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UX Principles & Heuristics

Last verified 2026-07-08

UX Principles & Heuristics

The evaluation backbone. Every design review should walk these.

Nielsen's 10 heuristics (operationalized)

  1. Visibility of system status — every action gets feedback within 100ms; loading >1s shows progress; background work shows state (saving…/saved).
  2. Match to the real world — user vocabulary, not system vocabulary; natural ordering; familiar metaphors.
  3. User control & freedom — undo > confirm; back always works; easy exit from every flow; cancel long operations.
  4. Consistency & standards — internal consistency (one pattern per job) and platform conventions (don't reinvent share/back/tabs).
  5. Error prevention — constraints over corrections: good defaults, disabled-invalid combinations explained, confirm irreversible, autosave.
  6. Recognition over recall — show options, don't make users remember codes/paths; recently-used surfaces; visible state.
  7. Flexibility & efficiency — shortcuts for experts (keyboard, gestures, command palette) that stay invisible to novices; smart defaults for everyone.
  8. Aesthetic & minimalist design — every element competes for attention; cut what doesn't serve the current task.
  9. Help users recognize & recover from errors — plain-language errors: what happened, why, what to do; preserve user input.
  10. Help & documentation — contextual help at point of need (tooltips, inline hints) beats manuals.

Behavioral laws to apply

  • Fitts's Law: important targets = big and close. Thumb zone on mobile (bottom half); screen edges/corners on desktop are "infinite" targets.
  • Hick's Law: decision time grows with options. Progressive disclosure; recommended defaults; 3-tier pricing not 7.
  • Jakob's Law: users spend most time on other sites — meet conventions, spend novelty budget only on your core differentiator.
  • Miller's Law / chunking: group into 5–7 chunks (phone numbers, card numbers, nav sections).
  • Peak–end rule: invest in the flow's peak moment and its ending (success states, confirmations, celebrations).
  • Von Restorff: the one visually-different element gets remembered — that's why one primary CTA works.
  • Doherty threshold: keep system response <400ms to keep users in flow; use optimistic UI where safe.
  • Goal-gradient: show progress; users accelerate near completion (progress bars start pre-filled ~10%).
  • Tesler's Law: complexity is conserved — absorb it in the system (autodetect, defaults) rather than pushing to users.

Cognitive load rules

  • One primary job per screen. Screens that do everything do nothing.
  • Progressive disclosure: advanced options behind "Show more"; wizard steps over mega-forms.
  • Defaults do the work: 90% of users never change them — make defaults the recommended path.
  • Blank-slate anxiety: never open on an empty canvas without a starting template/example.

Feedback timing budget

DelayRequirement
<100msFeels instant; no indicator needed
100ms–1sSubtle feedback (button state), no spinner
1–3sSpinner/skeleton
>3sProgress + explanation; allow cancel
>10sProgress + time estimate; allow backgrounding + notify

Skeletons beat spinners for content layout; optimistic UI (assume success, reconcile on failure) beats both for social actions.

Sources