Laws of UX


Fitts Law
The time to reach a target depends on its size and distance — larger and closer targets are faster to hit.
Why it matters
Poorly placed or tiny buttons slow users down and cause frustration, especially on mobile or touch devices.
How to use it
Make important buttons larger and place them in easily reachable areas
Minimize the distance between related controls
Flow
Flow is a mental state where users are fully immersed in an activity, experiencing deep focus, enjoyment, and a sense of control.
Why it matters
Flow keeps users engaged and productive. A mismatch between task difficulty and skill can break this state—frustrating users or boring them.
How to use it
Match task complexity to the user’s skill level
Provide clear, timely feedback so users know their actions are effective
Eliminate unnecessary friction to keep users in rhythm
Goal Gradient Effect
The closer users get to completing a task, the more motivated and faster they become in finishing it.
Why it matters
Progress fuels motivation. Users feel a stronger drive to complete a task when they see they're near the end.
How to use it
Show visible progress bars or step indicators
Add early momentum by giving a “head start” (e.g., 2 of 10 steps already done)
Celebrate milestones to keep users moving forward
Hick’s Law
The time it takes to make a decision increases with the number and complexity of available choices.
Why it matters
Too many options can lead to analysis paralysis. It slows decision-making, increases cognitive load, and can frustrate or confuse users.
How to use it
Minimize options when quick decisions are needed
Break complex tasks into smaller, manageable steps
Highlight recommended or default options
Use progressive onboarding for new users
Avoid over-simplifying — clarity must stay intact
Jakob’s Law
Users spend 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 already know.
Why it matters
Familiarity reduces the learning curve. When your design aligns with common patterns, users can focus on completing tasks instead of figuring out how things work.
How to use it
Follow established UI conventions
Leverage existing mental models
Minimize radical design changes
If changes are necessary, give users time to adapt (e.g., temporary access to old version)
Millers Law
The average person can only keep 7 (plus or minus 2) items in their working memory.
Why it matters
Overloading users with too many choices or pieces of information can overwhelm their short-term memory and reduce effectiveness.
How to use it
Break down information into smaller, digestible chunks
Group related items together for easier understanding
Avoid using the "magical number seven" to justify unnecessary limitations
Be aware that individual short-term memory capacity can vary
Part 3 coming soon…P
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