laws-of-ux
SKILL.md
When to Use
- Designing new features or flows
- Reviewing UI/UX for improvements
- Justifying design decisions to stakeholders
- Optimizing existing interfaces
Core Laws
Interaction & Time
| Law | Principle | Flutter Application |
|---|---|---|
| Fitts's Law | Time to target = f(distance, size) | Large touch targets (48dp+), important actions within thumb reach |
| Hick's Law | Decision time ↑ with more choices | Limit options, use progressive disclosure |
| Doherty Threshold | Response < 400ms keeps flow | Show loading states, optimistic UI updates |
Memory & Cognition
| Law | Principle | Flutter Application |
|---|---|---|
| Miller's Law | Working memory: 7±2 items | Chunk content, limit nav items to 5-7 |
| Cognitive Load | Minimize mental effort | Simple layouts, clear hierarchy, familiar patterns |
| Chunking | Group related info | Use cards, sections, visual grouping |
Perception & Gestalt
| Law | Principle | Flutter Application |
|---|---|---|
| Law of Proximity | Near = related | Group related controls, consistent spacing |
| Law of Similarity | Similar = related | Consistent button styles, icon families |
| Law of Common Region | Shared boundary = group | Cards, outlined sections, backgrounds |
| Law of Prägnanz | Simplest interpretation wins | Clean shapes, minimal decoration |
Behavior & Psychology
| Law | Principle | Flutter Application |
|---|---|---|
| Jakob's Law | Users expect familiar patterns | Follow platform conventions, standard nav |
| Peak-End Rule | Judge by peak + end moments | Strong onboarding, satisfying completion |
| Von Restorff Effect | Different = memorable | Highlight CTAs, use contrast for key actions |
| Serial Position Effect | Remember first/last best | Important items at top/bottom of lists |
| Goal-Gradient Effect | Motivation ↑ near goal | Progress indicators, completion percentages |
| Zeigarnik Effect | Incomplete = memorable | Progress saving, resume prompts |
Complexity & Design
| Law | Principle | Flutter Application |
|---|---|---|
| Tesler's Law | Complexity can't be eliminated, only moved | Hide complexity from users, smart defaults |
| Occam's Razor | Simplest solution is best | Remove unnecessary elements, clear paths |
| Aesthetic-Usability | Pretty = perceived as usable | Polish visual design, attention to detail |
| Postel's Law | Accept liberally, send conservatively | Flexible inputs, strict validation output |
Decision Framework
User struggling with choices? → Hick's Law (reduce options)
UI feels slow? → Doherty Threshold (< 400ms feedback)
Users missing key actions? → Fitts's Law (bigger targets)
→ Von Restorff (make it stand out)
Users confused by layout? → Gestalt laws (proximity, similarity)
Users abandoning flows? → Peak-End Rule (improve completion)
→ Goal-Gradient (show progress)
Users not finding features? → Jakob's Law (use familiar patterns)
Too much on screen? → Miller's Law (chunk to 7±2)
→ Cognitive Load (simplify)
Quick Reference
See assets/laws_quick_reference.md for a printable checklist.
Anti-Patterns
| ❌ Violation | Law Broken | ✅ Fix |
|---|---|---|
| 15 nav items | Miller's Law | Group into 5 categories |
| Tiny 24px buttons | Fitts's Law | Minimum 48dp touch target |
| 500ms+ response, no feedback | Doherty Threshold | Immediate loading indicator |
| All buttons look the same | Von Restorff | Highlight primary CTA |
| No progress in long forms | Goal-Gradient | Add progress indicator |
| Custom unfamiliar navigation | Jakob's Law | Use standard patterns |
| Dense wall of text | Chunking | Break into scannable sections |
Resources
- Source: lawsofux.com
- Quick reference: See assets/laws_quick_reference.md
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