Laws of UX - Jon Yablonki
Laws of UX - Jon Yablonki
Laws of UX - Jon Yablonki
Fitts’s Law
1. Overview
2. Origins
3. Key Considerations
1. Touch Target Sizing
2. Touch Target Spacing
3. Touch Target Positioning
4. Examples
5. Key Takeaways
6. Conclusion
7. Index
2. 2. Jakob’s Law
1. Overview
2. Origins
3. Key Concept: Mental Models
4. Examples
5. Key Consideration: Sameness
6. Conclusion
7. Key Takeaways
8. Footnotes
3. 3. Hick’s Law
1. Overview
2. Origins
3. Key Concept: Cognitive Load
4. Examples
5. Key Consideration: Oversimplification
6. Conclusion
7. Key Takeaways
4. 4. Miller’s Law
1. Overview
2. Origins
3. Key Concept: Chunking
4. Examples
5. Key Takeaways
6. Conclusion
7. Index
5. 5. Postel’s Law
1. Overview
2. Origins
3. Examples
4. Key Takeaways
5. Conclusion
6. 6. Peak-End Rule
1. Overview
2. Origins
3. Key Concept: Cognitive Biases
4. Examples
5. Key Takeaways
6. Conclusion
7. Index
7. 7. Aesthetic-Usability Effect
1. Overview
2. Origins
3. Examples
4. Effect on Usability Tests
5. Key Takeaways
6. Conclusion
7. Index
Laws of UX
Design Principles for Persuasive and Ethical Products
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Laws of UX
by Jon Yablonski
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Chapter 1. Fitts’s Law
Overview
Usability is a key aspect of good design. As the term implies, ‘ease of
use’ means the interface is easy to understand and navigate. It also
means that interaction with the interface is painless and
straightforward, and that users can engage with interactive objects
without much effort. The time it takes for users to move to and engage
with an interactive object is a critical metric. Compounded by the wide
range of input methods available today, from the precision of the
mouse to the relative imprecision of fingers, it’s important that
designers size interactive objects appropriately to ensure they are easily
selectable and they meet user expectations in regards to the selectable
region.
To aid in this endeavor is Fitts’s Law, which describes the time it takes
for a user to engage with an object is relative to the size and distance to
it. In other words, as the size of an object increases, the time to select it
goes down. Additionally, the time to select an object decreases as the
distance that a user must move to select it decreases. The opposite is
true as well: the smaller and further away an object it, the longer time it
takes to accurately select it. This rather obvious concept has far-
reaching implications, which we’ll unpack in this chapter, as well as
take a look at some supporting examples.
Origins
The origins of Fitts’s Law can be traced back to 1954, when American
psychologist Paul Fitts predicted that the time required to rapidly move
to a target area is a function of the ratio between the distance to the
target and the width of the target (Figure 1.1).1 Today, it’s regarded as
one of the most successful and studied mathematical models of human
motion and it’s widely used in ergonomics and human–computer
interaction to model the act of pointing either physically or virtually.
Figure 1-1. Diagram depicting Fitts’s Law
Figure 1-2. Fitts’s metric to quantify the difficulty of a target selection task
Key Considerations
Fitts’s Law was established as a model for understanding human
movement in the physical world before the invention of the graphic
user interface, but it can also be applied to movement through a digital
interface. There are three key considerations that Fitts’s Law gives us:
first, touch targets should be large enough for users to both discern
what it is and to accurately select them. Secondly, touch targets should
have ample spacing between each other. Lastly, touch targets should be
placed in areas of an interface that allows them to be easily acquired.
The image above illustrates the zones that are more difficult to reach
with a thumb when using a smartphone with a single hand. As the size
of the device increases, the zones that are hard to reach or require
stretching to reach expand while the easy to reach area contracts. This
is a result of a decrease in dexterity of the hand while holding the
larger device.
Examples
We’ll begin our examples by looking at a common example of Fitts’s
Law: form text labels. By associating a text label element with an
input, designers and developers can ensure that taps or clicks on the
label will perform the same function as selecting the input (Figure 1-5).
This native feature effectively expands the surface area of the form
input, making it easier for users to focus the input with less precision.
