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5 Laws
                                                                for

                                        a User Experience Designer




Sunil Shrivastav | http://www.designindna.com/
Fitts’ Law
                                                 Hick’s Law
80/20 Rule
 The Gestalt Principles
Mental Model
          Proximity
Sunil Shrivastav | http://www.designindna.com/
Fitts’ Law
  Fitts' law (often cited as Fitts's law) is a model of human movement
  primarily used in human–computer interaction and ergonomics that
  predicts that the time required to rapidly move to a target area is a
  function of the distance to the target and the size of the target.

  Fitts's law is used to model the act of pointing, either by physically
  touching an object with a hand or finger, or virtually, by pointing to
  an object on a computer monitor using a pointing device. It was
  proposed by Paul Fitts in 1954.




                                                   source: http://en.wikipedia.org/wiki/Fitts_law

Sunil Shrivastav | http://www.designindna.com/
Hick’s Law
  Hick's Law, named after British psychologist William Edmund Hick, or
  the Hick–Hyman Law (for Ray Hyman), describes the time it takes for
  a person to make a decision as a result of the possible choices he or
  she has.




                                                   source: http://en.wikipedia.org/wiki/Hick%27s_law

Sunil Shrivastav | http://www.designindna.com/
80/20 Rule       or The Pareto Principle


  The Pareto principle (also known as the 80–20 rule, the law of the vital
  few, and the principle of factor sparsity) states that, for many events,
  roughly 80% of the effects come from 20% of the causes.




                                                   source: http://en.wikipedia.org/wiki/Pareto_principle

Sunil Shrivastav | http://www.designindna.com/
The Gestalt
                                                   Principles
  Gestalt is a psychology term which means "unified whole". It refers to
  theories of visual perception developed by German psychologists in
  the 1920s. These theories attempt to describe how people tend to
  organize visual elements into groups or unified wholes when certain
  principles are applied.




                                                                                                                     source:
                                 http://graphicdesign.spokanefalls.edu/tutorials/process/gestaltprinciples/gestaltprinc.htm

                           http://en.wikipedia.org/wiki/Gestalt_psychology#Uses_in_human.E2.80.93computer_interaction

Sunil Shrivastav | http://www.designindna.com/
Mental Model
  A mental model is an explanation of someone's thought process
  about how something works in the real world. It is a representation of
  the surrounding world, the relationships between its various parts and
  a person's intuitive perception about his or her own acts and their
  consequences. Mental models can help shape behavior and set an
  approach to solving problems (akin to a personal algorithm) and
  doing tasks.




                                                 source: http://en.wikipedia.org/wiki/Mental_model

Sunil Shrivastav | http://www.designindna.com/
Proximity
  The principle of proximity calls for related items to be grouped
  visually, creating less clutter and making for a more organized layout.
  Items unrelated to each other should be placed further apart, to
  emphasize their lack of relationship.




                                                                                                              source:
                                    http://www.webdesignerdepot.com/2010/01/the-principle-of-proximity-in-web-design/

                        http://www.smashingmagazine.com/2011/04/26/proximity-in-design-why-i-can-t-use-my-car-s-a-c/

Sunil Shrivastav | http://www.designindna.com/
Thank You



                                                                  Sunil Shrivastav
                                                      User Experience Designer
                                                     sunilshrivastav@gmail.com

Sunil Shrivastav | http://www.designindna.com/

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Laws

  • 1. 5 Laws for a User Experience Designer Sunil Shrivastav | http://www.designindna.com/
  • 2. Fitts’ Law Hick’s Law 80/20 Rule The Gestalt Principles Mental Model Proximity Sunil Shrivastav | http://www.designindna.com/
  • 3. Fitts’ Law Fitts' law (often cited as Fitts's law) is a model of human movement primarily used in human–computer interaction and ergonomics that predicts that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target. Fitts's law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was proposed by Paul Fitts in 1954. source: http://en.wikipedia.org/wiki/Fitts_law Sunil Shrivastav | http://www.designindna.com/
  • 4. Hick’s Law Hick's Law, named after British psychologist William Edmund Hick, or the Hick–Hyman Law (for Ray Hyman), describes the time it takes for a person to make a decision as a result of the possible choices he or she has. source: http://en.wikipedia.org/wiki/Hick%27s_law Sunil Shrivastav | http://www.designindna.com/
  • 5. 80/20 Rule or The Pareto Principle The Pareto principle (also known as the 80–20 rule, the law of the vital few, and the principle of factor sparsity) states that, for many events, roughly 80% of the effects come from 20% of the causes. source: http://en.wikipedia.org/wiki/Pareto_principle Sunil Shrivastav | http://www.designindna.com/
  • 6. The Gestalt Principles Gestalt is a psychology term which means "unified whole". It refers to theories of visual perception developed by German psychologists in the 1920s. These theories attempt to describe how people tend to organize visual elements into groups or unified wholes when certain principles are applied. source: http://graphicdesign.spokanefalls.edu/tutorials/process/gestaltprinciples/gestaltprinc.htm http://en.wikipedia.org/wiki/Gestalt_psychology#Uses_in_human.E2.80.93computer_interaction Sunil Shrivastav | http://www.designindna.com/
  • 7. Mental Model A mental model is an explanation of someone's thought process about how something works in the real world. It is a representation of the surrounding world, the relationships between its various parts and a person's intuitive perception about his or her own acts and their consequences. Mental models can help shape behavior and set an approach to solving problems (akin to a personal algorithm) and doing tasks. source: http://en.wikipedia.org/wiki/Mental_model Sunil Shrivastav | http://www.designindna.com/
  • 8. Proximity The principle of proximity calls for related items to be grouped visually, creating less clutter and making for a more organized layout. Items unrelated to each other should be placed further apart, to emphasize their lack of relationship. source: http://www.webdesignerdepot.com/2010/01/the-principle-of-proximity-in-web-design/ http://www.smashingmagazine.com/2011/04/26/proximity-in-design-why-i-can-t-use-my-car-s-a-c/ Sunil Shrivastav | http://www.designindna.com/
  • 9. Thank You Sunil Shrivastav User Experience Designer sunilshrivastav@gmail.com Sunil Shrivastav | http://www.designindna.com/