design
guide
psychology
ux
UX Psychology Principles
Design from mechanism : why the mind does this. A principle you can explain predicts where it stops working; a trick you can only name does not. Distilled from ux-psychology-research , which carries the primary sources.
Evidence grades
Quote the grade, never the statistic. Popular numbers ("2000%", "70–90%", "2x") are almost always the most extreme figure from one condition, stripped of its denominator.
replicated : survives replication or meta-analysis. Build on it.
contested : real, but size or generality disputed. Treat as a hypothesis.
folklore : repeated without solid primary support. A convention at most.
Many "laws" are maxims: Fitts and Hick–Hyman are fitted models; Jakob's and Tesler's are essays.
Perception
The visual system groups and ranks a screen before conscious attention arrives.
Principle
Grade
Mechanism → design
Gestalt grouping (proximity, similarity, common region, continuity, figure–ground)
replicated
Near / alike / enclosed things read as one group. Common region overrides proximity (Palmer 1992), so containers are a strong, use-sparingly cue.
Visual hierarchy / pop-out
replicated
A feature unique on one dimension is found pre-attentively; varied distractors kill it. Saturated colour everywhere = nothing pops.
Von Restorff (isolation)
replicated
Distinct items are remembered better, via memory, not only attention (Hunt 1995). One isolate per view; banner blindness is the limit.
Attention and memory
Principle
Grade
Mechanism → design
Working-memory limit
replicated (Cowan ~4); folklore ("7±2 menu items")
A visible menu is recognition, not recall. Don't make users carry information between screens; chunk long strings in groups of ~4.
Cognitive load
replicated effects, criticised accounting
Design can only cut extraneous load: split attention (put help next to its target), redundancy (drop labels that repeat).
Serial position
replicated
First and last items recalled best.
Zeigarnik
contested: memory claim fails meta-analysis (Ghibellini & Meier 2025)
What holds is Ovsiankina : the tendency to resume. Justify checklists by resumption, not memory.
Peak–end
replicated (r ≈ .58 meta-analysis)
Experiences are judged by peak and end; duration is ignored. Invest in error states and confirmations.
Interaction cost
Principle
Grade
Mechanism → design
Hick–Hyman
replicated for practised, ordered choices
Unfamiliar lists are scanned linearly. Group and order; not the same thing as choice overload.
Fitts
replicated
Bigger and closer is faster. Sticky bottom action bars; thumb reach.
Response-time bands
replicated (0.1 s / 1 s / 10 s); "400 ms Doherty" contested
Acknowledge within ~100 ms, show progress past ~1 s.
Tesler's law
folklore (useful maxim)
Complexity is conserved — move it to the system (defaults, lookups), don't hide it.
Progressive disclosure
contested
Hide by frequency of use, not business preference.
Jakob's law
replicated mechanism (skill transfer)
Follow conventions; spend novelty only on actual value.
Decision-making
Principle
Grade
Mechanism → design
Defaults
replicated, large variance (d = 0.68, 58 studies)
Endorsement, endowment, effort. A default is advice — own it.
Choice overload
contested (meta-analytic mean ≈ 0)
Only with complex sets, uncertain preferences, or a wish to decide fast.
Anchoring / relative thinking
replicated for explicit anchors
The first price seen is the ruler.
Decoy effect
contested
Holds mainly in numeric comparison tables.
Framing
replicated
Wording is design.
Loss aversion
contested (λ ≈ 2 from risky gambles; Gal & Rucker dispute generality)
State real losses accurately; it doesn't reliably transfer to upgrade dialogs.
Status-quo bias
replicated
Respect familiar settings; new defaults for new users.
Motivation and habit
Principle
Grade
Mechanism → design
Fogg B = MAP
contested as model, useful diagnostic
Missing motivation, ability or prompt? Friction is cheapest to fix.
Goal gradient / endowed progress
replicated / contested
Credit real completed steps; never fabricate progress.
Variable reward
replicated in animals; app application contested
Pair novelty with stopping cues.
IKEA effect
replicated
Value rises only when the build is completed.
Endowment effect
contested (Plott & Zeiler)
Trials create ownership; be clear about the end.
Commitment & consistency
replicated, modest
Start with one small useful step.
Trust and social influence
Principle
Grade
Mechanism → design
Reciprocity
replicated as a norm
Give unconditional value first.
Social proof
replicated, small
Real ratings at the decision point.
Aesthetic–usability
replicated for perception
Polish hides problems in testing — measure task success.
Credibility signals
replicated in direction
Trust is judged in ~50 ms from consistency, low complexity, typicality.
Corrections worth remembering
Jam study : Iyengar & Lepper at Stanford (Draeger's, Menlo Park), not "Columbia". The 24-jam table drew more shoppers; "3% vs 30%" is coupon redemption among those who stopped.
Car wash : Nunes (USC) & Drèze, ~34% vs ~19% (≈1.8x, not "double"). The Columbia study is the coffee card (Kivetz, Urminsky & Zheng) — goal gradient, not endowed progress.
Cialdini never ranked his principles ; "+2000% from samples" is an industry best case from a magazine.
"Losses weigh 2x" is Tversky & Kahneman 1992's λ ≈ 2.25 from gambles; a 2024 meta-analysis gives ≈ 1.96 with wide spread.
dark-patterns — every persuasion principle above, turned against the user, and the test that catches it.
ui-craft-rules — the visual rules these mechanisms justify, and the accessibility overlap.