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Part of UI & UX

Laws of UX: How Many of Them Are Actually Laws?

Fitts's law has seventy years of measurements behind it. Miller's law misquotes its own paper. A tour of the best-known laws of UX, sorted by how far you can trust them.

Work in progress. I'm still researching and writing this, so expect gaps and changes. It stays out of the RSS feed until it's finished.

On this page
  1. Measured: you can calculate these
  2. Fitts's law
  3. Hick's law
  4. Real findings, with fine print
  5. Miller's law
  6. Choice overload
  7. The peak-end rule
  8. The aesthetic-usability effect
  9. Good advice with a law's name
  10. The Doherty threshold
  11. Jakob's law
  12. Tesler's law
  13. How far to trust them
  14. Further reading

Laws of UX is Jon Yablonski's collection of thirty principles for designing interfaces, each with a one-line definition and a few takeaways. It's a good site, and it became a good book1. The name, though, does a lot of work. A law sounds like physics. It sounds like something you can't argue with in a design review.

Yablonski knows this. "The whole title can be slightly misleading, 'Laws of UX,' when, in reality, there is no law in UX," he told Adobe in 2018.

He's right, and what's interesting is how uneven it is. A few of these are equations that have been measured for seventy years. Some are real findings that get quoted without their fine print. Others are one person's well-argued opinion. They all get the same word.

This post goes through nine of the thirty so far, sorted by how far you can trust them.

The nine laws sorted into three tiers. Measured: Fitts's law and Hick's law. Real findings with fine print: Miller's law, choice overload, the peak-end rule and the aesthetic-usability effect. Good advice with a law's name: the Doherty threshold, Jakob's law and Tesler's law Nine laws, sorted by trust From fitted equations down to well-argued opinions Measured: you can calculate these Fitts's law Hick's law Real findings, with fine print Miller's law Choice overload Peak-end rule Aesthetic-usability Good advice with a law's name Doherty threshold Jakob's law Tesler's law
The nine laws in this post, sorted into three tiers by how far you can trust them.

Measured: you can calculate these

Fitts's law

In 1954 the psychologist Paul Fitts had people tap a stylus back and forth between two metal plates, and found that the time it took followed a simple rule. The version used in interface work today2 is:

T = a + b × log2(D / W + 1)

D is the distance to the target, W its width along the direction of movement, and a and b are constants that depend on the device. The logarithm is the index of difficulty, measured in bits.

Three pointing tasks drawn to scale. A far, narrow target scores 4.0 bits. Making it three times wider, or bringing it three times closer, both score 2.6 bits Difficulty = log2(D / W + 1) Distances and widths to scale. Fewer bits means faster. Far and narrow 4.0 bits Far and wide 2.6 bits Close and narrow 2.6 bits
Three pointing tasks drawn to scale. A far, narrow target scores 4.0 bits. Making it three times wider, or bringing it three times closer, both score 2.6 bits.

So size and distance trade off against each other, and you can compute the exchange rate. The practical advice follows directly: make important targets bigger, put them near where the pointer already is, and leave space between them.

The best trick in the formula is the screen edge. With a mouse, the cursor stops at the edge of the screen however far you push, so a target there is infinitely deep in that direction. A corner is two edges meeting. That's why a menu bar pinned to the top of the screen3 is faster to hit than one floating inside a window.

Two screens. A menu floating inside a window can be overshot, so the pointer has to slow down. A menu bar on the screen edge can't be overshot, because the pointer stops at the edge Why the screen edge is so fast to hit Inside a window Overshoot and you miss, so you have to slow down On the screen edge Push as hard as you like: the pointer stops at the edge
A menu inside a window can be overshot. A menu bar on the screen edge can't, because the pointer stops there.

For touch, the standard has numbers. WCAG 2.2 asks for at least 24 by 24 CSS pixels at level AA, with exceptions such as enough spacing around the target, and 44 by 44 at level AAA. I measured this site while writing this: on a phone, the tag chips on a post are 20 pixels tall and the "← Blog" link is 16. The spacing exception may let them pass, but they're not the targets you'd choose.