The net effect is a better user experience for desktop and mobile users
alike.
Figure 1-5. Touch target area on text label + form input.
This feature effectively enables access to parts of the screen that were
difficult to access for one-handed users on these larger devices.
Key Takeaways
Touch targets should be large enough for users to both discern what it
is and to accurately select them.
Conclusion
Fitts’s Law is a very appropriate principle to begin with because it’s
fundamental to good user experiences and illustrates how neglecting to
consider it can lead to life-threatening situations. A key responsibility
we have as designers is to ensure the interfaces we create augment
human capabilities and experiences, not distract or deter them. Mobile
interfaces are especially susceptible to Fitts’s Law due to the limited
screen real estate available. We can ensure interactive elements are
easily selectable by making them large enough for users to both discern
what it is and to accurately select them, providing ample space between
them to avoid accidental selection, and place them in areas of an
interface that allows them to be easily acquired.
Index
Fitts, Paul M. (June 1954). “The information capacity of the human
motor system in controlling the amplitude of movement”. Journal of
Experimental Psychology.
Users spend most of their time on other sites, and they prefer your site
to work the same way as all the other sites they already know.
Overview
There is something incredibly valuable to be found in familiarity for
users. Familiarity helps the people interacting with a digital product or
service know immediately how to use it, from interacting with the
navigation to find the content they need to process the layout and
visual cues on the page in order to understand the choices available to
them. The cumulative effect of mental effort saved ensures a lower
cognitive load. In other words, the less mental energy they have to
spend learning an interface, the more they can dedicate towards
achieving their objective. The easier we make it for people to achieve
their objective, the more likely they are to do so successfully.
Origins
Jakob’s Law (also known as Jakob’s Law of the Internet User
Experience) was put forth by usability expert Jakob Nielsen in 2000,
who described the tendency for users to develop an expectation of
design conventions based on their cumulative experience from other
websites 1. This observation, which he describes as a law of human
nature, encourages designers to follow common design conventions
which enables them to focus more on the site content, message or
product. In contrast, uncommon conventions can lead to people
becoming frustrated, confused, and more likely to abandon their tasks
and leave because it does not match up with their understanding of how
things should work.
Mental models are valuable for designers because we can match our
user’s mental model to improve their experience. Consequently, users
can easily transfer their knowledge from one product or experience to
another without the need to first take the time to understand how the
new system works. Good user experiences are made possible when the
designer’s mental model is aligned with the user’s mental model. The
task of shrinking the gap between our mental models and those of our
users is one of our biggest challenges, and to achieve this we use a
variety of methods: user interviews, personas, journey maps, empathy
maps, and more (Figure 2.1).
Figure 2-1. Wikipedia Reader Journey for Mobile persona in India named Sukhwinder
(Source: AMuigai).
The point of all this is to gain a deeper insight into not only the goals
and objectives of our users but also their pre-existing mental models,
and how that applies to the product or experience we are designing.
Examples
Have you ever wondered why form controls look the way they do
(Figure 2-2)? It’s because the humans designing them had a mental
model for what these elements should look like, which they based on
control panels they were already familiar with in the physical world.
Things like form toggles, radio inputs, and even buttons originated
from the design of their tactile counterparts.
Figure 2-2. Comparison between control panel elements and typical form elements.
As designers, we must close the gap that exists between our mental
models and those of our users. It’s important that we do this because
there will be problems when they aren’t aligned, which can affect how
users perceive the products and experiences we’ve helped build. This
misalignment is called mental model discordance, and it occurs when a
familiar product is suddenly changed.
The use of mental models to inform design isn’t isolated to the digital
space. One of my favorite examples can be found in the automotive
space, specifically in regards to controls. Let’s take for example the
2020 Mercedes-Benz EQC 400 Prototype (Figure 2-5). The design of
the seat controls found on the door panel that corresponds to each seat
are mapped to the shape of the seat. The resulting design makes it easy
for users to understand which part of their seat they can adjust by
simplify identifying the corresponding button. It’s an effective design
because it builds on top of our preexisting mental model, the shape of a
seat, and then matches the controls to that mental model.
