Learn
Names get you started; principles make your AI's output — and your judgement — better. Four discipline guides, 27 principles, four hands-on instruments, one review checklist.
- 001 Discipline Interaction Design How humans and systems converse: feedback loops, gestures, navigation and mental models. Interaction Design
- 002 Discipline Motion Design Motion explains where things come from, where they go, and why they change; duration and easing are its punctuation. Motion Design
- 003 Discipline Interface & Experience Design UX validates whether the flow works for users; UI decides how each screen looks and operates. UI / UX Design
- 004 Discipline Visual Design How eyes organize information: Gestalt grouping, color, type scale and whitespace as reading-order engineering. Visual Design
- 005 Principle Aesthetic and Minimalist Design 界面不放无关信息——每多一个元素,都在和重要信息抢注意力。 Nielsen's 10 Usability Heuristics
- 006 Principle Consistency and Standards 同一件事只用一种说法、一个位置、一个手势。 Nielsen's 10 Usability Heuristics
- 007 Principle Error Prevention 与其写好报错文案,不如让错误根本没机会发生。 Nielsen's 10 Usability Heuristics
- 008 Principle Help Users Recognize, Diagnose, and Recover from Errors 报错用 plain language:说清出了什么问题、怎么解决,不用错误码吓人。 Nielsen's 10 Usability Heuristics
- 009 Principle Flexibility and Efficiency of Use 为新手保持简单,也给熟手留加速器:快捷键、默认值、最近使用。 Nielsen's 10 Usability Heuristics
- 010 Principle Help and Documentation 最好不用文档也能上手;真需要时,文档要可搜、按任务组织、篇幅短。 Nielsen's 10 Usability Heuristics
- 011 Principle Match Between System and the Real World 用用户的语言和现实中的概念说话,而不是系统内部术语。 Nielsen's 10 Usability Heuristics
- 012 Principle Recognition Rather than Recall 把选项和信息摆出来,别让用户靠脑子记上一步。 Nielsen's 10 Usability Heuristics
- 013 Principle User Control and Freedom 用户常点错——给他们一个明确的「紧急出口」和撤销。 Nielsen's 10 Usability Heuristics
- 014 Principle Visibility of System Status 通过及时反馈,让用户始终知道系统正在发生什么。 Nielsen's 10 Usability Heuristics
- 015 Principle Aesthetic-Usability Effect 好看的界面会被认为更好用——第一印象的宽容度来自审美。 Laws of UX
- 016 Principle Doherty Threshold 系统在 400ms 内响应,用户才不会出戏;超过就掉注意力。 Laws of UX
- 017 Principle Fitts's Law 到达目标的时间由距离和大小决定:目标越大、越近,越易点中。 Laws of UX
- 018 Principle Hick's Law 选项越多、越复杂,做决定越慢。 Laws of UX
- 019 Principle Jakob's Law 用户大部分时间在别人的产品上,他们希望你的产品也长那样。 Laws of UX
- 020 Principle Miller's Law 工作记忆一次只能装下约 7(±2)个信息块。 Laws of UX
- 021 Principle Occam's Razor 如无必要,勿增实体:最简单的方案通常是对的。 Laws of UX
- 022 Principle Peak-End Rule 人们对体验的记忆,取决于峰值时刻和结束时刻,而非全程平均。 Laws of UX
- 023 Principle Tesler's Law 每个系统的复杂度守恒,只能转移,不能消灭。 Laws of UX
- 024 Principle Von Restorff Effect 与众不同者被记住:一堆相似元素里,异类最先被看见。 Laws of UX
- 025 Principle Closure 大脑会自动补全缺失的部分,把残缺图形看成整体。 Gestalt Principles
- 026 Principle Common Fate 一起动的元素会被看成一组。 Gestalt Principles
- 027 Principle Continuity 眼睛会沿着线条和对齐轴继续看下去。 Gestalt Principles
- 028 Principle Figure-Ground 人会自动区分主体与背景,靠的是对比和层级。 Gestalt Principles
- 029 Principle Prägnanz 大脑倾向于把复杂图形理解成最简单的整体。 Gestalt Principles
- 030 Principle Proximity 挨得近的元素会被看成一组——分组先靠距离,不靠框线。 Gestalt Principles
- 031 Principle Similarity 长得像的元素会被认为功能相关。 Gestalt Principles
- 032 Lab Contrast Checker (WCAG) Interactive WCAG contrast checker: pick foreground/background colors, get the live contrast ratio and AA/AAA verdicts. Visual Design
- 033 Lab Easing Curve Lab Interactive easing-curve instrument: pick a cubic-bezier preset and a duration, watch the ball's speed character, copy the CSS. Motion Design
- 034 Lab Fitts's Law Lab Interactive Fitts's law instrument: time yourself hitting a 44px target vs a 118px target and compare averages. Interaction Design
- 035 Lab Type Scale Lab Interactive type-scale instrument: drag the base size and watch a 1.25-ratio scale (Caption to H1) move together. Visual Design
- 036 Checklist Design Review Checklist & Reading List An 18-item pre-delivery design review checklist plus a six-book reading list, ordered beginner to advanced.