koaliatools · ux laws
← back
tools · reference · updated August 20, 2026
frame 00 · the tool

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

5

how 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 principle

    in 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 principle

    in 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 principle

    in 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 principle

    in 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 principle

    in practice · favor clean, regular shapes people can read at a glance.

attention & memory

9

people 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, 1956

    in 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 Miller

    in 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 psychology

    in 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 Sweller

    in 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 psychology

    in 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 Ebbinghaus

    in 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, 1933

    in 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 Kahneman

    in 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 Zeigarnik

    in practice · progress bars and checklists use that pull to draw people toward completion.

decisions & action

6

the 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 & Hyman

    in 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, 1954

    in 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 & Lepper

    in 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 Hull

    in 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 Csíkszentmihályi

    in 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 & Rosson

    in practice · design so they can succeed while diving straight in.

mental models & bias

4

people 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, 1995

    in 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 Nielsen

    in 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 science

    in 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 science

    in practice · know them so you can design honestly, not exploit them.

system & craft principles

6

how 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 Ockham

    in 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 Tesler

    in 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 761

    in 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, 1982

    in 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, 1955

    in 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 Pareto

    in practice · find the few things most users need and make those excellent.

Nielsen's 10 heuristics

10

the 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.

frame 01 · credit & license

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.

frame 02 · how to use it

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.

koalia · the bootcamp

tools are the easy half

these are references — they tell you what the rules are, not when to break them. that judgement is what the eight weeks are for.

more tools