Figure 2-4. Seat control that’s informed by mental model of seat found in 2020 Mercedes-
Benz EQC 400 Prototype. (Source: MotorTrend)
Let’s take a moment to consider the alternative: each and every website
or app that you use is completely different in every regard, from the
layout and navigation down to the styling and common conventions
like the placement of search. Considering what we learned about
mental models, this would mean that users could no longer rely on
previous cumulative experiences to guide them. The ability to be
instantly productive in achieving the goal they came to accomplish
would be immediately thwarted because they would have to first learn
how to use the website or app. It is no stretch of the imagination to see
that this would not be ideal, and conventions would eventually emerge
out of pure necessity.
Jakob’s Law isn’t advocating for sameness in the sense that every
product and experience should be identical. Instead, it is a guiding
principle that reminds designers that people leverage previous
experience to help them in understanding new experiences. It is a not
so subtle suggestion that designers should leverage common
conventions when appropriate to ensure users can focus on what they
came to do.
Conclusion
Jakob’s Law isn’t advocating for sameness in the sense that every
product and experience should be identical. Instead, it is a guiding
principle that reminds designers that people leverage previous
experience to help them in understanding new experiences. It is a not
so subtle suggestion that designers should consider common
conventions that are built around existing mental models when
appropriate to ensure users can immediately be productive, instead of
first learning how a website or app works. Designing around this
expectation will allow for users to apply their knowledge from
previous experiences, and the resulting familiarity ensures they can
stay focused on the important stuff — finding the information they
need, purchasing a product, etc.
Key Takeaways
Users will transfer expectations they have built around one familiar
product to another that appears similar.
Footnotes
Nielsen Norman Group, “Jakob’s Law of Internet User Experience”,
August 2017.
Chapter 3. Hick’s Law
The time it takes to make a decision increases with the number and
complexity of choices available.
Overview
One of the primary functions we have as designers is to synthesize
information and present it in a way that doesn’t overwhelm the people
who use the products and services we design. We do this because we
understand, almost instinctively, that redundancy and excessiveness
create confusion. This confusion is problematic when it comes to
creating products and services that feel intuitive and enable people to
quickly and easily accomplish their goal. How does this confusion
occur? It is the result of not completely understanding the goals and
constraints of the people using the product or service. Ultimately, our
objective is to understand what the user seeks to accomplish so that we
can reduce anything that doesn’t contribute to the success of them
achieving their goal(s). We, in essence, strive to simplify complexity
through efficiency and elegance.
This directly relates to our first key principle: Hick’s Law. Hick’s Law
predicts that the time it takes to make a decision increases with the
number and complexity of choices available. Not only is this principle
fundamental to decision making, but it’s critical to how people
perceive and process the user interfaces we create. We’ll take a look at
some examples of this principle, but first let’s look at its origins.
Origins
Hick’s Law was formulated by psychologists William Edmund Hick
and Ray Hyman in 1952 after examining the relationship between the
number of stimuli present and an individual’s reaction time to any
given stimulus. What they found was that increasing the number of
choices available will logarithmically increase decision time. In other
words, people take longer to make a decision given more options to
choose from. It turns out there is an actual formula to represent this
relationship: RT = a + b log2 (n) (Figure 3-1).
Figure 3-1. Diagram representing Hick’s Law.
Examples
Now that we have an understanding of Hick’s Law and cognitive load,
let’s take a look at some examples that demonstrate this principle.
There are examples of Hick’s Law in action everywhere, but we’ll start
with a common one: remote controls.
Conclusion
Hick’s Law is a key concept in user experience design because it’s an
underlying factor in everything we do. When an interface is too busy,
actions are unclear or difficult to identify, and critical information is
hard to find, a higher cognitive load is required from users. Simplifying
an interface or process helps to reduce the mental strain for users, but
we must be sure to add contextual clues to help users identify the
options available and relevance of the information available in relation
to the tasks they wish to perform. I find the process of reduction, or
eliminating any element that isn’t helping the user achieve their goal, a
critical part of the design process. It is important to remember that the
user has a goal, whether it is to buy a product, understand something or
simply to learn more about the content. The less they have to think
about what they need to do to achieve their goal, the more likely it is
they will achieve it.
Key Takeaways
Too many choices will increase the cognitive load for users.
