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Foundational Laws of UX – part 2

4 februari, 2021

There is a set of rules that must be applied to digital products: the foundational laws of UX that define how people perceive and interact with applications.

Over the years, MI has applied them in practice by producing digital products that adhered to these set of design laws and that helped in providing a sound experience for users.

 

Fitt’s Law

Principle

The time to acquire a target is a function of the distance to and size of the target.

 

Key Points

1. Touch targets should be large enough for users to accurately select them.

2. Touch targets should have ample spacing between them.

3. Touch targets should be placed in areas of an interface that allow them to be easily acquired.

 

 

 

Aesthetic Usability Effect

Principle

Users often perceive aesthetically pleasing design as design that’s more usable.

 

Key Points

1. An aesthetically pleasing design creates a positive response in people’s brains and leads them to believe the design actually works better.

2. People are more tolerant of minor usability issues when the design of a product or service is aesthetically pleasing.

3. Visually pleasing design can mask usability problems and prevent issues from being discovered during usability testing.

 

 

 

Law of Similarity

Principle

The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated.

 

Key Points

1. Elements that are visually similar will be perceived as related.

2. Color, shape, and size, orientation and movement can signal that elements belong to the same group and likely share a common meaning or functionality.

3. Ensure that links and navigation systems are visually differentiated from normal text elements.

 

 

 

Law of Common Region

Principle

Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.

 

Key Points

1. Adding a border around an element or group of elements is an easy way to create common region.

2. Common region can be created by defining a background behind an element or group of elements.

 

 

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