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  <title>UX Guidelines</title>
  <link>https://www.ux-guidelines.com/</link>
  <description>Research-backed laws, heuristics, and patterns of interface design, each explained with its origin, practice guidance, and what changes in the age of AI.</description>
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    <title>UI Tenets and Traps: Nine Tenets and the Design Traps That Break Them</title>
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    <pubDate>Thu, 24 Sep 2026 03:41:01 +0000</pubDate>
    <description>A heuristic evaluation framework of nine tenets and the traps that break them. Each trap is a specific, detectable design problem that maps to exactly one tenet, so a team can say precisely what is wrong and agree on why it matters.</description>
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    <title>Microsoft’s 18 Guidelines for Human-AI Interaction: The HAX Checklist</title>
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    <pubDate>Thu, 24 Sep 2026 03:40:53 +0000</pubDate>
    <description>Eighteen guidelines for designing AI-infused products, grouped by when they bite: what you promise up front, how you behave during use, what happens when the system is wrong, and how it changes over time. The fourth group is the one most teams skip.</description>
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    <title>Zipf’s Law: Why a Few Items Get Most of the Use</title>
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    <pubDate>Thu, 17 Sep 2026 01:13:25 -0700</pubDate>
    <description>Rank anything by how often it is used and the counts fall away on a steep, predictable curve: the second item gets about half the traffic of the first, the third about a third. Navigation, search ranking, and feature priority all sit on that curve.</description>
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    <title>Out-of-the-Loop Performance Problem: When Monitoring Erodes Skill</title>
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    <pubDate>Wed, 16 Sep 2026 20:09:17 -0700</pubDate>
    <description>The out-of-the-loop performance problem: monitoring automation erodes the very skills needed to take over when it fails. The longer the system runs well, the less practice the person watching it gets — and the handover always arrives at the hardest moment.</description>
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    <title>Stroop Effect: When a Label and Its Color Disagree on Screen</title>
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    <pubDate>Wed, 16 Sep 2026 20:09:17 -0700</pubDate>
    <description>Reading is automatic; naming a color is not. When a label and its color carry different meanings — a green Delete button, a red success badge — the two readings collide and the person slows down, hesitates, and misclicks more often.</description>
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    <title>Human-in-the-Loop: Where Human Judgment Sits in Automated Systems</title>
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    <pubDate>Wed, 16 Sep 2026 19:41:32 -0700</pubDate>
    <description>Keeping a person inside an automated decision by design rather than by accident. The pattern names where human judgment sits — approving every action, supervising a stream of them, or absent altogether — and what each choice costs.</description>
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    <title>Canons of Page Construction: Margins and Text Blocks That Read Well</title>
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    <pubDate>Wed, 16 Sep 2026 09:30:55 -0700</pubDate>
    <description>The classical margin and text-block ratios behind readable page layouts. A text block in the page’s own proportion, an inner margin narrower than the outer, a foot deeper than the head: rules reconstructed from medieval manuscripts that still make a reading screen feel composed.</description>
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    <title>Rule of Odds: Why Groups of Three and Five Feel Natural</title>
    <link>https://www.ux-guidelines.com/rule-of-odds.html</link>
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    <pubDate>Wed, 16 Sep 2026 09:30:55 -0700</pubDate>
    <description>Groups of three or five feel more natural than even-numbered groups, which matters for feature cards and imagery. An odd count gives the eye a middle to rest on; an even one splits into pairs and asks to be compared.</description>
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    <title>Golden Ratio: Proportion, Type Scales, and When to Ignore It</title>
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    <pubDate>Wed, 16 Sep 2026 09:13:35 -0700</pubDate>
    <description>A ratio of about 1.618 that divides a line so the small part relates to the large as the large does to the whole. Designers use it to size columns, type scales, and crops that feel settled — as long as it stays a tool, not a rule.</description>
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    <title>Rule of Thirds: Composition for Hero Images, Crops, and Layouts</title>
    <link>https://www.ux-guidelines.com/rule-of-thirds.html</link>
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    <pubDate>Wed, 16 Sep 2026 09:13:35 -0700</pubDate>
    <description>Divide the frame into three columns and three rows, and put what matters on the lines and their four crossings. The oldest composition rule in photography works just as well for hero images, crops, and the first screen of a page.</description>
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    <title>By Year: A Timeline of UX Laws and Principles</title>
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    <pubDate>Sun, 23 Aug 2026 16:28:22 -0700</pubDate>
    <description>Every law and reference on UX Guidelines in chronological order — from Weber in 1834 to the Hook Model in 2014, with the year each was established.</description>
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    <title>Automation Bias: Why People Over-Trust the Machine</title>
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    <pubDate>Sun, 23 Aug 2026 16:12:04 -0700</pubDate>
    <description>Mosier and Skitka showed in the 1990s that people over-trust automated suggestions — following them when wrong and missing what the machine misses. In the age of AI, this is the bias every interface has to design against.</description>