Hick's law

In 1952 William Hick, and a year later Ray Hyman, measured how long people took to respond when one of several signals could appear. Reaction time grew with the logarithm4 of the number of options:

T = b × log2(n + 1)

Here n is the number of equally likely options. Doubling them doesn't double the time. It adds about the same amount each time, so going from 8 options to 16 costs about as much as going from 4 to 8.

A logarithmic curve of reaction time against number of options. Four options cost 2.3 units, eight cost 3.2 and sixteen cost 4.1. Reading an unfamiliar list grows in a straight, steeper line instead, sketched here Each doubling adds about the same Time = log2(n + 1), in units of b 0 8 16 32 Number of options 4 options: 2.3 8 options: 3.2 16 options: 4.1 Options you already know Reading a list you don't know (the slope is a sketch)
Four options cost 2.3 units, eight cost 3.2, sixteen cost 4.1. Reading a list you don't know grows in a straight line instead.

This one is measured, but it's narrower than its reputation. It's usually cited as "more options make people slower, so show fewer." That isn't quite what it says. It describes choosing among options you already know how to respond to. If you're scanning a list you don't know, you read it item by item, which takes linear time, and Hick's law doesn't apply. If you're looking for a known name in an alphabetical list, you subdivide it, and something like the logarithm comes back.

Run the formula on the usual advice and it even points the other way. One choice among 16 options costs log2(17), about 4.1 units. Splitting it into two steps of 4 costs log2(5) twice, about 4.6. On Hick's numbers, one big decision beats two small ones. There can be very good reasons to split a task into steps, but this law isn't one of them.


Real findings, with fine print

Miller's law

Laws of UX gives the popular version: "The average person can only keep 7 (plus or minus 2) items in their working memory." That's probably the most quoted line in design, and it comes from a 1956 paper by George Miller that opens wonderfully: "My problem is that I have been persecuted by an integer."

The paper is about something else. Miller noticed that two unrelated limits, how many categories people can judge and how many items they can repeat back, both landed near seven. He suspected there was5 "nothing more than a coincidence" in that. His real finding was chunks: memory is limited by the number of meaningful units, not by the amount of information. 0612345678 is ten items. 06 12 34 56 78 is five. Someone who knows the number by heart holds one.

The same ten digits held three ways: ten separate items, five pairs, or one number you know by heart Same digits, fewer things to hold Memory counts meaningful units, not information Ten items 0 6 1 2 3 4 5 6 7 8 Five chunks 06 12 34 56 78 One chunk, if you know the number by heart 0612345678
The same ten digits as ten items, five chunks or one.

Later work lowered the number anyway. Nelson Cowan puts the central limit at 3 to 5 chunks6 in young adults.

The classic misuse is "no more than seven items in a menu." A menu stays on the screen. Nobody has to hold it in memory, so the limit doesn't apply. The Laws of UX page says so itself: "Don't use the 'magical number seven' to justify unnecessary design limitations." What survives is chunking, and that's the useful part: group things, and format numbers.

Choice overload

The famous study: in 2000, Sheena Iyengar and Mark Lepper set up a jam tasting in a supermarket. A table with 24 jams drew about 60% of passers-by, and 3% of those who stopped bought one. A table with 6 jams drew about 40%, and 30% bought. It became the standard argument for fewer options.

Of 100 passers-by, the table with 24 jams drew 60 and sold to about 2. The table with 6 jams drew 40 and sold to 12. A 2010 meta-analysis of 50 experiments and 5,036 people found a mean effect of virtually zero The jam study, per 100 passers-by Iyengar and Lepper, 2000 24 jams 60 stop 1.8 buy 6 jams 40 stop 12 buy Ten years later: 50 experiments, 5,036 people Mean effect of more options: virtually zero
Per 100 passers-by, 24 jams drew 60 people and sold to about 2. Six jams drew 40 and sold to 12.

Then in 2010 Benjamin Scheibehenne and colleagues combined 50 experiments covering 5,036 people, and found "a mean effect size of virtually zero", with a lot of variation between studies. On average, more options did nothing7.

The variation is the real result. A 2015 review by Alexander Chernev and colleagues argued the effect does show up, under certain conditions: the options are complex, the task is hard, the person is unsure what they want, or they're trying to minimize effort. Someone who knows what they're after isn't hurt by a long list. Someone comparing five confusing insurance plans might be. So the useful question is whether people can tell the options apart, not how many there are.

