Laws of Interaction Design
Quantified regularities of human performance. Use when sizing/placing controls, deciding menu length, setting performance budgets, or judging how much choice to expose.
Fitts's Law (1954)
Time to acquire a target is a function of distance to and size of the target (T = a + b·log2(2D/W); HCI commonly uses the Shannon form log2(D/W + 1), MacKenzie 1992). Implications:
- Make frequent/primary actions large and close to the pointer/thumb.
- Screen edges and corners are effectively infinite-width targets for a cursor (you can't overshoot them) — prime real estate on desktop.
- On touch, this motivates minimum target sizes: 44×44 pt (Apple HIG), 48×48 dp (Material), 24×24 CSS px minimum (WCAG 2.2 SC 2.5.8, Level AA; 44×44 is the AAA "enhanced" level, SC 2.5.5).
Steering Law (Accot & Zhai 1997)
Extension of Fitts to constrained paths: time to steer through a tunnel is proportional to its length divided by its width — and difficulty grows much faster than for discrete pointing. Implications:
- Nested hover menus are steering tasks: widen the corridor (generous submenu hit areas, hover-intent delays, diagonal-movement tolerance like Amazon's classic menu) or replace hover with click.
- Sliders, drag-to-reorder, and gesture paths: shorter and wider is faster; don't demand precise long drags for common actions.
Hick–Hyman Law (1952/1953)
Decision time grows with the log of the number of equally probable choices. Implications: fewer, well-grouped options decide faster; categorize long lists; progressive disclosure for advanced options. Caveats:
- Applies to simple choice among known, equally likely options — not to complex deliberation, reading, or search.
- Ordered/predictable lists (alphabetical, frequency-sorted) are scanned, not "decided," so length costs far less; experts with practiced choices approach constant time.
- Don't over-apply: hiding options to shrink N can trade decision time for navigation time and discoverability (the Hick number that matters is options considered, not options that exist).
Miller (1956) and Cowan (2001) — working memory
Miller's "magical number seven, plus or minus two" described short-term memory span for chunks; later work (Cowan) puts the practical working-memory limit nearer 4±1 chunks. Design implication: don't require users to hold items in memory across steps at all (recognition over recall); chunk numbers and codes (e.g., 4242 4242 4242 4242).
Weber's Law (Weber 1834; Fechner 1860)
The just-noticeable difference in a stimulus is proportional to its magnitude (ΔI/I ≈ constant). Implications:
- Scales need ratio steps, not equal increments: type scales and spacing ramps built on multiplicative ratios read as even; +2 px is obvious on an icon, invisible on a hero.
- To make two elements read as different levels, exceed the JND clearly; near-miss differences (15 px vs 16 px text) read as sloppy, not as hierarchy.
- Incremental redesigns exploit it: changes below the JND go unnoticed — useful for gradual migration, dangerous for "we improved it, no one saw."
Postel's Law (robustness principle, RFC 761, 1980)
"Be conservative in what you do, be liberal in what you accept from others." An engineering convention (from TCP), applied to UX by analogy: accept flexible, messy human input; emit strict, predictable output. Accept spaces and dashes in card/phone numbers, trim whitespace, take multiple date formats — then display one canonical format. Never make the user do the machine's parsing.
Jakob's Law (Nielsen)
Users spend most of their time on other sites/apps, so they expect yours to work like the ones they already know. Deviate from convention only where the deviation is your product's actual value.
Occam's Razor — as heuristic, not law
Among designs that accomplish the same task, prefer the one with the fewest elements and assumptions. It's a philosophical heuristic, not measured science — and it caps against Tesler's law: simplify presentation, but the task's irreducible complexity must still live somewhere.
Response-time thresholds (Miller 1968; Card et al. 1991; Nielsen 1993)
- ~0.1 s: feels instantaneous — direct manipulation, keypress feedback.
- ~1 s: flow of thought preserved, though delay is noticed.
- ~10 s: limit of attention; beyond this, show progress and allow other work. Related: Doherty & Thadani (1982, IBM) reported productivity rising sharply as system response fell below ~400 ms ("Doherty threshold").
Other reliable effects
- Serial-position effect (Ebbinghaus; Murdock 1962): first and last items in a list are best remembered — put key items at ends of menus/lists.
- Von Restorff / isolation effect (1933): the visually distinct item is remembered/noticed — this is why a single accented primary CTA works, and why it stops working when everything is accented.
- Zeigarnik effect (1927): interrupted/incomplete tasks are remembered better than completed ones — basis for progress indicators, checklists, and profile-completeness meters.
- Aesthetic–usability effect (Kurosu & Kashimura 1995; Tractinsky et al. 2000): visually pleasing interfaces are perceived as easier to use and earn more tolerance for minor problems. Danger: pretty prototypes can mask usability issues in testing.
- Goal-gradient effect (Hull 1932; Kivetz, Urminsky & Zheng 2006): effort accelerates as people near a goal; artificial advancement (a head start on a reward card) increases completion.
- Peak–end rule (Kahneman et al. 1993): experiences are remembered by their most intense moment and their ending, not their average — invest in the flow's climax and last step (confirmation, offboarding). Details in Emotional Design & Trust.
- Pareto principle (empirical rule of thumb): a minority of features drives the majority of use — optimize the core path first.
- Tesler's law of conservation of complexity: irreducible complexity must live somewhere; prefer absorbing it into the system over pushing it onto the user (attributed to Larry Tesler; popularized in Saffer, Designing for Interaction).
Sources
- Fitts, P. M. (1954). "The information capacity of the human motor system…" Journal of Experimental Psychology, 47(6). MacKenzie, I. S. (1992), Human-Computer Interaction, 7(1) — Shannon formulation.
- Accot, J. & Zhai, S. (1997). "Beyond Fitts' law: Models for trajectory-based HCI tasks." Proc. CHI '97.
- Hick, W. E. (1952), QJEP; Hyman, R. (1953), JEP — choice reaction time.
- Miller, G. A. (1956). "The Magical Number Seven, Plus or Minus Two." Psychological Review, 63(2). Cowan, N. (2001), BBS, 24(1).
- Fechner, G. T. (1860). Elemente der Psychophysik — Weber's law.
- Postel, J. (1980). RFC 761, Transmission Control Protocol, §2.10.
- Nielsen, J. (1993). Usability Engineering, ch. 5 (response times); "Jakob's Law," nngroup.com. Miller, R. B. (1968). "Response time in man-computer conversational transactions." Proc. AFIPS.
- Doherty, W. J. & Thadani, A. J. (1982). "The economic value of rapid response time." IBM technical report.
- Kurosu, M. & Kashimura, K. (1995), CHI '95; Tractinsky, N., Katz, A. & Ikar, D. (2000). "What is beautiful is usable." Interacting with Computers.
- Kahneman, D., Fredrickson, B. L., Schreiber, C. A. & Redelmeier, D. A. (1993). "When more pain is preferred to less: Adding a better end." Psychological Science, 4(6).
- Kivetz, R., Urminsky, O., & Zheng, Y. (2006). JMR, 43(1).
- Yablonski, J. (2020; 2nd ed. 2024). Laws of UX. O'Reilly — accessible compilation of the above (lawsofux.com).