HCI Laws – Exam Study Sheet
Everything likely to show up on the exam: formulas, implications, examples, usability notes, and common pitfalls.
1) Fitts’ Law Motor behavior
TF = a + b · log2(2D/W) – pointing time rises with distance (D) and drops with larger targets (W). a,b are empirical constants. fileciteturn0file4
Design implications
- Make frequently used targets large and place them close; edges & corners are fastest (cursor “pinning”). fileciteturn0file8
- Touch: minimum comfortable target ≈ 10 mm; expand hit areas when possible. fileciteturn0file8
- Use bigger buttons for primary actions; prioritize size by frequency of use. fileciteturn0file8
Limits / caveats
- Models rapid, aimed 1‑D movement; not suited to typing, drawing, or complex gestures. fileciteturn0file6
- Screen real estate forces trade‑offs; choose sizes systematically. fileciteturn0file6
Recognition & variations: ISO 9241‑9; derivations/variations summarized. fileciteturn0file8
2) Hick’s Law Decision time
TH = b · H, where H = log2(n+1). More choices → slower decisions (logarithmically). fileciteturn0file0
Design implications
- Group/categorize to prune choices quickly; prefer one well‑organized menu over many small ones. fileciteturn0file9
- Combine with Fitts’: size important buttons proportionally to expected frequency. fileciteturn0file9
Limits / caveats
- Familiarity & modality (text vs. icons vs. audio) affect speed. fileciteturn0file14
- Dumping all options at once may violate working‑memory limits (see Miller). fileciteturn0file14
3) Miller’s Law Working memory
Short‑term memory capacity is limited; chunk information for recall. Classic “7 ± 2”, with modern estimates often ≈ 4 chunks depending on content & familiarity. fileciteturn0file1 fileciteturn0file11
Design implications
- Chunk related items (e.g.,
514 848 2424 3000, credit-card groups). fileciteturn0file16 - Split complex visuals into multiple simpler views. fileciteturn0file16
Limits / notes
- Avoid dogmatic 7±2 usage; focus on reducing cognitive load. fileciteturn0file1
- Capacity varies: digits < letters < words; lower for longer words and for children/older adults. fileciteturn0file11
4) Occam’s Razor (Law of Parsimony) Simplicity
Prefer the simplest adequate explanation/design; avoid accidental redundancy. Apply strategies: remove, organize, hide, displace. fileciteturn0file10
Design implications
- Streamline UIs; cut redundant controls & tests in regression suites. fileciteturn0file10
Limits
- “Simpler” isn’t automatically “better”; balance against inherent task complexity. fileciteturn0file10
5) Tesler’s Law (Conservation of Complexity) Shift the burden
Every system contains irreducible complexity; you can’t remove it, only redistribute it—ideally away from the user and into the system. fileciteturn0file12
Design implications
- Automate tedium (auto‑fill, suggestions); let the machine do heavy‑lifting. fileciteturn0file12
- Examples: email address auto‑completion; single sign‑on; smart IDEs; cloud offloading on mobile. fileciteturn0file17 fileciteturn0file19
Limits / notes
- Cannot simplify beyond the essential complexity; manage & localize it instead. fileciteturn0file12
- No formal mathematical framework; trade‑offs are contextual. fileciteturn0file15
6) Von Restorff (Isolation) Effect Attention
In a set of similar items, the one that’s different is remembered best—use contrast to highlight key UI elements and alerts. fileciteturn0file15
Design implications
- Use size, color, whitespace, or placement to make primary actions and warnings pop. fileciteturn0file3
Limits
- Effect can diminish with age; overuse reduces distinctiveness. fileciteturn0file7
7) Yerkes–Dodson Law Arousal vs. performance
Performance improves with arousal up to an optimal point; too little/too much hurts performance. Difficulty moderates the curve. fileciteturn0file7
Design implications
- For difficult tasks: minimize distractions; provide context‑sensitive help. fileciteturn0file18
- For easy but important tasks: increase salience with subtle feedback (focus states, progress). fileciteturn0file18
Limits
- “Arousal” and “difficulty” are subjective and can shift over time. fileciteturn0file7
Exam‑style prompts to practice
Scope & framing: Document also notes related laws (Murphy, Metcalfe, Moore, Postel, Weber‑Fechner, Wirth) and that “HCI laws” are scientific/engineering heuristics, not literal legal rules. fileciteturn0file4