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Laws of UX

Psychology principles like Hick's, Fitts's and Jakob's Law, applied to UI.

⏱ 13 minBeginnerBy Jon YablonskiSince 2018
Fitts
Hick
Jakob
Miller
Peak-End
Tesler
Use it when

Explaining design decisions and fixing interaction details.

You'll walk away with

Design decisions backed by named principles.

Step 1 · The idea

Psychology you can design with

Laws of UX is a collection of psychology principles gathered by designer Jon Yablonski on lawsofux.com and in his book Laws of UX (O'Reilly, 2020). Each explains something about how people perceive, decide and remember — and what it means for interface design.

They aren't strict laws of nature. They're well-researched tendencies that help you explain and defend design decisions.

When a stakeholder asks “why is this button so big?”, answering “Fitts's Law” is much stronger than “it looks better”.
The model

12 laws every designer should know

1

Jakob's Law

Users spend most of their time on other sites, so they expect yours to work the same way.
Example: Cart icon in the top-right; search at the top.
2

Fitts's Law

The time to reach a target depends on its size and distance.
Example: Big, thumb-reachable primary buttons on mobile.
3

Hick's Law

More choices mean longer decisions.
Example: Show 2–3 payment options first; hide the rest under “More”.
4

Miller's Law

People hold about 7 (±2) items in working memory — so chunk information.
Example: Phone numbers shown as 98765 43210, card numbers in groups of 4.
5

Goal-Gradient Effect

People speed up as they get closer to a goal.
Example: “Step 3 of 4” progress bars; a coffee card that starts with 2 stamps.
6

Peak-End Rule

People judge an experience by its peak and its end, not the average.
Example: A friendly success screen after a stressful payment.
7

Von Restorff Effect

The item that looks different gets remembered.
Example: One highlighted “Most popular” plan among three.
8

Doherty Threshold

Productivity soars when the system responds within about 400 ms.
Example: Instant feedback on tap; skeleton screens while loading.
9

Tesler's Law

Every system has complexity that can't be removed — only moved.
Example: Autofilling an address so the system, not the user, handles it.
10

Zeigarnik Effect

People remember unfinished tasks better than finished ones.
Example: “Your profile is 70% complete” nudges.
11

Aesthetic-Usability Effect

People see attractive designs as easier to use.
Example: A polished app gets more patience for small bugs.
12

Law of Proximity

Things close together are seen as related.
Example: A label placed right next to its input field.
Step 2 · Feel it

Fitts's Law test

Click the targets as fast as you can: 5 small ones, then 5 big ones. Compare your average time.

Press start, then click the blue circles.

The test area. Small targets appear anywhere; big ones near the centre.

Small targets—
Big targets—
Feel it

Hick's Law test

Find the fruit shown and click it. 5 rounds with 4 options, then 5 rounds with 16.

Press start.

Options will appear here.

4 options—
16 options—
Step 3 · Real pattern

A checkout, law by law

Most good mobile checkouts use several laws at once.

☰ShopKart🛒 2
Cart top-right, logo centre, menu left
Step 1

Familiar layout

Everything is where people expect it from other apps. No learning needed.
Jakob's Law
Cart ✓Address ✓Payment
Almost done — 1 step left
Step 2

Progress you can see

Being close to the end makes people push through the last step.
Goal-Gradient Effect
Pay with
UPI · recommended
Card
+ 6 more options
Step 3

Fewer choices first

Two clear options up front, the rest one tap away. One option stands out as recommended.
Hick's LawVon Restorff
Card number
4111 1111 1111 1111
12 / 28
•••
Pay ₹1,499
Step 4

Chunked input, big button

Digits in groups of four; a big full-width Pay button in the thumb zone.
Miller's LawFitts's Law
✅
Order placed!
Arriving Thursday
You saved ₹200 on this order
Step 5

A good ending

The last moment is calm and positive — that's what people will remember about the whole checkout.
Peak-End Rule

Fictional shop for teaching.

Watch out

Common mistakes

✓ Do

  • Use laws to explain and justify decisions
  • Combine laws with real user testing
  • Break a pattern only when it's clearly better (Jakob's Law)
  • Highlight one thing at a time (Von Restorff)
  • Make feedback instant, even if the work isn't

✗ Avoid

  • Treating them as strict rules that always apply
  • Quoting “7±2” to limit menus to 7 items (that's not what Miller meant)
  • Making everything stand out
  • Using the Zeigarnik effect to nag people
  • Believing aesthetics can hide real usability problems
Cheat sheet

Laws of UX in one screen

JAKOB'S          work like other products people use
FITTS'S          bigger + closer = faster to hit
HICK'S           more choices = slower decisions
MILLER'S         chunk information (≈7±2 in working memory)
GOAL-GRADIENT    effort rises near the goal → show progress
PEAK-END         design the best moment and the ending
VON RESTORFF     the different thing gets noticed
DOHERTY          respond within ~400 ms
TESLER'S         complexity moves; make the system carry it
ZEIGARNIK        unfinished tasks stick in memory
AESTHETIC-USABILITY  beautiful feels easier
PROXIMITY        close = related
Use it at work

Figma template

A ready-made canvas for running this framework with your team. Free, editable, and it works in Figma and FigJam.

Preview of the Laws of UX design audit template
Figma & FigJam · free

Laws of UX design audit

  • Screenshot area
  • 12-law checklist
  • Pass / fix notes
  1. 1Download the SVG, or copy it to your clipboard.
  2. 2In Figma or FigJam, drag the file onto the canvas — or paste with ⌘V / Ctrl V.
  3. 3Everything arrives as editable layers: type in the boxes, add stickies, duplicate rows.
Check yourself

Quick quiz

Get all three right to complete the lesson.

Question 1

1. Why is the primary “Pay” button usually large and at the bottom of mobile checkouts?

Question 2

2. Showing a card number as “4111 1111 1111 1111” instead of one long string uses…

Question 3

3. A plan comparison page highlights one plan in a different colour. Which law?

Saved

Notes are private and stored in this browser.

Sources and further reading

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