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The ultimate UX principles and heuristics checklist

Before you start

▢  User opportunity / problem

▢  Business goals + relevancy

 

▢  User journey

▢  Context of user

▢  Begin with the end in mind

Design with intent

1. Is it…

▢  Useful

▢  Usable

▢  Desirable

▢  Findable

▢  Accessible

▢  Credible

▢  Contextual

▢  Learnable

▢  Efficient

▢  Intuitive

2. No need = no build

3. Data matters

  • What data do you have to backup / inform design decisions?

4. Zoom out to see the big picture. Zoom in and think about each step

Cognitive Load

1. Miller’s Law

  • The average person can only keep 7 (+/- 2) items in their working memory

2. Serial Position Effect

  • Users have a propensity to best remember the first + last items in a series

3. Reduce need to recall information

  • 'Don’t make me think'

Information Architecture

1. Ask…

▢  Where am I?

▢  What can I find here?

▢  Where can I go from here?

2. Sense of…

▢  Scale

▢  Direction

▢  Location

3. Funnel Optimisation

  • Reduce minimum steps

  • Simplest, fastest, logical route

  • Linked resources should not pull user out of funnel

4. How do you want to guide user?

  • Flexibility + efficiency of use

  • Each step in sequence is apparent to user

  • Fitt’s Law

    • Time to target = distance x size

  • Hick’s Law

    • Time to make a decision = number x complexity

  • Jakob’s Law

    • Learnt usability patterns = user experience expectations

  • Occam’s Razor Law

    • On an equal playing field - the one with the fewest assumptions should be selected

  • Pareto Principle

    • Most common / important functions = easiest to find

    • 80/20 principle

5. Is the user in control?

  • Postel’s Law

    • Robustness principle = Accept liberally + Send/Do conservatively

UX Copywriting

1. Simpler + shorter!

  • BASKET! principle = to the point

  • Titles are clear + descriptive

  • Avoid vague + obtuse language

2. Only the information needed is shown

  • Additional info available on demand

  • Minimal explanatory text

3. Consistent + familiar terminology

4. Be human

  • Show some character

  • Personalise the experience

  • No kitchey / inauthentic tropes

UI, Visual + Interaction Design

1. Aesthetic Visibility Effect

  • Usable design = user perception x aesthetically pleasing design

2. UI is appropriate to user context

3. Design Standards / Patterns vs Creativity

4. Function vs Aesthetics

5. Consistency

6. Minimal = Less is more

7. Visual cues

  • Law of Prägnanz

    • Ambiguous / complex images = simple interpretation = least cognitive effort

  • Visual hierarchy

  • Contextual to system

  • Clear for new users

8. Affordance

  • Cue / sign communicated by the object

9. Gestalt Law

  • Hierarchy of influence between elements is apparent

  • Law of Common Region

    • Elements seen as groups = sharing area w/ clearly defined boundary

  • Law of Proximity

    • Objects near / proximate each other = grouped together

  • Law of Similarity

    • Similar elements = complete picture group even if separated

  • Law of Uniform Connectedness

    • Visually connected elements = more related than elements w/ no connection 

  • Von Restorff Effect

    • The black sheep in a flock

    • “Isolation effect” = the one that differs most from the rest = most likely to be remembered

10. Scannability

11. Accessibility

  • Symbol / text meets minimum size, space and contrast requirements

  • Consider the environment and context of user interacting w/ product

Feedback Loops

1. Clear metaphor between control + real world

2. Visibility of system status

  • Tesler’s Law

    • Law of conservation of complexity = certain amount of complexity cannot be reduced

  • Can the user understand the error?

  • Clear and effective

3. Doherty Threshold

  • Productivity = (computer + user interacting) - waiting time

4. Parkinson’s Law

  • Task completion = inflation of time x available time

5. Zeigarnik Effect

  • Uncompleted / Interrupted task memorability vs completed

Error Handling

1. Leave room for user error

2. Design for error prevention​

  • Provide easy reversal of actions

  • Help user recognise + recover from errors

3. Help + support are readily available

© 2025 Nadia Mackay

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