30 Laws of UX — A Guide to User Experience Design
Introduction
Laws of UX is a collection of 30 psychology and design principles compiled by Jon Yablonski — "laws" that help designers and developers understand why users behave the way they do when interacting with an interface.
This post summarizes all 30 laws into 5 easy-to-remember groups, one sentence each, along with concrete applications for the Samcare website — hopefully useful for anyone working on e-commerce, landing pages, or any product with real users.
Group 1 — Cognition
How the brain takes in and processes information from an interface.
- Aesthetic-Usability Effect — Beauty creates a feeling of ease of use (even when the UX is actually the same).
- Cognitive Bias — The brain has systematic thinking errors that affect users' decisions.
- Cognitive Load — Don't make users think too much; every extra decision is a barrier.
- Mental Model — Users expect a UI to work like things they're already used to.
- Selective Attention — Users only see what's relevant to their goal — the rest is ignored.
- Working Memory — Short-term memory is limited; don't ask users to hold too much information at once.
Group 2 — Decision Making
How users make decisions when faced with options.
- Choice Overload — Too many choices → paralysis; users give up choosing entirely.
- Hick's Law — The more choices, the longer the decision time (logarithmically).
- Occam's Razor — The simplest solution usually wins.
- Paradox of the Active User — No one reads the manual; users just click and figure it out.
- Tesler's Law — Every system has an amount of complexity that can't be removed — the question is who bears it: the user or the developer?
Group 3 — Memory
How users remember and forget their experience with a product.
- Miller's Law — The brain holds about 7 (5–9) items at once in working memory.
- Serial Position Effect — Users remember the beginning and the end clearly, and forget the middle.
- Von Restorff Effect — Whatever is different is remembered longer.
- Zeigarnik Effect — Unfinished tasks haunt memory more than completed ones.
- Peak-End Rule — Users judge an entire experience by its highest peak and its ending — not the average.
- Chunking — Information split into small, meaningful groups is easier to remember.
Group 4 — Vision & Grouping (Gestalt)
How the eye groups elements together when looking at an interface.
- Law of Proximity — Elements near each other are perceived as a group.
- Law of Similarity — Elements that look alike are perceived as related, even when separated.
- Law of Common Region — Elements within the same frame/border are perceived as a group.
- Law of Uniform Connectedness — Elements connected to each other (a line, an arrow) are seen as the most related.
- Law of Prägnanz — The brain simplifies complex shapes into the simplest possible form.
Group 5 — Behavior, Motivation & Interaction
What makes users continue, give up, or click faster.
- Goal-Gradient Effect — The closer to the goal, the harder users try — progress bars exploit this effect.
- Flow — A state of deep focus when challenge and skill are balanced.
- Pareto Principle — 80% of results come from 20% of causes — focus on the important 20%.
- Parkinson's Law — Work expands to fill the time allotted to it.
- Fitts's Law — The time to click a target is proportional to the distance and inversely proportional to its size (a big button near the cursor = faster).
- Doherty Threshold — System response under 400ms makes users feel productive; above that, they feel annoyed.
- Jakob's Law — Users expect your site to work like the sites they already use — don't break conventions.
- Postel's Law — Be liberal in what you accept from users, strict in what you output (forgiving inputs, strict outputs).
Practical application for Samcare
Theory is one thing; turning it into conversion is another. Here are 6 priority applications for the Samcare website:
| Priority | Law | Application | Expected benefit |
|---|---|---|---|
| 1 | Hick + Choice Overload | Trim the category menu, consolidate product filters | Lower bounce on the shop page |
| 2 | Peak-End Rule | Optimize the checkout feeling + a thank-you email with a voucher | Increase repeat purchases |
| 3 | Doherty Threshold | Cache + optimize images on product pages to load <400ms | Lower bounce, better SEO |
| 4 | Jakob's Law | Cart/checkout layout like Shopee/Tiki | Familiar = higher conversion |
| 5 | Goal-Gradient | A 3-step checkout progress bar (1/3 → 3/3) | Reduce cart abandonment |
| 6 | Serial Position | Put the CTA + USP at the top and bottom of product pages | Increase add-to-cart rate |
Conclusion
These 30 laws aren't disjointed "tricks" — they're how the user's brain actually works. A good designer doesn't memorize all 30 names, but knows when to apply which.
How to use them in practice: - Before sketching a new flow: review the Decision Making group (Hick, Choice Overload, Tesler). - Before launch: check the Memory group (Peak-End, Serial Position) — especially the checkout and thank-you steps. - When auditing an old site: use the Cognition group (Cognitive Load, Mental Model, Jakob) — most UX bugs live here.
Original reference: lawsofux.com — Jon Yablonski.