Psychology & Cognition
Laws of UX
Maintained by Jon Yablonski
A collection of psychology and cognitive-science principles that designers can apply directly to interface decisions.
Why it matters
Turns "this feels wrong" into a defensible argument. When a stakeholder pushes back on removing a menu item, Hick’s Law gives you a named, citable reason rather than an opinion.
Key principles
- Hick’s Law - decision time grows with the number and complexity of choices. Reduce options at every decision point.
- Fitts’s Law - time to hit a target depends on its size and distance. Make primary actions big and close to the cursor or thumb.
- Jakob’s Law - users spend most of their time on other sites, so they expect yours to work the same way. Deviate only with justification.
- Miller’s Law - working memory holds roughly seven items. Chunk content instead of listing it flat.
- Doherty Threshold - keep system response under 400ms or attention drains and productivity drops.
- Tesler’s Law - every system has irreducible complexity. Decide whether the product or the user absorbs it.
- Peak-End Rule - people judge an experience by its most intense moment and its ending, not its average.
- Aesthetic-Usability Effect - attractive designs are perceived as more usable, which can mask real usability problems in testing.
Resources
Foundations, principles, tutorials, community Figma files, icon sets, and templates.