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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.