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Learning UX

Learning Some Laws of User Experience


User Experience is how a user interacts with and experiences a product, system, or service. It includes a person's perceptions of utility, ease of use, and efficiency.


Laws of UX

Heuristic

# Type Name Description Mnemonic Repo
1 Heuristic Aesthetic-Usability Effect Users often perceive aestethically pleasing design as design that's more usable. Aesthetic aesthetic
2 Heuristic Fitt's Law The time to acquire a target is a function of the distance to and size of the target. Distance & Size Fitt
3 Heuristic Goal-Gradient Effect The tendency to approach a goal increases with proximity to the goal. Progress Bar goal-gradient
4 Heuristic Hick's Law The time it takes to make a decision increases with the number and complexity of choices. Paradox of Choice Hick
5 Heuristic Jakob's Law User spends most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they know. Universal Template Jakob
6 Heuristic Miller's Law The average person can only keep 7 (plus or minus 2) items in their working memory. +- 7 items Miller
7 Heuristic Parkinson's Law Any task will inflate until all of the available time is spent. Inflation Parkinson

Principle

# Type Name Description Mnemonic Repo
1 Principle Doherty Treshold Productivity soars when a computer and its users interact at pace (<400 ms) that ensures that neither has to wait on the other. Speed & Duration Doherty
2 Principle Occam's Razor Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected. Less Assumptions Occam
3 Principle Pareto Principle The Pareto Principle states that for many events, roughly 80% of the effect come from 20% of the causes. 80:20 Pareto
4 Principle Postel's Law Be liberal in what you accept, and conservative in what you send. Liberal-Conservative Postel
5 Principle Tesler's Law For any system, there is a certain amount of complexity which cannot be reduced. Tolerance Tesler

Gestalt

# Type Name Description Mnemonic Repo
1 Gestalt Law of Common Region Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary. Clear Boundary region
2 Gestalt Law of Proximity Objects that are near, or proximate to each other, tend to be grouped together. Near Objects proximity
3 Gestalt Law of Prägnanz People will perceive and interpret ambiguous or complex images as the simplest form possible, because it is the interpelation that requires the least cognitive effort of us. Cognitive Effort pragnanz
4 Gestalt Law of Similarity The human eyes tend to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated. Eyes & Similar Elements similarity
5 Gestalt Law of Uniform Connectedness Elements that are visually connected are perceived as more related than elements with no connection. Connection connectedness

Cognitive Bias

# Type Name Description Mnemonic Repo
1 Cognitive Bias Peak-End Rule People judge an experience largely based on how they felt at its peak and its end, rather than total the total sum or average of every moment of the experience. Pump and Dump peak-end
2 Cognitive Bias Serial Position Effect Users have a propensity to best remember the first and last items in a series. Alpha-Omega serial-position
3 Cognitive Bias Von Restorff Effect The Von Restorff Effect, also known as The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered. Isolation Restorff
4 Cognitive Bias Zeigarnik Effect People remember uncompleted or interrupted tasks better than completed tasks. Uncompleteness Zeigarnik

  1. These notes are not made to make you memorize all the laws in a short time. It was created as a compass that guides you through the User Experience. The more often we implement these laws of UX, the more our skills will increase.
  2. Mnemonics were created to help you remember specific keywords.
  3. The repo will contain more detailed explanations, implementation examples, and exercises.

Source:


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