Part 06 of 14 · · 6 min read
UX principles: the reasons behind a design decision
Nielsen’s ten heuristics, the Laws of UX, Gestalt grouping, mental models, affordances and signifiers, explained with plain interface examples.
UX principles are well-tested ideas about how people see, think and act, and they turn “I like it” into a reason anyone can check. When a design choice rests on a named principle, a review stops being a contest of taste and becomes a conversation about the user.
A design system is full of these choices. Why the primary button is larger, why the delete dialog asks for the name, why the form labels sit close to their fields. This part collects the principles that come up most often, so you can recognise them in your own work and name them when you explain it.
Nielsen’s ten usability heuristics
Jakob Nielsen published these ten rules of thumb in the 1990s, and Nielsen Norman Group still maintains them. They are broad on purpose: a checklist for reviewing any interface, not a recipe for building one.
| # | Heuristic | In plain words, with an example |
|---|---|---|
| 1 | Visibility of system status | Tell people what is happening now: a progress bar, a “Saving…” label, a status that moves from Provisioning to Ready |
| 2 | Match between the system and the real world | Use the user’s words, not internal jargon or error codes |
| 3 | User control and freedom | Give a clear way out of a mistake: Undo, Cancel, Back |
| 4 | Consistency and standards | The same action looks and works the same everywhere, and platform conventions are respected |
| 5 | Error prevention | Stop the mistake before it happens: ask people to type a resource’s name before it is deleted |
| 6 | Recognition rather than recall | Show options instead of making people remember them: a dropdown, recent items, autocomplete |
| 7 | Flexibility and efficiency of use | Shortcuts for experts, such as a ⌘K command menu, and a guided path for beginners |
| 8 | Aesthetic and minimalist design | Remove what isn’t needed; every element on the screen competes for attention |
| 9 | Help users recognise, diagnose and recover from errors | An error message says what went wrong, why, and how to fix it |
| 10 | Help and documentation | Help where it is needed: a tooltip, an inline hint, a link to the right page of the docs |
Heuristics overlap, and that is fine. A type-to-confirm delete is error prevention (5), but it also keeps the user in control (3). Name the one that best explains the decision.
The Laws of UX
Jon Yablonski’s Laws of UX gathers findings from psychology and human–computer interaction into short, memorable rules. These are the ones a design system meets most often:
- Fitts’s Law. The larger and closer a target, the faster it is to hit. Make the primary action large and easy to reach; keep destructive actions smaller and further away.
- Hick’s Law. The more choices there are, the longer a decision takes. Cut options, and hide rare ones behind progressive disclosure.
- Jakob’s Law. People spend most of their time on other products, so they expect yours to work the same way. Break a convention only when there is a strong reason.
- Miller’s Law. Working memory holds only a handful of items at once. Group information into chunks, the way a phone number is written in groups of digits.
- Tesler’s Law. Every task has some complexity that cannot be removed, only moved. A good system takes it on so the user doesn’t have to.
- Doherty Threshold. People stay in flow when a system responds in under about 400 milliseconds. When it can’t, show a skeleton or update the screen optimistically.
- Peak–End Rule. People judge an experience mostly by its most intense moment and by how it ends. A clear, satisfying success state is worth the effort.
- Von Restorff Effect. The item that looks different is the one people remember. Make the primary call to action stand out, but if everything stands out, nothing does.
- Serial Position Effect. People remember the first and last items in a list best. Put the most important navigation items at the start or the end.
- Zeigarnik Effect. Unfinished tasks stay on people’s minds. A setup checklist or a completion bar uses this to bring them back.
Gestalt: how the eye groups things
Gestalt psychology describes how people see separate elements as groups. Spacing, borders and colour in a design system are mostly tools for applying these principles on purpose.
| Principle | What it says | Where you see it in UI |
|---|---|---|
| Proximity | Things close together seem related | A label sits close to its input, with a larger gap before the next field |
| Similarity | Things that look alike seem to be the same kind | Every link has the same colour; every tag the same shape |
| Common region | Things inside the same boundary belong together | A card or a bordered panel groups its contents |
| Continuity | The eye follows lines and curves | A stepper or a timeline leads from one step to the next |
| Closure | The mind completes shapes that are not fully drawn | Simple icons that suggest an outline rather than draw every edge |
| Figure–ground | People separate a foreground from its background | A modal over a dimmed page |
| Common fate | Things that move together seem to belong together | Items that animate in as one group |
Mental models, affordances and signifiers
A mental model is what a person believes about how a system works. When the design matches that belief, the product feels easy; when it doesn’t, people make mistakes and blame themselves. A folder, a cart and a trash can all borrow a mental model people already have.
Don Norman, in The Design of Everyday Things, separates two ideas that are often confused:
- Affordance is what an object lets you do. A button can be pressed; a field can be typed into.
- Signifier is the visible clue that tells you so. The button’s shape and fill, a link’s underline, the pointer cursor, the placeholder in an empty field.
Flat design often removes signifiers for the sake of a clean look, and then users can’t tell what is clickable. In a design system, signifiers belong to the component: every interactive element needs a look that says it can be used, and states that answer when it is.
Two more terms from Norman complete the picture. Feedback is the response after an action: a pressed state, a spinner, a toast. Mapping is how clearly a control relates to its result, such as a slider that moves in the same direction as the value it changes.
Cognitive load
Cognitive load is the mental effort a task demands. Part of it is intrinsic: configuring a database cluster is hard, whatever the interface. The rest is extraneous: effort caused by the design itself, such as unclear labels, inconsistent layouts or information scattered across screens. A designer can’t remove intrinsic load, but reducing extraneous load is most of the job.
Naming the principle
The habit worth building is to attach a principle to each decision when you present it. Compare “I made the button bigger” with “the primary action is the largest target on the screen, following Fitts’s Law, and the destructive one sits apart from it”. The second invites a useful discussion; the first invites an opinion.
Try this
Open a product you use every day and pick one screen. Find three heuristics it follows well and one it breaks. For each, write one sentence: the heuristic, what the screen does, and what a user gains or loses because of it.
Next in the series
Principles explain why a screen works. Part 7 moves to how a screen comes to exist: mapping user flows, choosing the right wireframe fidelity, and designing every state a screen can be in, from empty to error.
Sources and further reading
See a design system in practice: the AppsCode Design System case study