Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.
Law · Decision making
Laws, principles, heuristics and the psychology underneath them
The reasoning layer. Why an interface works, what the evidence actually says, and where the popular version of a law overstates its source.
64 entries across 24 categories
64 entries
Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.
Law · Decision making
Time to hit a target depends on how far away it is and how big it is, which makes size and distance the two levers you control.
Law · Motor control
People spend most of their time on other products, so they expect yours to work the way those do.
Law · Conventions
Working memory holds a small number of chunks, so the design lever is what counts as a chunk, not the raw item count.
Law · Memory
Every system has irreducible complexity. The only question is whether the user absorbs it or the product does.
Law · Complexity
Below roughly 400 milliseconds of system response, people stop waiting on the machine and productivity rises sharply.
Law · Performance
People judge an experience by its most intense moment and its ending, not by the average of the whole thing.
Law · Memory
Items at the start and end of a list are remembered best, which makes the middle of any list the weakest position.
Law · Memory
The item that differs from its neighbours is the one that gets noticed and remembered.
Law · Attention
Unfinished tasks stay mentally active, which is why visible progress pulls people back to complete them.
Law · Motivation
People perceive attractive interfaces as easier to use, and forgive small problems in them more readily.
Law · Perception
Be liberal in what you accept and conservative in what you send, which for interfaces means accepting messy input and returning clean output.
Law · Robustness
Work expands to fill the time available, which is why open-ended tasks in an interface tend to sprawl.
Law · Behaviour
Effort increases as a visible goal gets nearer, and artificial early progress accelerates the whole journey.
Law · Motivation
Time to complete a task falls as a power function of repetitions, so expert speed depends on the interface staying stable.
Law · Learning
Moving a pointer along a constrained path takes time proportional to the path length divided by its width, which is why nested menus are hard.
Law · Motor control
The eye resolves complex arrangements into the simplest, most stable interpretation available.
Law · Perception
Among competing solutions that meet the requirement, prefer the one with fewest assumptions and moving parts.
Principle · Complexity
A small share of features carries most of the use, which is a prompt to go and measure rather than an excuse to cut.
Principle · Prioritisation
The interface should always tell the user what is going on, through timely and appropriate feedback.
Heuristic · Nielsen heuristics
Use the words, concepts and order that your users already have, not the ones your database has.
Heuristic · Nielsen heuristics
Users make mistakes and change their minds, so every state needs a clearly marked way out.
Heuristic · Nielsen heuristics
The same thing should look and behave the same way everywhere, and follow platform convention where one exists.
Heuristic · Nielsen heuristics
Better than a good error message is a design in which the error cannot occur.
Heuristic · Nielsen heuristics
Recognising something on screen is far easier than remembering it, so keep the information visible.
Heuristic · Nielsen heuristics
Accelerators that experts use and novices ignore let one interface serve both populations.
Heuristic · Nielsen heuristics
Every extra element competes with the ones that matter, so content should earn its place on the screen.
Heuristic · Nielsen heuristics
Error messages should say what happened, why, and what to do next, in plain language.
Heuristic · Nielsen heuristics
Aim for a product that needs no explanation, then write help for the cases where that is impossible.
Heuristic · Nielsen heuristics
Show the common case first and reveal the rest on request, so complexity is available without being present.
Principle · Complexity
Every action needs a perceivable response that says it was received and what it did.
Principle · Interaction
A capability that users cannot find does not exist, no matter how well it is built.
Principle · Interaction
An interface people can explore without fear produces confident users and fewer support tickets.
Principle · Interaction
An affordance is what an object makes possible. A signifier is the cue that tells you so.
Principle · Interaction
Controls should be arranged to match the thing they control, so the relationship needs no explanation.
Principle · Interaction
Restricting what is possible is the cheapest way to prevent an entire class of error.
Principle · Interaction
Two gaps break interfaces: not knowing how to do the thing, and not knowing whether it worked.
Principle · Interaction
Working memory is a narrow channel, and interfaces spend it on three kinds of work, only one of which is useful.
Psychology · Attention and memory
More options can reduce satisfaction and completion, but the effect is much less reliable than the popular version suggests.
Psychology · Decision making
Users act on their belief about how the system works, not on how it actually works.
Mental model · Understanding
People learn to ignore anything that looks like an advertisement, including your own content when it looks like one.
Psychology · Attention
Focused attention makes people miss things in plain sight, including changes to the interface they are using.
Psychology · Attention
Absorbed, effortless concentration occurs when challenge and skill are balanced, and interruptions destroy it.
Psychology · Engagement
The first number a person sees shapes every judgement that follows, even when it is obviously arbitrary.
Cognitive bias · Judgement
Losing something feels worse than gaining the same thing feels good, which shapes how people react to change.
Cognitive bias · Judgement
The same fact produces different decisions depending on whether it is expressed as a gain or a loss.
Cognitive bias · Judgement
Most people accept whatever is preselected, which makes defaults the most powerful control in an interface.
Cognitive bias · Judgement
People prefer things to stay as they are, which is why every redesign starts with a deficit.
Cognitive bias · Judgement
People look to others' behaviour when deciding, especially under uncertainty.
Psychology · Influence
People give disproportionate weight to a source that appears authoritative, including visual markers of authority.
Cognitive bias · Influence
People value things more once they own them, and more still once they have put work into them.
Cognitive bias · Judgement
Once you know how something works you cannot accurately imagine not knowing, which is why teams misjudge their own interfaces.
Cognitive bias · Judgement
People seek and weight evidence that supports what they already believe, which quietly corrupts research findings.
Cognitive bias · Research integrity
Analysing only the people who made it through hides everything the failures would have told you.
Cognitive bias · Research integrity
People judge how likely something is by how easily an example comes to mind, which favours the recent and the vivid.
Cognitive bias · Judgement
Adding a deliberately inferior third option changes which of the original two people choose.
Cognitive bias · Judgement
A strong impression in one area spills over into unrelated judgements about the same thing.
Cognitive bias · Judgement
Users start acting immediately rather than reading, even when reading would be faster, so design has to teach through doing.
Psychology · Learning
Interfaces engineered to make users act against their own interest, now regulated in several jurisdictions.
Principle · Ethics
Learning spread over time is retained far better than the same amount of learning crammed into one session.
Psychology · Learning
Repeated exposure to something increases preference for it, which is why redesigns feel wrong before they feel right.
Psychology · Perception
Past investment that cannot be recovered still drives decisions, in users and in product teams alike.
Cognitive bias · Judgement
The claim that decision quality degrades over a sequence of choices. Popular, intuitive, and on much shakier experimental ground than its usage suggests.
Psychology · Attention and effort
Judge a design by the outcome it produces for a person and for the business, not by whether the request was delivered.
Mental model · Product
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