A list of rules that UX designers should consider when designing user interfaces.
A heuristic is a simple, experience-based rule used to make decisions or solve problems quickly. In UX, it’s often applied to evaluate the usability of interfaces.
Users often perceive aesthetically pleasing design as design that’s more usable.
The time to acquire a target is a function of the distance to and size of the target.
People are more motivated to complete a task the closer they are to finishing it.
The time it takes to make a decision increases with the number and complexity of choices.
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.
The average person can only keep 7 (plus or minus 2) items in their working memory.
The more users engage with a site, the more they’ll be inclined to visit it again in the future.
Work expands so as to fill the time available for its completion.
Principles are high-level ideas that are used to inform the design of user interfaces.
Productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other.
Among competing hypotheses, the one with the fewest assumptions should be selected.
Roughly 80% of the effects come from 20% of the causes.
Be liberal in what you accept, and conservative in what you send.
There is a certain amount of complexity which cannot be reduced.
Gestalt principles explain how humans perceive the world around them.
Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.
Objects that are near, or proximate to each other, tend to be grouped together.
People will perceive and interpret ambiguous or complex images as the simplest form possible.
The human eye tends to build a relationship between similar elements in a design.
Elements that are visually connected are perceived as more related than elements with no connection.
Cognitive biases are systematic patterns of deviation from norm or rationality in judgment.
People judge an experience largely based on how they felt at its peak (i.e., its most intense point) and at its end, rather than based on the total sum or average of every moment of the experience.
Users have a propensity to best remember the first and last items in a series.
The Von Restorff effect predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered.
People remember uncompleted or interrupted tasks better than completed tasks.