägnanzthe law of simplicity
people interpret ambiguous or complex images in the simplest form available, because it takes the least effort to make sense of.
Gestalt principlein practice · favor clean, regular shapes people can read at a glance.
attention & memory
9people see less, and remember less, than we assume. design for that.
- Miller's Law
the average person can hold about seven, plus or minus two, items in working memory at once.
George Miller, 1956in practice · do not treat it as a hard rule. chunk content so it stays easy to process.
- Chunking
grouping separate pieces of information into larger, meaningful units lets people hold and process more of it.
George Millerin practice · break long numbers, lists, and text into chunks.
- Working Memory
the limited system that briefly holds the information a person is actively using to think or act.
cognitive psychologyin practice · keep needed information on screen so users never memorize across steps.
- Cognitive Load
the total amount of mental effort being used in working memory at a given moment.
John Swellerin practice · cut needless choices, jargon, and steps so effort goes to the goal, not the interface.
- Selective Attention
the mind focuses on a subset of the available information and filters the rest out.
cognitive psychologyin practice · anything that looks like an ad gets ignored. do not disguise key content as noise.
- Serial Position Effect
people recall the first and last items in a series best, and the middle items least.
Hermann Ebbinghausin practice · put the most important actions and items at the start and the end.
- Von Restorff Effectthe isolation effect
when several similar items are present, the one that differs is the most likely to be remembered.
Hedwig von Restorff, 1933in practice · make the single most important action visually distinct.
- Peak-End Rule
people judge an experience largely by how it felt at its most intense point and at its end, not by the average of every moment.
Daniel Kahnemanin practice · design a strong peak and a clean finish, not just a good average.
- Zeigarnik Effect
people remember interrupted or unfinished tasks better than completed ones.
Bluma Zeigarnikin practice · progress bars and checklists use that pull to draw people toward completion.
decisions & action
6the gap between wanting to do something and actually doing it.
- Hick's Law
the time to make a decision grows with the number and complexity of the choices available.
Hick & Hymanin practice · reduce or stage choices to help people move.
- Fitts's Law
the time to move to a target is a function of the target's distance and its size.
Paul Fitts, 1954in practice · make important targets big and close. tiny, far buttons are slow and error-prone.
- Choice Overload
too many options increase cognitive effort and can make people less likely to choose at all.
Iyengar & Lepperin practice · curate, set smart defaults, and reveal detail progressively.
- Goal-Gradient Effect
the tendency to move toward a goal speeds up as the goal gets closer.
Clark Hullin practice · show progress and give a visible head start so the finish feels within reach.
- Flow
a state of full immersion and focus that occurs when the challenge of a task matches a person's skill.
Mihály Csíkszentmihályiin practice · match challenge to skill and remove interruptions to protect it.
- Paradox of the Active User
people begin using software immediately without reading instructions, even though taking time to learn would help them.
Carroll & Rossonin practice · design so they can succeed while diving straight in.
mental models & bias
4people arrive with expectations. meet them, or feel wrong.
- Aesthetic-Usability Effect
people tend to perceive attractive designs as easier to use than less attractive ones.
Kurosu & Kashimura, 1995in practice · polish earns trust, but it is not a substitute for real usability.
- Jakob's Law
people spend most of their time on other products, so they expect yours to work the way those already do.
Jakob Nielsenin practice · meet conventions before you decide to break them.
- Mental Model
a person's internal picture of how something in the real world works.
cognitive sciencein practice · match it, or the product feels broken even when it works.
- Cognitive Bias
a systematic pattern of deviation from rational judgment that shapes the decisions people make.
behavioral sciencein practice · know them so you can design honestly, not exploit them.
system & craft principles
6how the thing itself should be built and behave.
- Occam's Razor
among solutions that work equally well, the one with the fewest assumptions tends to be the best.
William of Ockhamin practice · remove elements until removing one more would break it.
- Tesler's Lawconservation of complexity
every system carries an amount of complexity that cannot be reduced, only shifted between the product and the user.
