# Laws Of UX

> Apply the Laws of UX — psychology and Gestalt heuristics used as lenses on interface work. Use when designing or building any frontend a human will look at and use, when auditing or critiquing UX (heuristic evaluation, "is this good UX?", design review), or when a specific law is named (Hick's, Fitts's, Jakob's, Peak-End, the Gestalt grouping laws, …).

- Skill: `imikailoby/laws-of-ux` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add imikailoby/laws-of-ux`
- Raw SKILL.md: https://api.skillmd.com/api/skills/imikailoby/laws-of-ux/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Web & Frontend
- Author: imikailoby (https://skillmd.com/u/imikailoby)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/imikailoby/laws-of-ux

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# Laws of UX

Heuristic **lenses** for designing and critiquing interfaces. A lens is a default, not a mandate: apply the ones that fit, name each lens you use so feedback is concrete and teachable, and stay anchored to the user's actual goal — when their context or research contradicts a lens, the context wins; say so explicitly.

Load `references/laws-catalog.md` for a law's full takeaways, examples, and origins — reach for it when a finding needs depth or the user asks why.

## Designing / building

Pick the 3–5 lenses most relevant to the surface (a form → Tesler's, Postel's, Working Memory, Doherty; a landing page → Hick's, Von Restorff, Serial Position, Aesthetic-Usability) and let them shape the choices as you make them. Done when the delivered design names the lenses that shaped it.

## Auditing / reviewing

Walk every group below. Cite a lens only where there's a real issue or a real win. Done when all six groups have been walked and every finding carries three parts: the law by name, a severity (critical / important / nice-to-have), and a concrete fix.

### Decisions & choices (reduce friction to act)
- [ ] **Hick's Law** — Too many choices at once? Break into steps, group, defer. Decision time grows with number/complexity of options.
- [ ] **Choice Overload** — Long undifferentiated lists (plans, products)? Add filtering, a recommended/featured default, side-by-side comparison.
- [ ] **Miller's Law** — Are items chunked into ~5–9 groups rather than one flat dump? (Chunking guidance, not a quota — never cite "7±2" to justify an arbitrary limit.)
- [ ] **Occam's Razor** — Can any element be removed without losing function? Remove it. Simplest sufficient design wins.
- [ ] **Tesler's Law** — Irreducible complexity exists — is the *system* absorbing it, or is it dumped on the user (e.g. asking for data you could infer/autofill)?

### Targets & interaction (make actions easy to hit)
- [ ] **Fitts's Law** — Are interactive targets large enough, well-spaced, and near the user's focus? Primary actions shouldn't be tiny or far.
- [ ] **Postel's Law** — Inputs liberal in what they accept (phone/date formats, casing, whitespace), strict/clear in what they emit and validate? Forgiving + clear feedback.
- [ ] **Doherty Threshold** — Feedback under ~400ms? Use optimistic UI, skeletons, progress, and perceived-performance tricks where work is slow.
- [ ] **Flow** — Does the path keep the user in focused momentum (clear feedback, minimal friction), matching challenge to skill?

### Attention & emphasis (guide the eye)
- [ ] **Von Restorff (Isolation) Effect** — Does the single most important action/element stand out visually — with one emphasis, not competing ones, and not styled like an ad?
- [ ] **Selective Attention** — Anything important styled like/next to ads (banner blindness)? Any critical change that could go unnoticed (change blindness)?
- [ ] **Serial Position Effect** — Are key items first/last in lists & nav (primacy/recency), least-important in the middle?
- [ ] **Aesthetic-Usability Effect** — Is it visually polished? Pleasing design raises perceived usability and buys tolerance — and can mask real usability bugs in testing, so verify usability separately.

### Grouping & layout (Gestalt — structure perception)
- [ ] **Law of Proximity** — Related things near each other; unrelated things spaced apart. Spacing communicates relationship.
- [ ] **Law of Common Region** — Use a shared boundary/background (card, panel) to bind a group.
- [ ] **Law of Uniform Connectedness** — Visually connect related controls (shared color/line/frame); connect with a line/arrow when showing relationships.
- [ ] **Law of Similarity** — Similar appearance implies similar function; make links/nav visually distinct from body text.
- [ ] **Law of Prägnanz** — Resolve ambiguity toward the simplest form; simple shapes are processed and remembered better.

### Memory & cognition (don't overload the user)
- [ ] **Cognitive Load** — Cut extraneous load (decorative noise, irrelevant info); respect intrinsic load. Is every element earning its mental cost?
- [ ] **Working Memory** — Recognition over recall: carry context across screens (breadcrumbs, visited states, comparison tables) so users never hold info in their head.
- [ ] **Chunking** — Is content grouped into scannable, hierarchical modules (e.g. formatted phone/card numbers, sectioned forms)?
- [ ] **Mental Model / Jakob's Law** — Does it match conventions users already know from other sites/apps? Innovate on value, conform on patterns. On big changes, let users opt into the new version.

### Motivation & memory of the experience (completion & feeling)
- [ ] **Zeigarnik Effect** — Use progress indicators, clear signifiers of more content, and (honest) head-start progress to motivate completion.
- [ ] **Goal-Gradient Effect** — Show proximity to the goal; people accelerate near the finish. Visible progress + a small head start works.
- [ ] **Parkinson's Law** — Keep task duration at or under expectation — speed it up with autofill and smart defaults before it expands to fill the time.
- [ ] **Peak-End Rule** — Invest in the emotional peak and the final moment (confirmations, success states, waits). Negatives are remembered more vividly — defuse them.
- [ ] **Pareto Principle** — Are you investing effort in the ~20% of features/flows that drive ~80% of value? Prioritize there.
- [ ] **Paradox of the Active User** — Users dive in without reading docs. Put guidance in-context (tooltips, inline hints) along whatever path they take.
- [ ] **Cognitive Bias** — Watch for biases (e.g. confirmation bias) in both users and your own design/research decisions; design safeguards against them.

## Tensions & guardrails

- Lenses conflict (Jakob's familiarity vs. a novel differentiator; Occam's minimalism vs. Tesler's irreducible complexity). Surface the tension and make a reasoned call.
- The motivation lenses (Goal-Gradient, Zeigarnik, Peak-End, Cognitive Bias) can manipulate. Use them to help users finish *their* goals — a dark pattern is a critical finding, never a recommendation.

