October 15, 2026 · 11 min read

8 UX laws every designer should know, with diagrams

Eight UX laws that explain why some interfaces feel effortless, each with a diagram and one practical way to use it.

uxlaws of uxpsychologydesign principles

"Laws of UX" are not laws in the legal sense. They are patterns about how people see, remember and decide, observed again and again. I keep eight of them in my head when I design internal tools and reporting products, because they settle arguments faster than opinions do.

Each law below has one sentence on what it says, a diagram, and what I actually do about it.

1. Fitts's Law

The time to reach a target depends on how far away it is and how big it is.

D = long distance W = small Far and small: slow D = short W = big Near and big: fast
Time to reach a target grows with distance (D) and shrinks with target width (W).

In practice

  • Make primary buttons big, and keep them close to where the hand or cursor already is.
  • On mobile, place frequent actions within thumb reach and keep touch targets at least 44 px.
  • Don't put a destructive action right next to a safe one.

2. Hick's Law

The more choices you show, the longer people take to decide.

3 options Quick to scan and choose 9 options More options, slower choice
Decision time rises with the number and complexity of choices.

In practice

  • Cut options, or split a long menu into steps.
  • Highlight one recommended choice, as in the diagram.
  • Hide rarely used actions behind a "More" menu instead of deleting them.

3. Jakob's Law

People spend most of their time on other sites, so they expect yours to work like those.

What users expect Logo left, cart top right Your clever layout Users hunt for the cart
People expect your site to work like the sites they already use.

In practice

  • Keep the logo top left, search where people look for it, and the cart top right.
  • Spend your "novelty budget" on the product's core idea, not on the navigation.
  • When you must change something familiar, give people a short, clear heads-up.

4. Miller's Law

Short-term memory holds only a small number of items at once.

12 separate items 0 8 1 2 3 4 5 6 7 8 9 0 3 chunks 0 8 1 2 3 4 5 6 7 8 9 0
Short-term memory holds only a handful of items at once, so chunk what you show.

Miller's famous number is seven, plus or minus two. Later research suggests the real limit may be closer to four chunks. The point is the same either way.

In practice

  • Group long numbers, codes and forms into chunks.
  • Don't make people remember something from one screen to use it on the next.
  • Break long forms into short steps with a clear sense of progress.

5. Doherty Threshold

Productivity soars when the system responds fast enough that nobody has to wait.

Flow Noticeable Lost focus 400 ms 0 s 1 s 10 s Under 400 ms the system feels like part of your thinking.
Keep responses under about 400 ms. When you can't, show progress so the wait feels shorter.

The usual rule of thumb is a response within about 400 ms, from IBM research in the early 1980s.

In practice

  • Respond to every tap immediately, even if the real work finishes later.
  • For anything slower, show a skeleton or a progress indicator.
  • Prefer showing a result that is slightly stale over making someone stare at a spinner.

6. Aesthetic-Usability Effect

People perceive attractive designs as easier to use.

Rough Name Email Send Polished Name Email Send Same fields, same task, different feel
People judge attractive interfaces as easier to use, and they forgive small problems more readily.

This was shown in a 1990s study of ATM interfaces, where the better-looking ones were rated as easier to use even though they worked the same.

In practice

  • Visual polish is part of usability, not decoration on top of it.
  • Be careful, though: a pretty interface can hide real problems during testing, so test with real tasks.

7. Peak-End Rule

People judge an experience mostly by its most intense moment and by how it ends.

Peak End Low point, mostly forgotten Start
People remember the most intense moment and the ending, not the average.

This comes from research by Daniel Kahneman and colleagues on how people remember experiences.

In practice

  • Find the emotional high point of your flow and make it great.
  • Design the last screen on purpose: a clear confirmation, a small thank-you, a next step.
  • Fix the worst moment first. One bad step can colour the whole memory.

8. Law of Proximity

Elements that are close together are seen as a group.

Even spacing One undifferentiated block Gaps create groups Three groups, no borders needed
Things that sit close together are seen as related. Use spacing before you reach for lines and boxes.

This is one of the Gestalt principles of perception.

In practice

  • Put a label closer to its own field than to the one above it.
  • Use space to group related things before adding borders or background boxes.
  • When a screen feels messy, adjust the spacing first.

How I use these

I treat them as a checklist, not as rules to obey. Before a design review I ask five quick questions:

  1. Can the main action be hit easily? (Fitts)
  2. Are there too many choices on this screen? (Hick, Miller)
  3. Does it behave like the tools people already know? (Jakob)
  4. Does it respond fast, or at least show progress? (Doherty)
  5. Is the best moment and the final moment good? (Peak-End)

If the answers are yes, the layout and polish (Proximity, Aesthetic-Usability) usually follow.

If you want the full catalogue with research references, Laws of UX by Jon Yablonski is the best place to start.

Comments

Leave a comment

No comments yet. Be the first.

← All posts

Or try

NEW LETTER

Dear Suri,

WhatsApp opens the app with your letter ready to send. “Send here” delivers it straight to my inbox on this site.