Demystifying the Maze: Understanding UX Laws for Better User Experiences | 7 min Read

The digital world is full of interfaces vying for our attention. While some feel intuitive and effortless to navigate, others leave us feeling frustrated and confused. This difference often boils down to the understanding and application of UX laws, a collection of principles that guide the design of user experiences (UX). By understanding these laws, we can create interfaces that are not only visually appealing but also user-friendly and achieve their intended goals.

What are UX Laws?

UX laws aren’t a set of rigid rules, but rather a set of best practices based on psychology, cognitive science, and user behavior research. They provide designers with a framework for creating interfaces that are:

  • Usable: Users can easily find what they need and complete tasks efficiently.
  • Intuitive: Users can understand how to use the interface without extensive training.
  • Satisfying: Users feel good interacting with the interface and find it enjoyable.


List of some prominent UX Laws:

  • Jakob’s Law
  • Hick’s Law
  • Miller’s Law
  • Fitts’s Law
  • The Aesthetic-Usability Effect
  • Prägnanz Law
  • Law of Proximity
  • Zeigarnik Effect
  • Occam’s Razor
  • Doherty Threshold
  • Goal-Gradient Effect
  • Law of Common Region
  • Law of Uniform Connectedness
  • Law of Similarity
  • Pareto Principle
  • Parkinson’s Law
  • Peak-End Rule
  • Postel’s Law
  • Serial Position Effect
  • Tesler’s Law
  • Von Restorff Effect
Understanding UX Laws

Let’s delve into some of these principles, exploring their definitions and providing examples to illustrate their significance.

1. Jakob’s Law Jakob’s Law, proposed by Jakob Nielsen, emphasizes the importance of familiarity and consistency in design. It states that users prefer interfaces that are similar to other interfaces they’ve encountered before.

Example: Social media platforms often adhere to Jakob’s Law by maintaining consistent navigation patterns across their apps. For instance, Facebook’s layout and functionality are similar across various devices, allowing users to easily navigate and interact with the platform regardless of the device they’re using.

2. Hick’s Law Hick’s Law describes the relationship between the number of choices presented to an individual and the time it takes for them to make a decision. It suggests that increasing the number of choices can increase decision time logarithmically.

Example: When designing a website’s menu, minimizing the number of options per category can reduce decision fatigue. Amazon strategically limits the number of options per product category, making it easier for users to navigate and make purchasing decisions.

3. Miller’s Law Miller’s Law proposes that the average human can hold about seven items in their working memory simultaneously. It suggests breaking information into smaller chunks to enhance comprehension and retention.

Example: When designing a registration form, limiting the number of fields to seven or fewer aligns with Miller’s Law, making it easier for users to input their information without feeling overwhelmed.

4. Fitts’s Law Fitts’s Law quantifies the time required to move to a target area, based on its size and distance. It states that the time to reach a target is a function of the target’s size and distance from the starting point.

Example: In mobile app design, placing frequently used buttons (e.g., ‘Back’ or ‘Home’) in easily reachable areas, such as the bottom of the screen, adheres to Fitts’s Law, as it reduces the time and effort required for users to navigate the interface.

5. The Aesthetic-Usability Effect The Aesthetic-Usability Effect suggests that users perceive more aesthetically pleasing designs as easier to use and more effective, even if they aren’t objectively more efficient.

Example: Apple products are known for their sleek and minimalist designs. Despite having similar functionalities to other devices, users often perceive Apple products as easier to use due to their aesthetic appeal.

6. Prägnanz Law The Prägnanz Law, also known as the law of simplicity or the law of good figure, states that humans perceive and interpret ambiguous or complex images as simple and complete forms.

Example: The Olympic rings logo is a prime example of the Prägnanz Law. Despite its simplicity, viewers effortlessly recognize and interpret the interconnected rings as a symbol of unity and collaboration among nations.

7. Law of Proximity The Law of Proximity suggests that objects that are close to each other tend to be perceived as a unified group.

Example: In website design, grouping related elements, such as navigation links or menu items, close together visually communicates their relationship and makes the interface more intuitive for users to navigate.

8. Zeigarnik Effect The Zeigarnik Effect describes the tendency to remember uncompleted or interrupted tasks more than completed tasks.

Example: Online retailers often use the Zeigarnik Effect by encouraging users to create accounts or add items to their carts. Users are more likely to return to complete these actions due to the psychological discomfort caused by leaving tasks unfinished.

9. Occam’s Razor Occam’s Razor suggests that among competing hypotheses, the one with the fewest assumptions should be selected. In other words, simpler explanations are generally more likely to be correct than complex ones.

Example: When troubleshooting technical issues, IT professionals often apply Occam’s Razor by initially investigating simpler and more straightforward solutions before exploring more complex possibilities.

