Design Psychology Cognitive Laws - Concise Report
Date: 2026-06-24
Scope: Hick's Law, Fitts's Law, Miller's Law, Gestalt Principles
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1. HICK'S LAW (希克定律)
CORE DEFINITION:
The time it takes to make a decision increases logarithmically with the number
of choices available.
FORMULA:
RT = a + b * log2(n + 1)
RT = Reaction Time; n = Number of options; a, b = Empirical constants
KEY INSIGHTS:
- Decision time grows logarithmically, NOT linearly, with option count
- Each doubling of options adds a fixed amount of time (~0.15-0.25 seconds)
- Cognitive load spikes significantly when options exceed 7
DESIGN APPLICATIONS:
- Menu Grouping: Categorize large option sets to reduce single-level choices
- Progressive Disclosure: Show core options first; expand advanced options on demand
- Smart Defaults: Pre-select common choices to reduce decision burden
- Search Over Browse: When options are numerous, search beats navigation
EXAMPLES:
- Amazon places search bar above category navigation
- Google's homepage: one input field, two buttons
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2. FITTS'S LAW (費茨定律)
CORE DEFINITION:
Time to reach a target depends on the distance to the target and its size.
FORMULA:
MT = a + b * log2(1 + D/W)
MT = Movement Time; D = Distance; W = Target Width; a, b = Empirical constants
KEY INSIGHTS:
- Closer + larger = faster and more accurate interaction
- Screen edges/corners act as "infinite targets" (cursor stops at boundary)
- Clickable area size directly impacts hit rate and speed
DESIGN APPLICATIONS:
- Enlarge Important Buttons: CTA buttons should be big and prominent
- Leverage Screen Edges: Place primary menus at screen top/bottom edges
- Shorten Operation Paths: Put frequently used features near cursor/finger
- Avoid Tiny Touch Targets: Minimum recommended size >= 44x44 pt (Apple HIG)
EXAMPLES:
- Windows Start button: bottom-left corner, large, fixed position
- iOS Tab Bar: puts key navigation within thumb reach
- YouTube Play/Pause: centered, oversized overlay button
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3. MILLER'S LAW (米勒定律)
CORE DEFINITION:
The average person can hold approximately 7 +/- 2 items in short-term memory.
ORIGINAL PAPER:
George A. Miller (1956) "The Magical Number Seven, Plus or Minus Two"
KEY INSIGHTS:
- Classic claim: 7 +/- 2 (5-9 items)
- Modern research suggests: closer to 4 +/- 1 chunks
- "Chunking" allows bypassing limits by grouping small items into meaningful units
DESIGN APPLICATIONS:
- Password Display: Group digits (1234-5678-9012) for easier memorization
- Phone Number Formatting: (886) 912-345-678 beats raw digit strings
- Menu Item Limit: Keep single-level menus to 7 items or fewer
- Dashboard Hierarchy: Show key metrics first; secondary info expandable
- Paginated Lists: Split content exceeding 7 items across pages/groups
EXAMPLES:
- Credit card input auto-spaces every 4 digits
- Phone dialer displays formatted number
- Browser bookmarks: recommend <= 7-9 frequently used sites
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4. GESTALT PRINCIPLES (格式塔原則)
CORE DEFINITION:
The human visual system tends to organize scattered elements into meaningful
whole patterns. Originated by German psychologists Max Wertheimer, Kurt Koffka,
and Wolfgang Kohler (1920s).
SIX CORE PRINCIPLES:
-
PROXIMITY (相近性)
- Items close together are perceived as a group
- Application: Related form fields tightly spaced; sections separated by whitespace
- Example: Sub-menu items clustered together, distanced from main menu
-
SIMILARITY (相似性)
- Visually similar items are grouped as belonging to the same category
- Application: Same-styled buttons = same function; links use consistent blue underline
- Example: E-commerce site uses identical font/color for all "price" text
-
CONTINUITY (連續性)
- Eyes naturally follow smooth, continuous paths
- Application: Guide reading along Z-pattern or F-pattern layouts
- Example: Table row lines guide horizontal scanning
-
CLOSURE (封閉性)
- Brain fills gaps in incomplete shapes to perceive wholeness
- Application: Brand logos often use partial outlines (IBM stripes, WWF panda)
- Example: Rounded cards with shadows perceived as complete even with breaks
-
COMMON REGION (共同區域)
- Items within the same boundary are grouped together
- Application: Card UI design groups related content with borders/shadows
- Example: Social media posts each have independent card containers
-
FIGURE-GROUND (圖底關係)
- Visual system distinguishes foreground (figure) from background (ground)
- Application: Modal dialogs darken background to highlight foreground content
- Example: Dropdown menus cause background to blur or become semi-transparent
DESIGN TAKEAWAYS:
- Use negative space to organize content rather than relying on lines/borders
- Maintain visual consistency: same function = same visual language
- Establish visual hierarchy through size, color, and position
- Reduce cognitive load by letting interface structure match mental models
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5. COMPARATIVE SUMMARY & PRACTICAL GUIDELINES
LAWS AT A GLANCE:
+-------------+------------------+--------------------+------------------+
| Law | Core Question | Key Parameter | Design Mantra |
+-------------+------------------+--------------------+------------------+
| Hick's | How long to | Number of options | Less is more |
| | decide? | | |
+-------------+------------------+--------------------+------------------+
| Fitts's | How fast to | Distance, size | Big & close |
| | interact? | | is easy |
+-------------+------------------+--------------------+------------------+
| Miller's | How much to | Memory chunks | Group for recall |
| | remember? | | |
+-------------+------------------+--------------------+------------------+
| Gestalt | How to | Visual organization| Natural grouping |
| | understand layout? | reduces load |
+-------------+------------------+--------------------+------------------+
COMPREHENSIVE DESIGN PRINCIPLES:
- Reduce Choices: Apply Hick's Law - keep navigation and forms minimal
- Optimize Interaction: Apply Fitts's Law - big, close targets for frequent actions
- Manage Information Load: Apply Miller's Law - chunk and paginate content
- Leverage Visual Organization: Apply Gestalt - let structure be self-evident
- Prioritize Consistency: All laws share the foundation of predictable interaction patterns
- Test & Validate: Usability testing is the only way to confirm law application works
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6. REFERENCES
- Hick, T.E. (1952). On the Rate of Gain of Information. QJEPP.
- Fitts, P.M. (1954). The Information Capacity of the Human Motor System. JEP.
- Miller, G.A. (1956). The Magical Number Seven, Plus or Minus Two. Psych Review.
- Wertheimer, M. (1923). Untersuchungen zur Lehre von der Gestalt. Psych Forsch.
- Norman, D.A. (2013). The Design of Everyday Things (Revised). Basic Books.
- Apple Inc. Human Interface Guidelines.
- Google Material Design Guidelines.
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