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21 laws of UX

Fer M

Created on October 12, 2023

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Transcript

von restorff effect

tesler's law

serial position effect

postel's law

Peak-end rule

parkinson's law

miller's law

Law of uniform connectedness

law of proximity

Law of common region

hick's law

jakob's law

User Experience (UX) is how people feel when they use a product or service.

Goal - gradient effect

Fitts's law

Doherthy threshold

Aesthetic - usability effect

law of prägnanz

Occam's Razor

Law of similarity

pareto principle

zeigarnik effect

21 ux laws

Tolerant to usability issues

Aesthetic, visually appealing

An aesthetically design always creates a positive response in people's brains. They distract their attention in that details.

Also the place is very importante.

Touch targets should be large enough for the users to be able to select them

The time to acquire a target is a function of the distance to and size of the target.

They can be visually connected via colors, lines, frames, or other shapes like lines or narrows.

Elements that are visually connected are perceived as more related than elements with no connection.

Provide a clear indication of progress in order to motivate users to complete tasks

The tendency to approach a goal increases with proximity to the goal.

Accept variable input from users

The more we can anticipate and plan for in design, the more resilient the design will be.

Be liberal in what you accept, and conservative in what you send.

Organize content into smaller chunks to help the user process and memorize easily.

The average person can only keep 7 (plus or minus 2) items in their working memory.

Proximity helps to organize information faster

Proximity object = Share similar functionality

Objects that are near, or proximate to each other, tend to be grouped together.

Place the least important items in the middle

Users have a propensity to best remember the first and last items in a series.

*This helps to creat an estructure

Adding a border or a background helps to creat a common region

Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.

A large group may contain only a few meaningful contributors to the desired outcome.

The Pareto principle states that, for many events, roughly 80% of the effects come from 20% of the causes.

*In this example, the circles could be related to a subtitle and the lines to the content.

Color, shape, size, orientation helps to understand that elements belong to a same group

The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated.

*Sometimes adding a delay to a process can increas a sense of trust.

Progress bars

Productivity works when a computer and its users interact at a pace where neither has to wait for the other.

We can use some things to help make times more tolerable and visually engage people while something is loading.

Animation/Icons

Avoid overwhelming users with complex tasks or too many choices, but be careful not to simplify to the point of abstraction.

The time it takes to make a decision increases with the number and complexity of choices.

Provide a clear indication of progress in order to motivate users to complete tasks.

People remember uncompleted or interrupted tasks better than completed tasks.

DIAGRAMA DE FLUJO

Take care not to simplify interfaces to the point of abstraction.

Also known as The Law of Conservation of Complexity, states that for any system there is a certain amount of complexity which cannot be reduced.

Analyze each element and remove as many as possible.

Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected.

Make important information or key actions visually distinctive.Use restraint when placing emphasis on visual elements to avoid them competing with one another

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.

Don't do big changes so the users can continue using a familiar version, do it little by little.

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.

Leverage features such as autofill to save the user time when providing critical information within forms.Reduce the duration to complete a task to improve the expierence.

Any task will inflate until all of the available time is spent.

Identify the moments when your product is most helpful, valuable, or entertaining and design

People judge an experience largely based on how they felt at its peak and at its end, rather than the total sum or average of every moment of the experience.

Human eye transforms complex shapes into a single unified shape

People will perceive and interpret ambiguous or complex images as the simplest form possible.