The peak-end rule

In 1993 Daniel Kahneman and colleagues had people hold a hand in cold water, twice.

Two trials of cold water. The short one is 60 seconds at 14 degrees. The long one adds 30 seconds at 15 degrees: more discomfort in total, but a milder end. Most people chose to repeat the long one Short trial: 60 s at 14°C Long trial: the same, then 30 s at 15°C The long trial is strictly more discomfort. Asked which to repeat, most people chose it anyway: they remembered the better ending.
Two trials of cold water. The short one is 60 seconds at 14 degrees. The long one adds 30 seconds at 15 degrees: more discomfort in total, but a milder end. Most people chose to repeat the long one.

The long trial contains everything unpleasant in the short trial and then some, and most people chose to repeat it anyway. The paper's title says it plainly: "When More Pain Is Preferred to Less: Adding a Better End." A later study of patients undergoing colonoscopy or lithotripsy8 found they judged the procedure by its worst moment and its final moment, not its length.

For interfaces, the implication is that the worst moment and the last moment do more than their share. An error state and a confirmation screen may matter more to how a product is remembered than the twenty smooth screens between them.

It has limits. One 2008 study found the rule "not an outstandingly good predictor", and experiences lasting a whole day may not follow it. Most of the classic evidence is about short, intense episodes, and using a website is rarely either.

The aesthetic-usability effect

In 1995, Masaaki Kurosu and Kaori Kashimura at Hitachi showed 252 people 26 variations of an ATM interface. How easy people thought a design was tracked how attractive they found it more closely than it tracked how easy it actually was.

How easy people thought an ATM was tracked how attractive they found it more closely than it tracked how easy it actually was What ease ratings really track 252 people rating 26 ATM layouts. Not to scale. Attractive Actually easy Seems easy closely less closely
Ratings of how easy an ATM seemed followed how attractive it looked more closely than how easy it was.

The fine print is the word perceived. The study doesn't show that beautiful interfaces work better. It shows people think they do. NN/g notes the limit: a pretty design can buy forgiveness for minor problems, "but not of large ones."

There's a practical warning here that's easy to miss. If attractiveness buys tolerance, then a polished prototype can hide usability problems from your own test participants. The nicer the mockup, the less honest the feedback.


Good advice with a law's name

The Doherty threshold

The rule says productivity soars when a computer responds in under 400 milliseconds. It's usually credited to a 1982 IBM paper by Walter Doherty and Arvind Thadani, which challenged the belief that two seconds was fast enough9.

A log scale of response times. 0.1 seconds feels instant, 400 milliseconds is the Doherty threshold, 1 second keeps a train of thought, 2 seconds was the old idea of fast enough, and 10 seconds is where attention goes Response time, on a log scale Doherty's number among the classic limits 0.1 s feels instant 0.4 s Doherty's budget 1 s train of thought holds 2 s 1982's "fast enough" 10 s attention goes
Doherty's 400 milliseconds next to Nielsen's limits of 0.1, 1 and 10 seconds.

The direction is surely right: faster systems keep people in flow. But the precision isn't. As Kent Beck puts it, the number is "a practically motivated threshold, not a universal cognitive constant." It came from a company that sold computers, measuring people using them in 1982. Treat 400 ms as a good budget for an interaction, and don't expect anything to change at 401.

Jakob's law

"Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know."

Jakob Nielsen wrote that in 2000. It's the only one here named after its author by its author, and the article cites no study10. It's an argument, and an excellent one: every convention you break is something a user has to relearn, and they learned the convention somewhere else. A logo that doesn't go home and a cart that isn't top right both have a cost.

Two page wireframes. On the left the logo is top left and the cart top right, where people learned to expect them. On the right they've moved, so visitors have to learn the page first Conventions are learned somewhere else Where you expect them logo cart Somewhere you'd have to learn logo cart Every break is something a user has to relearn
The same page twice. On the left, things are where people learned to expect them.

It's a reason to need a good reason, though, not a ban on anything new. Every convention it protects was once somebody's break from the previous one.

Tesler's law

Larry Tesler, working at Xerox PARC in the mid-1980s, argued that every application has an inherent amount of complexity that can't be removed, only moved11. Someone has to deal with it, the user or the people building the system. His reasoning in an interview was blunt: leave that complexity to the people using the product and "you are penalizing the user to make the engineer's job easier."

