MAF262S Week5 Notes 27/02/2024
SEMESTER 1
TERM 1
CHAPTER 4: UX DESIGN LAWS
HICKS LAW
EXPLAIN HICKS LAW (4 X 4 = 16)
This law states that the time it takes for a person to make a decision increase
with the number of options available. This means that having too many choices
can actually make it harder for a user to make a decision and may lead to
frustration or indecision. Designers can help reduce the cognitive load on users by
simplifying interfaces and minimizing the number of options presented to them.
Figure 1: Hicks Law
POINTS ON HICKS LAW
• The more options or stimuli that are presented, the longer it takes to make a
decision. This is because the brain has to process each option, and the more
options there are, the more time it takes to process them.
• Hick's Law suggests that reducing the number of options can help improve
decision-making time. This is why, for example, menus at restaurants are
often limited to a few choices, rather than an overwhelming number of
options.
• Hick's Law has implications for website design, as well. Websites that are
cluttered with too many options and links can be overwhelming for users,
making it difficult for them to find what they are looking for. Simplifying the
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design of a website can make it easier for users to navigate and find the
information they need.
Figure 2: Graph of Hicks Law
HICKS LAW EXAMPLE WITH PICTURES
HICKS LAW EQUATION AND EXAMPLES:
𝑅𝑇 = 𝑎 + 𝑏 log 2 𝑛
EXAMPLE:
𝑅𝑇 = 3 + 0,155 log 2 7
RT = 3,43 SECONDS
Where RT – Response time
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THE LAW OF FITTS
WHAT IS THE LAW OF FITTS? (3 x 4 = 12)
This law states that the time it takes to move a pointer to a target depends on
the size of the target and the distance to it. Essentially, this means that larger
targets that are closer to the user are easier to click on than smaller targets that are
farther away. This is why buttons and other interactive elements on websites and
apps are often made larger and placed within easy reach of the user.
THE POINTS FOR THE LAW OF FITTS
• Movement time is influenced by the distance between the starting point and
the target point, as well as the size of the target.
• The relationship between movement time, distance, and target size can be
2𝑑
described mathematically using the Fitts' Law equation: 𝑀𝑇 = 𝑎 + 𝑏 log 2 ( 𝑤 ),
where MT is the movement time, D is the distance between the starting point
and the target, W is the size of the target, and a and b are experimentally
determined coefficients.
Figure 3: EXAMPLE OF FITTS LAW
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JAKOBS LAW
WHAT IS JAKOB’S LAW? (1 X 4 = 4)
Jakob's Law is a principle of user interface design that states that users spend
most of their time using other websites or applications, and as such, they
expect your website or application to work the same way as those other
websites or applications they are familiar with. The law is named after Jakob
Nielsen, a prominent user experience (UX) researcher.
THE POINTS OF JAKOB’S LAW
• Users expect your site to work like other sites: Because users are already
familiar with certain design patterns and user interface elements, they expect
your site to work the same way as other sites they are used to. This means
that it's important to follow established design conventions and not deviate too
far from what users are already familiar with.
• Consistency is key: Because users expect your site to work like other sites,
it's important to maintain consistency throughout your design. This includes
consistent navigation, labeling, and design patterns. Consistency helps users
navigate your site more easily and understand how it works.
• User testing is essential: To ensure that your design meets user expectations
and is easy to use, it's important to conduct user testing. This involves
observing users as they interact with your site and identifying areas that are
confusing or difficult to use. User testing can help you identify where your
design deviates too far from established patterns and where you need to
make changes to improve usability.
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Figure 4: Jakob's Law
MILLER’S LAW
WHAT IS MILLER’S LAW? (2 X 4 = 8)
Miller's Law is a principle in psychology and human-computer interaction (HCI) that
states that the average person can hold only 7 plus or minus 2 pieces of information
in their working memory at any given time. This means that when designing
interfaces or information architecture, designers should try to limit the number of
items presented to the user to no more than 7, in order to avoid overwhelming the
user's working memory.
THE POINTS OF MILLER’S LAW
• Navigation: When designing navigation menus, designers should limit the
number of menu items to no more than 7, and ideally closer to 5, to help users
easily remember and find what they need.
• Forms: When designing forms, designers should limit the number of form
fields to no more than 7, and ideally closer to 5, to avoid overwhelming users
with too many inputs.
• Chunking: Chunking is the process of grouping information into smaller, more
manageable chunks. By breaking up information into smaller pieces,
designers can help users better process and remember the information they
are presented with.
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Figure 5: Miller's Law Example
POSTEL’S LAW
WHAT IS POSTEL’S LAW?
Postel's Law, also known as the "Robustness Principle," is a principle of internet
engineering that states: "be conservative in what you send, be liberal in what
you accept. “
Being conservative in what you send means that when you send data or messages
over the internet, you should make sure that they conform to established standards
and protocols. This ensures that the data is transmitted correctly and can be
interpreted by other systems.
Being liberal in what you accept means that when you receive data or messages
over the internet, you should be flexible in how you interpret and handle them. This
allows for variations in how different systems communicate with each other, and
helps to ensure that communication is not disrupted due to minor differences in
interpretation.
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GESTALT PRINCIPLES
WHAT IS GESTALT PPRINCIPLES ABOUT?
These principles are a set of principles that describe how humans perceive
visual elements and how they group them together. It also states that objects
that are close to each other are perceived as related. In the context of UX design,
this means that items that are related should be grouped together visually. For
example, related navigation items should be placed close to each other, and related
form fields should be grouped together.
THE POINTS FOR GESTALT PRINCIPLES
a) Law of Proximity: Elements that are close together are perceived as a group.
b) Law of Similarity: Elements that are similar in appearance are perceived as a
group.
c) Law of Closure: When presented with incomplete information, our brains will
fill in the missing gaps to create a complete image or object.
d) Law of Continuity: Elements that are arranged in a smooth, continuous line or
curve are perceived as a group.
e) Law of Figure-Ground: Our brains tend to automatically separate visual
information into a foreground (the object of focus) and a background.
f) Law of Symmetry: Our brains tend to perceive symmetrical objects as
complete figures.
g) Law of Common Fate: Objects that move together are perceived as a group.
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Figure 6: The Law Of Proximity
Figure 7: The Law of Similarity
Figure 8: The Law of Closure
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Figure 9: The Law of Continuity
Figure 10: Law of Figure-Ground
Figure 11: Law of Symmetry
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Figure 12: Law of Common Fate
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