--- name: ux-design-principles description: Cognitive psychology principles for UX design decisions. Use when planning features, structuring interfaces, reducing complexity, or optimizing user journeys. Covers choice architecture, cognitive load, attention, and experience design. (project) allowed-tools: - Read - Write - Edit - Glob - Grep --- # UX Design Principles Skill Psychological principles that guide design DECISIONS. For implementation patterns (colors, spacing, animations), see the corresponding ux-* skills. ## Choice Architecture ### Hick's Law: Decision Time Decision time increases with the number and complexity of choices. **Do:** - Reduce options when quick decisions matter - Break complex tasks into smaller steps - Highlight recommended or default options - Use progressive disclosure for advanced features **Don't:** - Present all options at once without guidance - Oversimplify until purpose becomes unclear ### Choice Overload Too many choices overwhelm and paralyze. **Do:** - Limit options when quick decisions are important - Provide comparison tools (e.g., side-by-side pricing) - Prioritize content and offer filters to narrow choices **Don't:** - Present all possible options at once - Force users through large unfiltered selection lists ### Serial Position Effect Items at the beginning and end of lists are remembered best. **Do:** - Place critical actions at the start or end of navigation - Put key information first and last in lists **Don't:** - Bury important actions in the middle of menus - Give equal prominence to all items ## Cognitive Load ### Cognitive Load Principle Reduce information users must hold in working memory. **Do:** - Remove distracting elements that don't help task completion - Distinguish essential information from nice-to-have - Break complex information into digestible chunks **Don't:** - Present excessive details or decorative clutter - Mix intrinsic complexity with unnecessary extraneous load *Implementation: See ux-spacing-layout for visual chunking patterns.* ### Law of Pragnanz (Simplicity) People interpret complex images in the simplest form possible. **Do:** - Present information in simple, ordered forms - Reduce visual complexity to aid comprehension **Don't:** - Overwhelm users with ambiguous or complex graphics - Create layouts that require mental effort to parse ### Tesler's Law (Conservation of Complexity) Every process has irreducible complexity that must be handled somewhere. **Do:** - Handle inherent complexity in design/development, not on users - Provide context-aware guidance within the interface - Accept that users are not always rational **Don't:** - Push system complexity onto users - Build only for idealized, rational behavior ### Occam's Razor Simplest solution is usually best. **Do:** - Eliminate unnecessary elements while maintaining function - Continually refine until nothing can be removed without harm **Don't:** - Add features that complicate without clear user benefit - Solve simple problems with elaborate solutions ## Attention & Perception ### Selective Attention Users naturally filter out irrelevant content. **Do:** - Guide attention to relevant information - Minimize distractions - Ensure only one significant change occurs at a time **Don't:** - Style important content like advertisements (banner blindness) - Introduce multiple simultaneous changes without cues - Place essential info in areas typically ignored (ad zones) ### Von Restorff Effect (Isolation) Distinctive items are remembered better. **Do:** - Make important actions visually stand out - Use emphasis sparingly so items don't compete - Provide multiple contrast cues (shape, pattern, not just color) **Don't:** - Rely exclusively on color to convey importance - Overuse emphasis (dilutes impact) - Use motion effects that trigger discomfort *Implementation: See ux-color-system for emphasis patterns.* ## User Expectations ### Jakob's Law Users transfer expectations from familiar products. **Do:** - Design consistent with patterns users already know - Leverage existing mental models - When making major changes, offer temporary familiar alternatives **Don't:** - Radically alter established interactions without guidance - Force users to relearn common patterns ### Paradox of the Active User Users jump into products without reading instructions. **Do:** - Expect users to start using immediately - Provide contextual help, tooltips, and guidance in-place **Don't:** - Force users to read manuals before using - Hide help or make it difficult to find ### Aesthetic-Usability Effect Beautiful design is perceived as more usable. **Do:** - Design interfaces that look appealing and polished - Use aesthetics to create positive first impressions **Don't:** - Rely on visual polish to hide fundamental usability problems - Assume beauty compensates for broken functionality ## Progress & Motivation ### Goal-Gradient Effect People work faster as they sense completion is near. **Do:** - Display progress toward goals - Provide "artificial progress" (e.g., start at 10% complete) **Don't:** - Leave users unsure how far they've progressed - Hide progress information *Implementation: See ux-feedback-patterns for progress indicator patterns.* ### Zeigarnik Effect Incomplete tasks stay in memory and motivate continuation. **Do:** - Clearly signify that more content/steps are available - Provide artificial progress toward goals - Show progress indicators **Don't:** - Leave tasks without visible progress indicators - Hide future steps or content *Implementation: See ux-feedback-patterns for progress patterns.* ### Parkinson's Law Tasks expand to fill available time. **Do:** - Set clear, reasonable time expectations - Reduce task duration below what users expect - Use time-saving features (autofill, shortcuts) **Don't:** - Allow simple processes to take longer than necessary - Present long forms without automation *Implementation: See ux-form-design for autofill patterns.* ## Experience Design ### Peak-End Rule Experiences are judged by peak moments and endings. **Do:** - Design memorable peaks and strong endings - Identify when your product is most helpful and add delight - Minimize negative peaks (bad moments are remembered vividly) **Don't:** - Neglect the conclusion of user journeys - Leave negative events unaddressed ### Pareto Principle (80/20) A small number of causes produce majority of outcomes. **Do:** - Identify and focus on high-impact areas - Allocate resources where they benefit most users **Don't:** - Distribute efforts evenly across all tasks - Over-invest in low-impact areas ## Input & Error Handling ### Postel's Law (Robustness) Be tolerant of input, strict in output. **Do:** - Anticipate various user inputs and behaviors - Translate diverse input to meet system requirements - Provide clear feedback for edge cases **Don't:** - Rigidly enforce narrow input formats - Send malformed or ambiguous output *Implementation: See ux-form-design for validation patterns.* ## Cognitive Bias Awareness ### Cognitive Bias Principle Mental shortcuts influence decision making. **Do:** - Recognize that heuristics save mental effort but can skew judgment - Raise awareness of your own biases during design - Challenge assumptions with your team **Don't:** - Ignore biases like confirmation bias - Seek only information supporting preconceived beliefs ## Quick Reference Matrix | Situation | Apply | |-----------|-------| | Too many options | Hick's Law, Choice Overload | | Complex task | Tesler's Law, Cognitive Load | | Users skip instructions | Paradox of Active User | | Low completion rates | Goal-Gradient, Zeigarnik | | Poor first impressions | Aesthetic-Usability | | Users confused by changes | Jakob's Law | | Important items ignored | Serial Position, Selective Attention | | Long task times | Parkinson's Law | | Poor memories of experience | Peak-End Rule | | Resource allocation | Pareto Principle | | Input validation issues | Postel's Law | | Overly complex design | Occam's Razor, Pragnanz | ## Related Skills - **ux-spacing-layout**: Visual chunking, grouping (Law of Proximity/Common Region) - **ux-color-system**: Emphasis, similarity (Von Restorff, Law of Similarity) - **ux-animation-motion**: Response timing (Doherty Threshold) - **ux-accessibility**: Touch targets, focus (Fitts's Law) - **ux-feedback-patterns**: Progress, loading states (Working Memory) - **ux-user-flow**: Navigation, mental models (Flow) - **ux-form-design**: Input tolerance, validation (Postel's Law)