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    <title>About: Patrick Neeman and This Site</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Who makes this site, and why it exists.</description>
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    <title>Aesthetic-Usability Effect: Beautiful Feels Easier to Use</title>
    <link>https://www.ux-guidelines.com/aesthetic-usability-effect.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Masaaki Kurosu and Kaori Kashimura’s 1995 ATM study: interfaces people find beautiful are rated easier to use — regardless of whether they are. Polish buys patience and trust, and can hide real problems.</description>
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    <title>Chesterton’s Fence: Understand It Before You Remove It</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>G. K. Chesterton’s rule for reformers: the fence you find pointless was built by someone with a reason. Understand the reason first — then you’ve earned the right to remove it.</description>
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    <title>Cognitive Load Theory: Intrinsic, Extraneous, and Germane Load</title>
    <link>https://www.ux-guidelines.com/cognitive-load-theory.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>John Sweller’s theory, as later refined, splits mental effort into three loads: intrinsic (the task itself), extraneous (the interface’s overhead), and germane (real learning). Design’s job is to cut the middle one.</description>
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    <title>Contour Bias: Why Rounded Feels Friendly and Sharp Feels Urgent</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Moshe Bar and Maital Neta showed in 2006 that people prefer curved objects over sharp ones — angular contours read as threat at a glance. Roundness relaxes; sharpness alerts. Both are tools.</description>
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    <title>Conway’s Law: Why Products Mirror Org Charts</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Melvin Conway's 1968 observation about programming — and the most reliable rule for predicting where a product will have seams. Wherever the team has to hand work off, the product does too.</description>
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    <title>Curse of Knowledge: Why Experts Design Confusing Interfaces</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Named by economists Camerer, Loewenstein, and Weber in 1989: once you know something, you can no longer simulate the mind of someone who doesn’t. It’s why experts write confusing docs and teams ship jargon.</description>
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    <title>Data Visualization: Sixteen Chart Types and When to Use Them</title>
    <link>https://www.ux-guidelines.com/data-visualization.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Sixteen chart types grouped by the question they answer — comparison, relationship, distribution, and composition. Pick the chart that fits the question, not the one that looks impressive.</description>
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    <title>Doherty Threshold: Response Time Under 400 Milliseconds</title>
    <link>https://www.ux-guidelines.com/doherty-threshold.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Walter Doherty and A. J. Thadani's 1982 IBM research: when a system responds in under 400 milliseconds, productivity soars — the user and the computer stay in the same train of thought. Paired here with the classic response-time limits every interface still lives by.</description>
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    <title>Eye Scanning Patterns: F-Pattern, Z-Pattern, Layer-Cake, and Spotted</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Decades of eye-tracking research show people don't read interfaces — they scan them in predictable shapes. Here are the six patterns and where each one shows up.</description>
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    <title>Fitts’s Law: Target Size, Distance, and Time to Click</title>
    <link>https://www.ux-guidelines.com/fitts-law.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>The time to hit a target depends on its size and distance. Fitts's Law governs every button, link, and tap target — and explains why edges and corners feel so fast.</description>
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    <title>Fogg Behavior Model: Motivation, Ability, and Prompts</title>
    <link>https://www.ux-guidelines.com/fogg-behavior-model.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>BJ Fogg's 2009 model says a behavior occurs only when Motivation, Ability, and a Prompt (his original word was Trigger) land together. Take any one away and the action doesn't happen — even if the other two are maxed out. The model is the foundation of behavior design, persuasive technology, and the Tiny Habits method.</description>
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    <title>Gall’s Law: Working Complex Systems Grow from Simple Ones</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>John Gall's 1975 observation, from Systemantics: you can't design a complex system from scratch and have it work. The complex ones are descendants of simple ones that were shipped and used. Skip the simple ancestor and the descendant never breathes.</description>
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    <title>Gestalt Principles: How Perception Groups an Interface</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>The mind automatically groups what it sees. These ten principles of perception explain how people read structure into a layout before they read a single word.</description>
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    <title>Glossary: UX Terms, Laws, and Definitions</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Every term used across UX Guidelines, in one alphabetical reference.</description>
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    <title>Goodhart’s Law: When Metrics Become Targets and Stop Working</title>
    <link>https://www.ux-guidelines.com/goodharts-law.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Charles Goodhart's 1975 observation, sharpened by Marilyn Strathern: the moment a number is used to judge people, the number drifts away from what it was measuring. KPIs, OKRs, and AI training signals all run head-on into this.</description>
