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Interaction Psychology (HCI Laws, Cognitive Biases, Flow)

Compact reference for review and design guidance. Complements design-psych.md (Norman's conceptual model) with empirically-grounded laws and biases that directly inform design decisions.

A) Classic HCI Laws

Fitts's Law (费茨定律)

  • Core idea: the time to reach a target is a function of target size and distance.
  • Larger and closer targets are faster and easier to hit.

Practical rules:

  • Primary CTA: make it the largest interactive element in its section and place it near the user's visual focus.
  • Destructive actions: keep them small and spatially separated from the primary CTA to prevent slips.
  • Touch targets: minimum 44×44 CSS px (web) / 48×48 dp (mobile); don't shrink hit area to the glyph.
  • Edges and corners of the viewport are effectively infinite-size targets (screen edge stops the cursor) — use them for key navigation (e.g., fixed top nav, bottom tab bar).

Review question: Is the primary action button large enough and close to the user's focus? Are destructive actions physically separated from routine actions?

Hick's Law (希克定律)

  • Core idea: decision time increases logarithmically with the number of choices.
  • More options → slower decisions → higher abandonment.

Practical rules:

  • Limit visible choices: if a list/menu exceeds ~7 items, add grouping, search, or filtering.
  • Use smart defaults to eliminate decisions entirely (the best choice is no choice).
  • Progressive disclosure: show basic options first, reveal advanced options on demand.
  • Avoid "paradox of choice" in onboarding: guide users through a recommended path instead of presenting all features at once.

Review question: Is the user facing too many options at once? Can grouping, search, or defaults reduce the decision burden?

Miller's Law (米勒定律)

  • Core idea: working memory holds roughly 7 ± 2 items.
  • Exceeding this limit causes cognitive overload and errors.

Practical rules:

  • Navigation / tab bars: keep to ≤ 7 top-level items; use grouping or "more" for the rest.
  • Long forms: chunk fields into labeled groups (≤ 57 fields per group).
  • Information display: break long lists into scannable sections with headings.
  • Don't force users to remember information across screens — carry context forward.

Review question: Does a single screen require the user to hold more than 7 independent pieces of information in mind?


B) Cognitive Biases in UI Design

Anchoring Effect (锚定效应)

  • Users are influenced by the first piece of information they see.
  • The first number, option, or example sets a reference point for all subsequent judgments.

Practical rules:

  • Pricing pages: show the recommended plan first (or in the center); it becomes the anchor.
  • Form defaults: the pre-filled value becomes the user's baseline — choose it carefully.
  • Progress indicators: showing "step 2 of 3" anchors the user's effort expectation.

Default Effect (默认效应)

  • Users disproportionately stick with the default option.
  • Defaults are the most powerful design decision you can make.

Practical rules:

  • Set defaults to the safest and most common choice.
  • Never use defaults to trick users into unfavorable choices (dark pattern).
  • When there is no safe default, force an explicit choice instead of pre-selecting.

Peak-End Rule (峰终定律)

  • Users judge an experience primarily by its most intense moment and its ending.
  • A painful middle is forgiven if the peak and end are positive.

Practical rules:

  • Invest in the completion/success screen — it's the last impression.
  • Error recovery experience matters more than error prevention messaging for overall satisfaction.
  • Celebrate meaningful milestones (first project created, first successful deploy).

Loss Aversion (损失厌恶)

  • The pain of losing something is ~2× stronger than the pleasure of gaining the same thing.
  • Users are more motivated to avoid loss than to achieve gain.

Practical rules:

  • Destructive actions: frame confirmation around what will be lost ("You will lose 12 files"), not just the action ("Confirm delete").
  • Trial expiration: "Your data will be deleted in 3 days" is more motivating than "Upgrade to keep your data."
  • Unsaved changes: warn clearly before navigation away; show exactly what will be lost.

Inattentional Blindness (注意力盲区)

  • When focused on a task, users fail to notice information outside their attention focus.
  • Important alerts placed far from the user's current focus are effectively invisible.

Practical rules:

  • Place critical feedback near the user's point of action (inline validation, not page-top banners).
  • Don't rely on peripheral notifications for urgent information during focused tasks.
  • If you must interrupt, use the user's current focus area (inline message or modal), not a distant toast.

C) Interaction Flow & Rhythm

Interruption Cost (中断成本)

  • Every interruption (modal, page redirect, loading spinner) has a cognitive recovery cost.
  • Users need time to re-orient after each interruption, and some never return.

Practical rules:

  • Prefer inline interactions over modals; prefer modals over page redirects.
  • If a sub-task can be completed in the current context, don't navigate away.
  • Batch confirmations: one confirmation for a batch operation, not one per item.

Review question: How many page jumps or modal interruptions does it take to complete the primary task?

Action Momentum (操作动量)

  • Users build rhythm during sequential operations; design should sustain, not break, this rhythm.
  • Unexpected pauses or confirmations in the middle of a flow feel jarring.

Practical rules:

  • In batch/sequential workflows, don't require confirmation at every step.
  • Tab order between form fields should follow the natural reading/input sequence.
  • Auto-advance where appropriate (e.g., after selecting from a dropdown, focus moves to the next field).

Reversibility Principle (可逆性原则)

  • Users explore more confidently when they know actions can be undone.
  • Irreversibility creates hesitation and anxiety.

Practical rules:

  • Provide undo for common actions (delete, move, edit).
  • Non-destructive actions should not require confirmation dialogs — let users act and undo.
  • For truly irreversible actions, make the consequences explicit and require deliberate confirmation (e.g., type the name to confirm).

D) Attention Economy

Visual Weight Budget (视觉权重预算)

  • A page has a finite attention budget. Emphasizing too many things = emphasizing nothing.
  • Every bold element, bright color, or large size competes for the same limited attention.

Practical rules:

  • One visual focal point per screen section (the primary CTA or key metric).
  • Secondary information: reduce contrast, size, or weight to create clear hierarchy.
  • If everything looks important, re-evaluate: what is the ONE thing the user should do or notice here?

Review question: Close your eyes, then open them — is the first thing you see the most important thing on the page?

Scanning Patterns (扫描模式)

  • Users don't read; they scan. Common patterns: F-shape (content pages) and Z-shape (landing pages).
  • Key information must be on the scanning path or it will be missed.

Practical rules:

  • Place critical information at the top-left and in headings (F-pattern entry points).
  • In data tables, put the most important column on the far left.
  • Use visual anchors (bold text, icons, color) to create "scan stops" at key information.
  • Front-load sentences and labels: put the differentiating word first ("Save draft" vs "Draft — save").

Review question: If the user spends only 3 seconds scanning, can they extract the most critical information?