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Cover of UX Principles

UX Principles

Shape interfaces around how people think.

Established principles for designing interfaces around how people think, for product designers, developers, product managers and game UI designers. The cards cover what the eye notices first, the limits of attention and memory, choice, effort and waiting, learning an interface, feedback and errors, how experiences are felt and remembered, inclusive design and persuading without tricks.

54 cards · 9 suits · 5 recipes · 2 missions

What's inside

A few cards

Illustration for Proximity
Perceive

Proximity

Spacing groups things before any border, label or colour gets a say.

Illustration for Hick's Law
Choose

Hick's Law

Every extra option adds a little time and a little doubt.

Illustration for Jakob's Law
Learn

Jakob's Law

People spend most of their time in other products, so work the way those do.

One card in full

Illustration for Aesthetic-Usability Effect
Feel

Aesthetic-Usability Effect

Attractive interfaces feel easier to use, which helps them and hides their flaws.

Looks arrive first. A well-crafted screen buys goodwill: people are more patient with small problems and more willing to keep going. The catch is that the same goodwill hides problems, so a handsome prototype can sail through a test that should have flagged it.

How to use it

  1. Invest in visual craft early, because it shapes how forgiving people are of everything else: alignment, spacing, type and consistent detail (Visual Hierarchy).
  2. In testing, separate what people say from what they do. Count completed tasks, errors and time, and file "it looks great" as a note about looks. Research methods themselves live in the Player Research Patterns deck.
  3. Test key flows at low fidelity too, in grey boxes, so polish can't cover a broken path.
  4. When ratings are high but completion is low, believe the completion.

Example

A hypothetical banking app's new onboarding draws warm comments in a test, yet half the participants stall at the same field order. A plain wireframe of the same flow, tested separately, shows the problem at once, and the team fixes the order before shipping the polished version.

Watch out

  • Polish used to paper over a broken flow. Fix the flow first.
  • Mistaking goodwill for trust (Signals Of Trust). Beauty earns a first look, not endless patience, and one bad moment still counts for more (Bad Weighs More).

Recipes

Missions

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