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    <title>Grid and Hierarchy: The Invisible Scaffolding of Interface Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Grids organize space and hierarchy directs attention. Together they form the silent layer beneath every well-resolved interface — the part users never notice when it's right.</description>
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    <title>Gutenberg Principle: Reading Gravity and Page Layout</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>On evenly weighted pages the eye sweeps from top-left to bottom-right. The Gutenberg principle maps that reading gravity — and where to put what matters.</description>
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    <title>Hick’s Law: More Choices, Longer Decision Times</title>
    <link>https://www.ux-guidelines.com/hicks-law.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>The more choices you present, the longer every decision takes. Hick's Law shapes menus, settings, and onboarding — along with the techniques that work around it.</description>
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    <title>Hofstadter’s Law: Why Software Always Takes Longer</title>
    <link>https://www.ux-guidelines.com/hofstadters-law.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>From Douglas Hofstadter's 1979 book Gödel, Escher, Bach. The self-referential joke that is also a working rule for software estimation: every project takes longer than your honest estimate, and padding the estimate doesn't fix it. The law has become foundational for how teams ship — and for how they set expectations.</description>
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    <title>Hook Model: Trigger, Action, Variable Reward, Investment</title>
    <link>https://www.ux-guidelines.com/hook-model.html</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Nir Eyal's 2014 framework for building habit-forming products. Four phases the user runs through, repeatedly, until the product becomes a reflex. The book also draws the line between hooks the user is glad you built and hooks they regret.</description>
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    <title>IKEA Effect: When Labor Leads to Love</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Norton, Mochon, and Ariely showed in 2012 that people value things far more once they helped build them. Effort — even a little of it — turns users into co-creators, and co-creators into owners.</description>
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    <title>UX Guidelines</title>
    <link>https://www.ux-guidelines.com/</link>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>A library of research-backed design references: eye-scanning patterns, cognitive laws, usability heuristics, grids, icons, and data visualization — each explained with origins, practice, and what changes in the age of AI.</description>
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    <title>Jakob’s Law: Users Expect Your Site to Work Like the Rest</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>People spend most of their time on other sites, so they expect yours to work the same way. Follow convention — and watch closely, because AI is rewriting what convention means.</description>
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    <title>Miller’s Law: The Magical Number Seven and Chunking</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>George Miller's 1956 paper put a number on working memory — about seven chunks. The number itself is fuzzy; the lesson is that memory is small, and the design's job is to group information so users can hold it without strain.</description>
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    <title>Navigation Patterns: Global Nav, Local Nav, Breadcrumbs, and Search</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Navigation is the connective tissue of a product. Each layer does a different job — give them the right weight and the structure becomes invisible.</description>
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    <title>Nielsen’s 10 Heuristics: The Usability Checklist, Explained</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Jakob Nielsen's ten usability heuristics are still the most widely used checklist for finding interface problems — each one explained with a modern, practical example.</description>
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    <title>Norman’s Principles: Affordances, Signifiers, and Feedback</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Don Norman's "The Design of Everyday Things" (1988) laid out a small set of design principles that became the foundation of HCI. The premise: a well-designed object tells you what it does, how to use it, and whether you got it right — without a manual.</description>
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    <title>Paradox of Choice: Choice Overload and Decision Paralysis</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>More options can mean fewer decisions. The research behind choice overload — and the patterns that get people past decision paralysis.</description>
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    <title>Pareto Principle: The 80/20 Rule in Product and UX Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Vilfredo Pareto noticed in 1896 that 80% of Italy's land was owned by 20% of its people. The pattern recurs across software, support, performance, and product strategy — most of the value comes from a small fraction of the input. Knowing which 20% is the whole game.</description>
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    <title>Peak-End Rule: People Remember the Peak and the Ending</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Daniel Kahneman’s research shows people judge an experience by its most intense moment and its final one — not its average. Design the peak, stick the landing, and fix the worst moment first.</description>
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    <title>People: The Researchers and Designers Behind the UX Laws</title>
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    <description>The researchers, designers, and engineers behind every law and principle on this site.</description>
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    <title>Postel’s Law: The Robustness Principle in Interface Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Jon Postel's 1980 robustness principle came out of the TCP specification — a rule for letting networks tolerate sloppy peers without becoming sloppy themselves. The same rule maps cleanly onto interfaces: be strict about what you produce, forgiving of what users hand you.</description>