10. Doherty Threshold The Doherty Threshold, also known as the two-second rule, suggests that users lose focus and productivity if an interface response takes longer than two seconds.

Example: Optimizing website loading times is crucial to prevent users from becoming frustrated and abandoning the site. Websites that load quickly, such as Google and Wikipedia, provide a seamless user experience that keeps visitors engaged.

11. Goal-Gradient Effect
The Goal-Gradient Effect suggests that individuals are motivated to increase their efforts as they progress closer to a goal. This phenomenon implies that people are inclined to work harder when they feel they are nearing the completion of a task or reaching a target.

Example: Loyalty programs often leverage the Goal-Gradient Effect by offering rewards or incentives that become more enticing as customers progress toward achieving a certain number of points or levels. For instance, Starbucks rewards customers with a free drink after they accumulate a certain number of stars, encouraging them to make additional purchases to reach the goal.

12. Law of Common Region
The Law of Common Region proposes that elements within the same visual area are perceived as a group or related to each other. It suggests that grouping related items spatially can aid in organizing and understanding information.

Example: In graphic design, placing related content within the same box or boundary visually connects them and signals their relationship to users. This principle is often applied in website layouts and interface designs to improve clarity and organization.

13. Law of Uniform Connectedness
The Law of Uniform Connectedness posits that elements that are visually connected or grouped together are perceived as related or belonging to the same group. It emphasizes the importance of visual cues, such as lines or shapes, in conveying relationships between elements.

Example: User interface designs often utilize consistent visual styles or colors to create a sense of unity and coherence. For instance, grouping navigation links under the same colored bar indicates their interconnectedness and helps users understand their relationship within the interface.

14. Law of Similarity
The Law of Similarity states that elements that are similar in appearance are perceived as belonging to the same group or category. It suggests that visual similarity can influence how individuals organize and interpret information.

Example: In data visualization, using the same color or shape for related data points or categories helps users quickly identify patterns and relationships within the data. By adhering to the Law of Similarity, designers can facilitate easier comprehension and analysis of complex information.

15. Tesler’s Law
Tesler’s Law, also known as the Law of Conservation of Complexity, asserts that every application has an inherent amount of complexity that cannot be eliminated but can only be shifted between different components or layers of the system.

Example: Software designers often prioritize simplicity in user interfaces while managing underlying complexity behind the scenes. For instance, advanced features or settings may be hidden behind menus or options to avoid overwhelming users with unnecessary complexity.

16. Von Restorff Effect
The Von Restorff Effect, also known as the isolation effect, suggests that items that are distinctive or stand out from their surroundings are more likely to be remembered.

Example: In advertising, using unique or contrasting elements, such as colors or imagery, can capture viewers’ attention and make the message more memorable. Companies often leverage the Von Restorff Effect in branding and marketing campaigns to create distinctive and memorable experiences for their audience.

17. Pareto Principle (80/20 Rule)
The Pareto Principle suggests that roughly 80% of outcomes result from 20% of causes. It is often applied in various contexts to prioritize efforts and resources based on their impact.

Example: In business, the Pareto Principle might be used to identify the most profitable customers or products that generate the majority of revenue. By focusing on these key areas, organizations can optimize their strategies and maximize their overall performance.

18. Parkinson’s Law
Parkinson’s Law states that work expands to fill the time available for its completion. It highlights the tendency for tasks to take up more time than necessary if deadlines are not clearly defined or enforced.

Example: In project management, setting clear deadlines and establishing milestones can help prevent tasks from lingering and ensure that work progresses efficiently. By imposing time constraints, teams can increase productivity and maintain focus on key objectives.

19. Peak-End Rule
The Peak-End Rule suggests that people tend to judge experiences based on their peak emotional intensity and how they end, rather than the overall duration of the experience.

Example: In customer service, providing a memorable and positive interaction at the conclusion of a customer’s journey can significantly influence their overall perception of the experience. By ensuring that the final moments leave a lasting positive impression, businesses can enhance customer satisfaction and loyalty.

20. Postel’s Law (The Robustness Principle)
Postel’s Law advises that systems should be designed to be tolerant and flexible in what they accept, but precise and strict in what they output. It emphasizes the importance of interoperability and compatibility in system design.

Example: Internet protocols, such as HTTP and email, adhere to Postel’s Law by allowing for leniency in accepting different formats and inputs while maintaining strict standards for outgoing messages. This approach promotes seamless communication and interoperability across diverse systems and platforms.

21. Serial Position Effect
The Serial Position Effect describes the tendency for people to recall the first and last items in a series more effectively than those in the middle. It is often observed in memory recall tasks and has implications for presenting information effectively.

Example: When delivering a presentation, speakers may strategically place key points or memorable content at the beginning and end of their talk to capitalize on the Serial Position Effect and enhance audience retention.

