Psychology
Laws, Principles, and Effects
Design Conventions
UX Research
100

This refers to how much mental effort is required to use a system

Cognitive Load

100

This law explains why people can only keep 7 (plus/minus 2) items in short-term memory.

Miller's Law (Working Memory Capacity)

100

Clicking _______ will always take you home.

The logo

100

Used as user archetypes to direct design decisions.

What is a persona?

200

Exposure to one stimulus influences a subsequent response to a different stimulus.

Priming

200

The tendency for people look to others' actions, behaviors, or choices to guide their own.

Social Proof (Bandwagon effect)

200

This component hides navigation links in a collapsible menu to save screen space, especially on mobile.

Hamburger Menu

200

A low-effort, low-fidelity version of the experience, typically used for testing.

Prototype

300

The properties of the design or object signal how to use it. 

Affordances

300

When the brain fills the missing parts of a design or image to create a whole.

Closure Principle (a Gestalt Principle)

300

The ______ navigation is for content, not utility and it typically persists throughout the website.

Global Navigation (or "main navigation")

300

What is the most common research method in UX?

Qualitative Interview

400

Users judge an experience largely based on how they felt at its most intense point and at the end

Peak-end Rule

400

The law stating that users expect your design to work like other familiar interfaces

Jakob's Law (Law of Familiarity, Mental Model Alignment)

400

Typically near the top of a page. Used to show where you are in the site navigation structure.

Breadcrumbs

400

A usability inspection method where experts evaluate a product based on recognized principles.

Heuristic Evaluation

500

This effect explains why users tend to remember the first and last item in a list.

The Serial Position Effect (Or primacy and recency)

500

This concept explains why users erroneously perceive prettier designs to be easier to use.

Aesthetic-Usability Effect

500

The design tactic to show only essential info by default, with the option to expand for more (e.g., “See More”, accordions).

Progressive Disclosure

500

An experimental design where each participant interacts with all versions (or variants) of a design. (Used when comparing multiple versions.)

 Within-subjects

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