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    <title>Power Law of Practice: How the Learning Curve Shapes UX</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Snoddy (1926) observed and Newell and Rosenbloom (1981) formalized: as people repeat a task, the time it takes follows a power-law curve. Sharp early gains, gentler later ones, and a long tail where additional practice still pays — just less.</description>
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    <title>Progressive Disclosure: Show Less First, Reveal on Demand</title>
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    <description>Progressive disclosure defers advanced or rarely used options to a secondary layer, keeping the first screen focused on what most users need most of the time. It is the working compromise between power and simplicity.</description>
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  <item>
    <title>Dieter Rams’ 10 Principles: Less, But Better</title>
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    <description>Dieter Rams wrote these principles of good design in the 1970s at Braun. Fifty years on, they still describe what makes a digital product genuinely good.</description>
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  <item>
    <title>Serial Position Effect: Primacy, Recency, and List Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Hermann Ebbinghaus found that people best recall the first and last items in a series — primacy and recency — while the middle blurs. The effect decides what goes at the ends of your menus, lists, and flows.</description>
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  <item>
    <title>Shneiderman’s Eight Golden Rules of Interface Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Ben Shneiderman’s Eight Golden Rules of Interface Design, from Designing the User Interface, distill decades of HCI research into rules that still govern every screen: consistency, shortcuts, feedback, closure, error handling, reversal, control, and memory load.</description>
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    <title>Steering Law: Moving Through Tunnels, Menus, and Sliders</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Johnny Accot and Shumin Zhai extended Fitts’s Law to movement along a constrained path: time grows with the tunnel’s length and shrinks with its width. It governs nested menus, sliders, and every drag.</description>
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  <item>
    <title>Tesler’s Law: The Conservation of Complexity</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Every system carries an irreducible amount of complexity. The only question is who absorbs it — the system or the user. Good design quietly takes on as much as it can.</description>
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  <item>
    <title>Tognazzini’s First Principles: Working Rules of Interaction Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Bruce "Tog" Tognazzini's First Principles of Interaction Design, written and refined on AskTog.com over decades at Apple, Sun, and Nielsen Norman Group. Less a catechism than a working set of rules — each one earned from products that shipped and patterns that scaled.</description>
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    <title>Uncanny Valley: Why Almost-Human Design Unsettles</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Masahiro Mori observed in 1970 that affinity for a humanlike figure rises with realism, then plunges into unease just short of convincing. The valley now swallows voices and text, not just faces.</description>
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  <item>
    <title>Universal Icons: The Glyphs Every User Already Knows</title>
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    <description>A small set of glyphs has become a near-universal language. Use them as they're understood, pair them with labels, and keep one consistent set.</description>
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  <item>
    <title>Von Restorff Effect: The Isolation Effect in Interface Design</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Hedwig von Restorff showed in 1933 that when one item in a group differs from the rest, it’s the one people remember. The isolation effect is why a single accent color works — and why ten of them don’t.</description>
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    <title>WCAG and POUR: Web Accessibility Principles, Explained</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Accessibility rests on four principles — Perceivable, Operable, Understandable, Robust. Here's what each means and the success criteria every team should know.</description>
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  <item>
    <title>Weber-Fechner Law: Perception Scales with Ratios, Not Amounts</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Ernst Weber (1834) and Gustav Fechner (1860) formalized the relationship between physical stimulus and perceived intensity. The smallest detectable change isn't a fixed amount — it's a fixed proportion of what's already there. The law shows up in volume, brightness, price, weight, and animation — anywhere perception, not measurement, decides what feels different.</description>
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  <item>
    <title>Yerkes-Dodson Law: Stress, Arousal, and Task Performance</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Robert Yerkes and John Dodson's 1908 finding: performance on a task improves with a moderate level of stress or stimulation, but only up to a point. Past that, performance drops. The shape is an inverted U — and complex tasks have a tighter optimum than simple ones.</description>
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    <title>Zeigarnik Effect: Why Unfinished Tasks Stick in the Mind</title>
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    <pubDate>Sun, 23 Aug 2026 01:54:05 -0700</pubDate>
    <description>Bluma Zeigarnik found that interrupted, incomplete tasks are remembered far better than completed ones. Open loops pull people back — the engine behind progress bars, streaks, and every "complete your profile" nudge.</description>
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