Table to Quickly Refer the Top 50 UX laws.

UX LawDescription
Hick’s LawThe time it takes to make a decision increases with the number and complexity of choices.
Fitts’s LawThe time required to move to a target area is a function of the distance to it and the size of the area.
Law of ProximityElements that are close to each other tend to be perceived as a unified group.
Law of SimilarityElements that share visual characteristics such as shape, size, color, or orientation are perceived as related.
Law of ClosurePeople tend to perceive incomplete shapes as complete ones.
Law of Common RegionElements within the same area or region are perceived as a group.
Law of SymmetrySymmetrical elements are perceived as more beautiful and harmonious.
Law of PrägnanzPeople tend to interpret ambiguous or complex images as simple and complete.
Zeigarnik EffectUnfinished tasks are remembered better than completed tasks.
Serial Position EffectItems at the beginning and end of a list are more easily remembered than those in the middle.
Gestalt ContinuityElements arranged in a line or curve are perceived as more related than those with abrupt changes in direction.
Doherty ThresholdResponse time decreases as the percentage of an application task completed increases.
Miller’s LawThe average person can only keep 7 (plus or minus 2) items in their working memory.
Law of ExperiencesUsers’ current experiences greatly influence how they perceive and interact with a product.
Kano ModelCustomer satisfaction is influenced by whether a product’s features are expected, desired, or unexpected.
Parkinson’s Law of TrivialityPeople give disproportionate weight to trivial issues while ignoring more important ones.
Law of Conservation of ComplexityThe total complexity of a system remains constant over time unless acted upon by an external force.
Tesler’s LawEvery application tends to become more complex over time unless efforts are made to simplify it.
Pareto Principle (80/20 Rule)Roughly 80% of the effects come from 20% of the causes.
Murphy’s LawAnything that can go wrong will go wrong.
Peak-End RulePeople judge an experience based on how they felt at its peak and at its end, rather than the overall experience.
Aesthetic-Usability EffectUsers perceive more aesthetically pleasing designs as easier to use.
Von Restorff EffectItems that stand out from their surroundings are more likely to be remembered.
Fogg Behavior ModelBehavior change occurs when motivation, ability, and triggers are present simultaneously.
Hofstadter’s LawIt always takes longer than you expect, even when you take into account Hofstadter’s Law.
Law of Diminishing ReturnsThe more you add of something, the less benefit you get from each addition.
Serial Position EffectItems at the beginning and end of a list are more easily remembered than those in the middle.
Loss AversionPeople prefer avoiding losses over acquiring equivalent gains.
Inattentional BlindnessFailing to notice a fully visible, but unexpected object or event when attention is focused elsewhere.
Dunbar’s NumberThere is a limit to the number of people with whom one can maintain stable social relationships, typically around 150.
Occam’s RazorAmong competing hypotheses, the one with the fewest assumptions should be selected.
Cognitive Load TheoryThe total amount of mental effort being used in working memory.
Feature CreepThe tendency for a system to become increasingly complex as new features are added.
Sunk Cost FallacyContinuing a behavior or endeavor as a result of previously invested resources (time, money, effort) even when the current costs outweigh the benefits.
Social ProofPeople are more likely to perform an action if they believe others are doing the same.
Hick-Hyman LawThe time it takes for a person to make a decision increases with the number and complexity of choices.
Law of Least EffortPeople will choose the option that requires the least amount of effort.
Visual HierarchyOrganizing elements to signify order of importance, guiding users’ attention through a visual path.
Rule of ThirdsDividing an image into nine equal parts using two horizontal lines and two vertical lines, placing the key elements along these lines.
Feedback LoopProviding users with feedback on their actions helps them understand the system’s response and adjust their behavior accordingly.
Mnemonic DevicesUsing memory aids such as acronyms, rhymes, or visual imagery to aid in recalling information.
Doherty ThresholdA user’s experience of how quickly a system responds to their actions influences their perception of the system’s efficiency.
Murphy’s Law of InconvenienceAnything that can go wrong will not go wrong at the least convenient moment.
Rule of 29Users tend to scan the first few words of a headline and the first few words of a paragraph or bullet point list.
Law of PrägnanzPeople tend to interpret ambiguous or complex images as simple and complete.
Jakob’s LawUsers prefer your system to work the same way as other systems they already know.
Tesler’s Law of Conservation of ComplexityThe complexity of a system is fixed. As you add features to a system, you can only move complexity around, not reduce it.
Peak-End RulePeople remember an experience by its peak (best or worst moment) and its end rather than the whole experience.

The key is to understand the context of your project and choose the best combination of principles to create an optimal user journey.

Deb Dey

Digital Customer Experience Enthusiast

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