It can't be measured, and it's the one I find most useful. It turns "make it simpler" into a better question: simpler for whom, and who picks up the difference? Clear signing is a good example. A transaction on a hardware wallet is exactly as complicated as it was. ERC-7730 moves the work of explaining it from the person signing to the people writing and auditing the descriptors.

Two bars of the same length. Signing raw calldata leaves most of the complexity with the person signing. Clear signing moves most of it to the people writing the descriptors. The total doesn't change Complexity moves, it doesn't shrink Same total length. A sketch: nobody can measure this. Signing raw calldata Clear signing with ERC-7730 Person signing People writing and auditing descriptors
The same complexity, carried by different people. A sketch, not a measurement.

How far to trust them

Name What it really is Trust it for
Fitts's law A fitted model, replicated for decades Sizing and placing targets
Hick's law A model of reaction time among known options Fast, practiced choices, not menus
Miller's law A misquote of a paper about chunks Grouping, not counting
Choice overload A real effect under some conditions Options people can't tell apart
Peak-end rule A lab finding with limits Short, intense episodes
Aesthetic-usability A correlation in people's ratings Knowing what your tests can't see
Doherty threshold A vendor's practical number A speed budget
Jakob's law An argument Defaulting to convention
Tesler's law An aphorism Asking who carries the complexity

The word "law" is doing different jobs in each row. Fitts's law can tell you a button is too small. Miller's law can't tell you how many items go in your navigation, and neither can anything else in this list.

The site is still worth reading. Its value is as a vocabulary: it gives names to things designers notice, so they can talk about them. A name just isn't evidence. When someone cites a law in a design review, the useful follow-up is the one this post tried to ask each time: what was actually measured, on whom, and does that look like what we're building?


Further reading

Notes

  1. 1Source

    Laws of UX is published by O'Reilly: the first edition came out in 2020 and the second in January 2024.

    source →
  2. 2Context

    This is the Shannon formulation, proposed by Scott MacKenzie and named for its resemblance to the Shannon–Hartley theorem, though no formal link was established. Fitts's own version used log2(2D/W). The standard for testing pointing devices, ISO 9241-9, is built on it.

    source →
  3. 3Counter

    This is a mouse result. NN/g notes that screen edges offer "no advantage for touchscreens", and cites work finding it actually takes longer to hit targets placed around the edges.

    source →
  4. 4Note

    The +1 in the formula accounts for uncertainty about whether to respond at all, as well as about which response to make. When options aren't equally likely, the same idea applies with their probabilities, which is why familiar choices are faster.

    source →
  5. 5Quote

    "The number of bits of information is constant for absolute judgment and the number of chunks of information is constant for immediate memory." Of the sevens: "there seems to be a reasonable suspicion that it is nothing more than a coincidence."

    — George Miller, 1956

    source →
  6. 6Counter

    Cowan says this limit only shows up when rehearsal is prevented, and that its cause remains unclear. Memory span also varies by material: around seven for digits, six for letters and five for words. Some theories reject a fixed number of items altogether.

    source →
  7. 7Counter

    Chernev and colleagues objected that a single average is misleading, because choice overload has several causes that a pooled number can wash out. The authors replied that dropping contested conditions still left an effect of D = 0.07.

    source →
  8. 8Source

    Redelmeier and Kahneman, 1996. A 2003 randomized trial by Redelmeier, Katz and Kahneman went further and tested three extra minutes of discomfort at the end of some colonoscopies.

    source →
  9. 9Context

    The better-known limits are Nielsen's: 0.1 seconds feels instant, 1 second keeps your flow of thought, 10 seconds is the end of your attention. He credits them to work including Miller 1968. That's Robert Miller, a different Miller.

    source →
  10. 10Quote

    "This Law is not even a future trend since it has been ruling the Web for several years."

    — Jakob Nielsen, 2000

    source →
  11. 11Counter

    Bruce Tognazzini's objection: simplify an application and people don't sit back, they attempt more complex tasks. So total complexity may not be conserved at all. The name "waterbed theory" captures Tesler's version: push it down here and it rises there.

    source →