Overview
Many designers have most likely heard of Miller’s Law, and there is
also a high probability that what they understand about it is inaccurate.
This commonly misunderstood heuristic has frequently been cited as
justification for design decisions such as “the number of navigation
items must be limited to no more than 7” and so forth. While there is
value in limiting the amount of options available to users (see Hick’s
Law in chapter 3), it is misleading and inaccurate to attribute such
dogma to Miller’s Law. In this chapter we’ll explore the origins of
Miller’s ‘magical number 7’ and the real value Miller’s Law has to
provide UX designers.
Origins
Miller’s Law originates from a paper published in 1956 by cognitive
psychologist George Miller title “The Magical Number Seven, Plus or
Minus Two: Some Limits on Our Capacity for Processing
Information"1. Miller, a professor of Harvard University’s Department
of Psychology, discussed in his paper for Princeton’s Psychological
Review the coincidence between the limits of one-dimensional absolute
judgment and the limits of short-term memory. Miller observed that
memory span in young adults was limited to approximately 7,
regardless of the stimuli consisting of vastly different amounts of
information. This led him to the conclusion that bits, or the basic unit
of information, doesn’t affect memory span as much as the number of
information ‘chunks’ being memorized. ‘Chunks’ in cognitive
psychology refers to collections of basic familiar units that have been
grouped together and stored in a person’s memory.
Examples
The simplest example of chunking can be found with how we format
phone numbers. Without chunking, a phone number would be a long
string of digits, which increases the difficulty to process and remember
it. Alternatively, a phone number that has been formatted (chunked)
becomes much easier to both process and memorize (Figure 4-1).
When we compare the example above with content that has formatting,
hierarchy and appropriate length applied, the contrast is significant.
Below is an example of the improved version of the same content
(Figure 4-3). Headings and subheadings have been applied to provide
hierarchy, whitespace has been applied to break the content into
discernable sections, line-length has been reduced to improve
readability, text links have been underlined and keywords have been
highlighted to provide contrast from the surrounding text.
Figure 4-3. ‘Wall of text’ improved with hierarchy, formatting and appropriate length.
(Source: Wikipedia)
Key Takeaways
Don’t use the “magical number seven” to justify unnecessary design
limitations.
Conclusion
The sheer amount of information around us is growing at an
exponential rate. In contrast, we humans have a finite amount of mental
resources to process the information around us. The inevitable overload
that can occur directly has an affect on our ability to complete tasks.
Miller’s Law teaches us to use chunking to organize content into
smaller clusters to help users process, understand, and memorize
easily.
Index
Miller, G. A. (1956). “The magical number seven, plus or minus two:
Some limits on our capacity for processing information”. Psychological
Review.
Chapter 5. Postel’s Law
Overview
Designing good user experiences means designing good human
experiences. People don’t behave like machines: their output in
inconsistent, error prone, and driven by emotion. We expect the
products and services we interact with to intuitively understand us.
When things go wrong, blame is too often directed towards the user
and not the interface and underlying computer system. The products
and services we interact with must account for this to be user-friendly.
At the same time, the products and services designers build must be
robust and adaptable to fit the needs of growing scale and complexity.
Accounting for the ‘happy path’ in design isn’t an adequate means of
defining how a system works. We must also account for what happens
when things go unexpectedly. Everything from variable user input and
errors to malicious intent should be anticipated and met with an
appropriate response.
Origins
Jon Postel (August 6, 1943 – October 16, 1998) was an American
computer scientist who authored an early implementation of the
Transmission Control Protocol (TCP), an underlying protocol of the
Internet. He recommended that implementations of the protocol follow
a general principle of robustness to account for variation found in
packets that are sent over the network. In other words, programs which
send data, either to other machines or programs on the same machine,
should conform to specifications while programs that receive data
should be able to accept non-conformant input — as long as the
meaning is clear.
Examples
What does it mean to be “liberal in what you accept, and conservative
in what you send”? Postel’s principle was primarily a guideline for
software, specifically in regards to the transfer of data across computer
networks, but it can just as easily be applied to user experience and
how we deal with user input and system output.
