Design Principles & Laws
Design principles describe how visual arrangement directs attention. Contrast, hierarchy, proximity, alignment, repetition, balance, white space. In a gallery they're aesthetic vocabulary. In an interface they're predictions: this is where the eye lands first, these two things will be read as related, this button will be found before that one.
Layered on top of them is a second set, usually called the laws of UX — Fitts, Hick, Jakob, Miller — which are empirical claims about behavior rather than rules about composition. This page covers both, where they conflict, and how to use them in a review without turning it into a trivia contest.
The principles, stated as predictions
Restating each principle as a prediction makes it testable, which is the only form in which it's worth anything.
- Contrast — the element with the most contrast against its surroundings is seen first. Every additional high-contrast element divides that attention.
- Proximity — things placed close together will be understood as related, whatever the labels say.
- Alignment — a shared edge implies a shared category. Breaking alignment signals a change of kind, so breaking it accidentally signals one that isn't there.
- Repetition — a pattern used twice sets an expectation. The third instance is read as the same kind of thing before it's read at all.
- Hierarchy — users don't read a screen, they scan it in the order the design ranks it. If nothing is ranked, they impose their own order and it won't be yours.
- White space — separation is a signal, not leftover room. Compressing it compresses the distinctions it was carrying.
Visual hierarchy covers the ranking mechanics in depth, including the contrast and color tooling that makes them checkable.
Where the principles fight each other
A principle applied everywhere stops being a signal. That's not a caveat, it's the central working constraint.
Maximum contrast on every element leaves nothing emphasized. Perfect consistency across every control removes the deviation that a destructive action needs in order to feel different from a safe one. Generous white space everywhere pushes content below the fold and costs you the scan you were designing for.
So the real question in a review is never "is this principle satisfied?" It's "which principle should yield here, and does the design know it's yielding?" Deliberate violation reads as emphasis. Accidental violation reads as noise, and the user can't tell you which one they're looking at.
The laws built on top
The named laws make sharper predictions and carry more baggage.
- Fitts's law — time to hit a target falls with size and rises with distance. This is why the primary action is large and near where the eye already is, and why a 20-pixel close button next to a destructive one is a defect rather than a style.
- Hick's law — decision time grows with the number of options. Relevant to menus and plan tables, frequently over-applied as a blanket argument for fewer features.
- Jakob's law — people spend most of their time on other products, so they expect yours to work like those. The strongest argument against novel navigation.
- Miller's law — often quoted as "seven plus or minus two" and usually misapplied. It concerns short-term recall of unrelated items, not how many nav links a page may have.
User interface design principles and patterns covers how these translate into the concrete component decisions.
Using them without producing noise
An expert review that lists every deviation from every principle generates a backlog nobody works through. The discipline is subtraction:
- Name the task. What is this screen asking the user to accomplish?
- Find what's between them and it. Which violations actually cost them time, attention, or a mistake?
- Rank by cost, not by count. Two violations that block the task outrank fifteen that offend the eye.
- Check the deliberate ones. Some violations are the design working. Separate those before writing anything up.
This is the same discipline a scored UX audit applies, and the reason a rubric beats a checklist: a number per axis forces the ranking that a list of findings lets you avoid.
A principles checklist for a screen
- Is there exactly one element with clear first-look priority?
- Do proximity and grouping match the actual relationships, not the layout grid?
- Does anything break alignment without meaning to?
- Are destructive and primary actions distinguishable by more than color?
- For every violation you found, can you say what it costs the user?
Related reading: color theory for UI designers on building contrast that survives a theme switch, choosing fonts on type as a hierarchy lever, and the UX Clarity framework for scoring what you find.
Frequently asked questions
What are the principles of design?
The classical set is contrast, balance, alignment, proximity, repetition, hierarchy, and white space. They describe how visual arrangement directs attention. Applied to interfaces they stop being aesthetic advice and become predictions about where a user will look first and what they'll believe is related.
What's the difference between a design principle and a UX law?
A principle is a compositional rule about arrangement — contrast, proximity, alignment. A UX law is an empirical claim about behavior, usually named after whoever published it, such as Fitts's law on target acquisition or Hick's law on choice time. Principles tell you how to arrange things; laws predict what happens when you do.
Do design principles conflict with each other?
Constantly, and that's the useful part. Maximum contrast on every element destroys hierarchy. Perfect consistency blocks the emphasis a dangerous action needs. A principle applied everywhere stops being a signal, so the real skill is knowing which one yields in a given context.
How do you apply design principles in a review?
Start from what the screen is asking the user to do, then ask which principle is being violated in a way that costs them. A review that lists every deviation from every principle produces noise. One that names the two violations standing between the user and their task produces a fix list.
Are design principles the same as heuristics?
No. Design principles are about arrangement and perception. Usability heuristics, such as Nielsen's ten, are evaluation criteria for whether a system behaves understandably. Both get used in expert reviews, and confusing them is how a visual critique gets presented as a usability finding.
5 articles
Design Principles & Laws
Gestalt Principles in UI Design: Which One Wins When Two Disagree
The gestalt principles describe how people group what they see: proximity, similarity, common region, closure, continuity, figure-ground, common fate. On a real screen several apply at once, and the layout bugs come from two of them giving different answers.
TYPENORMLabs · 10 min · September 30, 2026

Visual Hierarchy
Visual Design Principles for Product Teams: A Check for Each One
Visual design principles are hierarchy, contrast, proximity, alignment, repetition, scale, and whitespace. For a product team they are most useful as checks you can run on a screenshot in a review, so a disagreement about a screen ends with a measurement instead of a vote.
TYPENORMLabs · 9 min · September 29, 2026

UX Audit
Heuristic Evaluation: A Practical Walkthrough
How to run a heuristic evaluation that produces fixes instead of a checklist: independent passes before any group discussion, severity rated on what a problem costs, and the three habits that turn the method into theatre.
TYPENORMLabs · 9 min · September 12, 2026

Design Principles & Laws
The Principles of Design, Explained: What Each One Claims About Your Reader's Eye
The principles of design are usually taught as a list of nouns to admire. They are better read as testable claims about what a viewer's visual system decides before conscious thought, and each one fails in a specific, recognizable way.
TYPENORMLabs · 12 min · August 31, 2026

Design Principles & Laws
The Availability Heuristic in UX: Why Your Roadmap Is Ranked by What You Remember
People judge how common something is by how easily an example comes to mind — and in a product team, what comes to mind is whatever was loudest, most recent, or most vivid. Where the availability heuristic distorts prioritization, research, and your users' judgment of your interface, and the denominators that fix it.
TYPENORMLabs · 10 min · September 1, 2026

In the TYPENORMSchool library
- Jakob's Law · UX laws
- Law of Proximity · UX laws
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