Larry Teslerin practice · decide whether the system or the user carries it, and spare the user.
- Postel's Lawthe robustness principle
“be conservative in what you do, be liberal in what you accept from others.”
Jon Postel, RFC 761in practice · accept messy human input gracefully. respond in a clear, reliable way.
- Doherty Threshold
productivity rises sharply when a system responds fast enough, under about 400 ms, that neither the person nor the computer waits on the other.
Doherty & Thadani, 1982in practice · keep interactions fast, or cover latency with instant feedback.
- Parkinson's Law
“work expands so as to fill the time available for its completion.”
C. Northcote Parkinson, 1955in practice · clear limits help tasks finish. without them, scope bloats.
- Pareto Principlethe 80/20 rule
for many outcomes, roughly 80 percent of the effects come from 20 percent of the causes.
Vilfredo Paretoin practice · find the few things most users need and make those excellent.
Nielsen's 10 heuristics
10the 1994 usability heuristics, still the fastest audit checklist in the discipline. published by the Nielsen Norman Group.
always tell people what is happening. timely, honest feedback keeps them oriented.
in practice · show loading states, progress, and confirmations. never leave a user guessing whether an action worked.
speak the user's language. use words and ideas they already know, in an order that makes sense.
in practice · label things the way users would say them, not the way the database stores them.
people make mistakes. offer clear exits, undo, and redo so they never feel trapped.
in practice · put an obvious cancel, back, and undo on every risky step. mark the emergency exits.
the same word or control should mean the same thing everywhere. follow platform conventions.
in practice · reuse one component and one word for one job. a button that says publish always publishes.
the best error message is the one that never appears. prevent slips, then confirm risky actions.
in practice · disable impossible actions, lean on good defaults, and confirm the destructive ones before they happen.
show options instead of making people remember them. recognizing beats recalling.
in practice · surface recent items, hints, and visible options instead of empty fields to fill from memory.
let newcomers take the simple path and experts take shortcuts, without either getting in the way.
in practice · add shortcuts, saved views, and bulk actions power users find but beginners never trip over.
keep only what serves the goal. every extra element competes with the ones that matter.
in practice · cut anything that does not help the current task. whitespace is not wasted space.
say what went wrong and how to fix it, in plain language. no codes, no blame.
in practice · write the error in plain words, point at the field, and offer the fix in one tap.
ideally none is needed, but when it is, make it easy to find and focused on the task.
in practice · put help where the question is asked: inline hints, tooltips, and searchable docs, not a buried manual.
where this comes from
each definition is the established principle itself, credited to its originator. the curated collection, the deeper write-ups, and the posters are Laws of UX by Jon Yablonski (CC BY-NC-ND 4.0) and are not reproduced here — every card links straight to its page at the source.
the ten heuristics are Jakob Nielsen's, published by the Nielsen Norman Group (1994, still current).
the “in practice” line on every card is koalia's own. last verified 2026-08-04.
knowing the name isn't the skill
these are descriptive, not prescriptive. they tell you how people tend to perceive and behave — they don't tell you what to build. citing Hick's Law in a design review is not an argument; showing that your menu has nineteen equally-weighted options is.
they also conflict. Miller's Law pushes you to chunk into small groups; the Law of Proximity says spacing alone can do that work without adding containers. Fitts's Law wants big tap targets; aesthetic-usability wants restraint. resolving the conflict for a specific screen is the actual job.
the useful move is to run them as an audit. take one screen, walk the ten heuristics, and write down every place it fails. that exercise finds more real problems in twenty minutes than a week of opinions — it's what week 5 of the bootcamp is built around.
tools are the easy half
more tools
- tools · generatorType scale.
Build a modular type scale, see it set in real copy, copy the CSS or Tailwind.
read → - tools · generatorColor schemes.
Generate harmonies from any base color and check every pair for contrast.
read → - tools · system8pt grid.
Why interfaces snap to 8, the full spacing ramp, and what to do on a 4px screen.
read →