Take for example the topic of internationalization. The same text string
can span different lengths, depending on the language. Many designers
account for only their native language, while not accounting for text
expansion in other languages that could have a considerable increase in
length. English, a very compact language, contains words that can
expand up to 300% when translated into a less compact language such
as Italian (Figure 5.1). Text orientation can also vary per region of the
world: from left-to-right in many western countries to right-to-left and
even vertical in others. By designing with these variations in mind, we
can account for more robust designs that can adapt to varying text
string lengths and text orientations more adaptively.
Figure 5-1. Text expansion from english (left) to Italian (right). (Source: w3.org)
Another example that deals with text is the default font size, which can
be customized by the user both on mobile devices and browsers. The
purpose of this feature is to give the user control over the default size
of text, effectively increasing the size of all text throughout an
application and therefore improving it’s accessibility. It can also cause
problems in applications that haven’t accounted for the ability of text to
increase, specifically how it affects layout and the space available for
text.
Figure 5-2. Amazon.com adapting to minimum font size customization. (Source: Amazon)
The input that users provide to a system spans a wide spectrum and is
variable, therefore we should create systems that liberally accept it to
ensure a better user experience. The more we can anticipate and plan
for in design, the more user friendly the user experience will be.
Key Takeaways
Be empathetic, flexible, and tolerant to any number of actions the user
could possibly take.
Conclusion
Postel’s principle help us bridge the gap between human and machine.
By designing a system that can liberally accept variable human input
and translate it into a structured, machine-friendly output, we transfer
this burden away from users and therefore ensure a more human user
experience. Accounting for the not-so-happy path in design, we ensure
that the products and services we build are resilient and can adapt to
the way we people actually are as opposed to requiring they conform to
an underlying database.
Chapter 6. Peak-End Rule
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.
Overview
An interesting thing happens when we recollect a past event. Instead of
averaging the whole experience based on facts and duration, we tend to
draw upon an emotional peak and the end regardless of whether they
were positive or negative. In other words, we remember our life
experiences as a series of snapshots rather than a comprehensive
timeline of events. Key moments during the experience are averaged in
our minds to form an opinion, specifically the most emotionally intense
moment and the ending. These moments heavily influence how we
assess the overall experience and determine if we’ll be willing to do it
again or recommend it to others. When designing user experiences, we
should pay close attention to these key moments of an experience to
ensure users recollect the experience positively.
Origins
Evidence for the peak-end rule was first explored in the 1993 paper
“When More Pain Is Preferred to Less: Adding a Better End”1 by
Daniel Kahneman, Barbara Fredrickson, Charles Schreiber, and
Donald Redelmeier. In the paper, participants were subjected to two
different versions of a single unpleasant experience. The first trial
involved participants submerging a hand in 14 °C water for 60 seconds.
The second trial involved participants submerging the other hand in 14
°C water for 60 seconds, then keeping their hand submerged for an
additional 30 seconds in 15 °C water. When given the choice of which
trial they’d repeat, participants were more willing to repeat the second
trial despite it being a longer exposure to the uncomfortable water
temperatures. The conclusion by Kahneman was that the participants
chose the longer trial simply because they preferred the memory of it in
comparison to the first trial.
Examples
One company that demonstrates quite the proficiency at understanding
how emotion impacts user experience is Mailchimp. The process of
creating an email campaign can be quite stressful but Mailchimp
knows how to guide users while keeping the overall tone light and
reassuring. Take for example the moment which you’re about to hit
send on an email you’ve crafted for your audience’s inboxes. This
emotional peak moment is the accumulation of all the work and
scrutiny that has gone into that email campaign, capitalized by the
potentially fear of failure. Mailchimp understands this is an important
moment, especially for first time users, and uses the moment to go
beyond a simple confirmation modal (Figure 6.1). By infusing a touch
of brand character through illustration, subtle animation and humor,
they defuse what can potentially be a stressful moment. Freddie, the
emblematic mascot chimp for the company, hovers his finger over a
large red button as if to imply he is eagerly awaiting your permission.
The longer you wait, the more nervous Freddie seems to get, which is
evident through the sweat and subtle shaking that appears on his hand.
Positive events aren’t the only thing that have an impact on how people
feel about a product or service. Negative events also can act as
emotional peaks that form a lasting impression that users will recall
from memory. A good example that could easily turn into a negative
impression is when a webpage cannot be found, resulting in a 404 error
page. Instead, many companies use this as an opportunity to lighten the
potential frustration of their customers by leveraging some good old
fashioned humor (Figure 6.3).
Figure 6-3. Various 404 pages that use humor and brand personality.
Key Takeaways
Pay close attention to the most intense points and the final moments
(the “end”) of the user journey.
Conclusion
Our memories are rarely a perfectly accurate record of events. How
users recall an experience will determine how likely they are to do it
again or recommend it to others. Since we recall past experiences not
by the sum of the experience but the average of how it was at its peak
and how it ended, it is vital that these moments make a lasting
impression. By paying close attention to these key moments of an
experience, we can ensure users recollect the experience positively.
Index
Kahneman, Daniel; Fredrickson, Barbara L.; Schreiber, Charles A.;
Redelmeier, Donald A. (1993). “When More Pain Is Preferred to Less:
Adding a Better End”. Psychological Science.
Redelmeier, Donald A; Katz, Joel; Kahneman, Daniel (2003).
“Memories of colonoscopy: a randomized trial”.
Chapter 7. Aesthetic-Usability
Effect
Overview
As designers, we understand that design is more than just how
something looks, but how something works. That’s not to say good
design can’t also be attractive design. In fact, aesthetically pleasing
design can actually influence usability in a significant way. Not only
does attractive aesthetics create a positive emotional response, but it
also enhances our cognitive abilities. In other words, aesthetically-
pleasing design creates a positive response in people’s brains and leads
them to believe the design actually works better.
In this chapter, we’ll explore the origins of this principle and take a
look at a few examples that make use of this effect.
Origins
The origins of the aesthetic-usability effect can be traced back to a
study 1 conducted in 1995 by researchers Masaaki Kurosu and Kaori
Kashimura from the Hitachi Design Center. In the study, Kurosu and
Kashimura tested a multitude of Automated Teller Machine (ATM)
interfaces with 252 participants to rate each design on both usability
and aesthetics. The study analysis showed that participants were
strongly influenced by the aesthetic aspect of the interface — even
when they try to evaluate the interface based on functional aspects. In
other words, apparent usability is less correlated with inherit ease of
use, and more with apparent beauty.
Examples
We’ll start our examples of the aesthetic-usability effect with a
company known for design excellence. Braun, the German electronics
company, has made an indelible mark in the world of design. Under the
design direction of Dieter Rams, the company have influenced
generations of designers with their functional minimalism balanced by
aesthetic beauty of their products. Ram’s “less but better” approach,
which emphasizes form following function, has directly resulted in
some of the most memorable products ever produced.
Take for example the Braun SK4 record player (Figure 7.1),
nicknamed “Snow White’s Coffin” due to its white metal casing and
transparent lid. This radio combined with a record player was
constructed of powder coated sheet metal with elm wood side panels,
and set in drastic contrast to the lavishly ornamented all-wood products
available to consumers at the time. Additionally, it featured a
plexiglass cover that solved that prevented rattling at higher volumes.
The record player was one of Braun’s first products to pioneer Braun’s
contemporary industrial design language in which every detail had a
functional purpose.
Figure 7-1. Braun SK4 record player designed by Hans Gugelot and Dieter Rams. (Source:
Museum of Modern Art)
Key Takeaways
Aesthetically-pleasing design creates a positive response in people’s
brains and leads them to believe the design actually works better.
Conclusion
Aesthetically pleasing design can influence usability in a significant
way by creating a positive emotional response, which in turn enhances
people’s cognitive abilities. When this happens, users tend to believe
the design actually works better and are more likely to overlook minor
usability issues. These side-effects come with a caveat: it can actually
mask usability problems and prevent issues from being discovered
during usability testing. We must listen to what users say when
evaluating the usability of an experience, but more importantly watch
what they do to ensure they aren’t dismissing potential issues.
Index
Kurosu, Masaaki. “Apparent usability vs. inherent usability:
experimental analysis on the determinants of the apparent usability”.
CHI ’95 Conference Companion on Human Factors in Computing
Systems.
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