⌘UX terms & laws

Fitts’s law, affordance, progressive disclosure — UX concepts you hear in meetings, shown by example. — 53 entries

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Tesler's Law테슬러의 법칙

Every process carries a fixed amount of complexity — it can be moved between system and user, but never truly removed.

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Postel's Law포스텔의 법칙

Be conservative in what you send, liberal in what you accept — interfaces should tolerate varied input but emit only clean, consistent output.

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Pareto Principle파레토 법칙

Roughly 80% of effects come from 20% of causes — an empirical rule first observed by economist Vilfredo Pareto in land-ownership data.

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Occam's Razor오컴의 면도날

Among explanations — or designs — that reach the same result, the one with the fewest assumptions should win.

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Parkinson's Law파킨슨의 법칙

Work expands to fill the time allotted for its completion — a longer deadline just produces a longer task.

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Choice Overload선택 과부하

Too many options can make people abandon the decision entirely, or feel less satisfied with what they pick — fewer jams sold more jam.

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Anchoring Effect앵커링 효과

The first number you see becomes the reference point for every judgment that follows — show the original price first, and the sale price feels cheaper.

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Social Proof사회적 증거

Evidence that others already did something makes you more likely to do it too — review counts and live user numbers are the classic cue.

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Scarcity Effect희소성 효과

A signal that supply or time is limited pushes people to act now — "only 2 left in stock" is the textbook case.

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Friction — good vs bad프릭션 (좋은 마찰 vs 나쁜 마찰)

Anything that slows a user down. Some friction prevents costly mistakes; the rest just wastes time for no reason.

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Default Effect디폴트 효과

People overwhelmingly stick with whatever is pre-selected — whether a choice defaults to opt-in or opt-out swings the outcome dramatically.

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Framing Effect프레이밍 효과

The same fact is judged differently depending on how it's worded — "90% fat-free" reads better than "10% fat," even though they're identical.

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Decoy Effect디코이 효과

Adding a deliberately unattractive third option to make one of the other two look like the obvious best deal.

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Endowed Progress Effect보유 진행 효과

A head start — even a fake one — boosts motivation to finish. A 2-of-10 stamp card gets completed faster than a 0-of-8 card, though both need 8 more stamps.

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Recognition Over Recall회상보다 재인

Don't make users remember — let them recognize. Options visible on screen are found faster and more accurately than ones recalled from memory.

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Law of Common Region공통 영역의 법칙

Elements sharing a bounded region — a border, background, or card — are perceived as one group, even without proximity.

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Law of Prägnanz프레그난츠의 법칙

Faced with an ambiguous shape, the brain resolves it to the simplest, most regular form it can — even filling in edges that aren't there.

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Selective Attention선택적 주의

Focus on one thing hard enough, and something plainly visible slips right past unnoticed. Not because it was invisible — because attention was elsewhere.

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Banner Blindness배너 블라인드니스

Anything that looks like an ad slot gets scanned right past — regardless of what's actually in it.

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Paradox of the Active User능동적 사용자의 역설

People almost never read the manual first — even knowing it would make them more efficient — and dive straight into trial and error instead.

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Fitts's Law피츠의 법칙

The farther and smaller a target is, the longer it takes to reach. Keep important targets close and large.

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Hick's Law힉의 법칙

The more choices you offer, the longer it takes to decide. A long menu slows the decision, not just the scan.

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Jakob's Law야콥의 법칙

Users spend most of their time on other sites, so they expect yours to work the same way. Novel layouts must be relearned every time.

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Miller's Law밀러의 법칙

Short-term memory holds only about 7±2 items (some readings say ~4). Group information into chunks to fit.

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Affordance어포던스

The property of an object's form that suggests how it can be used — a raised, shadowed button visually says "press me."

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Signifier시그니파이어

An affordance nobody notices is useless — a signifier is the explicit signal (arrow, label, icon) that tells you what to do.

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Progressive Disclosure점진적 공개

Show only the essentials first, and reveal advanced options only on request.

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Empty State빈 상태

The screen you see when there's no data yet. Instead of leaving it blank, explain why it's empty and what to do next.

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Microinteraction마이크로인터랙션

A tiny, contained interaction that does one small thing — like a like-button that bounces when tapped.

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Optimistic UI옵티미스틱 UI

Update the screen as if the server call already succeeded, without waiting for the response — roll back only if it fails.

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Dark Pattern다크 패턴

UI deliberately designed to trick or pressure users into a choice that benefits the business over them — pre-checked subscriptions, guilt-trip copy.

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F-PatternF 패턴

On text-heavy pages, eyes scan wide across the top, then narrower across a second line, then drift down the left edge — tracing an F.

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Z-PatternZ 패턴

On sparse, visual-first pages, the eye moves top-left → top-right → diagonally down → bottom-left → bottom-right, tracing a Z.

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Visual Hierarchy비주얼 하이어라키

Using size, weight, colour, and position to create a viewing order. Emphasise everything and nothing stands out.

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Gestalt: Proximity게슈탈트: 근접성

Elements placed close together are perceived as one group — spacing alone creates groups, no border needed.

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Gestalt: Similarity게슈탈트: 유사성

Elements sharing colour or shape read as one group, even when they aren't physically close together.

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Gestalt: Closure게슈탈트: 폐쇄성

The brain fills in missing pieces to perceive a complete shape — even when the outline is literally broken.

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Figure-Ground전경-배경

The eye splits any scene into a foreground shape and a background — and which is which can flip depending on colour and contrast.

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Aesthetic-Usability Effect심미적 사용성 효과

A design that looks more polished is perceived as easier to use — even when its actual usability is identical.

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Von Restorff Effect폰 레스토프 효과

An item that stands out from a group of similar items is disproportionately noticed and remembered.

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Serial Position Effect계열 위치 효과

People remember the first and last items in a list far better than the middle ones — a U-shaped recall curve.

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Peak-End Rule피크엔드 법칙

People judge an experience by its most intense moment and its ending — not by the average of every moment.

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Doherty Threshold도허티 임계값

Keep system response under 400ms and users stay in flow; go slower and attention drifts elsewhere.

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Zeigarnik Effect자이가르닉 효과

Unfinished tasks linger in memory far more than completed ones. It's why a progress bar nudges people to finish.

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Goal-Gradient Effect목표 기울기 효과

Motivation and effort speed up the closer you get to a goal. It's why loyalty-card stamps fill in faster near the end.

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Mental Model멘탈 모델

The belief a user already carries about how something should work. When the system behaves differently, confusion follows.

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Cognitive Load인지 부하

The total mental effort required to understand and use a screen. Higher load means more errors and more drop-off.

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Coach Marks코치 마크

An onboarding overlay that dims the screen and spotlights one element at a time, walking users through in sequence.

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Above the Fold어보브 더 폴드

The area visible without scrolling. The term comes from a folded newspaper's top half — what you see on the newsstand.

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Call to Action콜투액션

The button or line of copy that points to the next action you want the user to take. A weak CTA gets ignored; a strong one pulls the eye.

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Touch Target터치 타깃

The minimum size a control needs to be reliably tapped with a finger. Apple recommends 44×44pt, Material Design 48×48dp.

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Perceived Performance체감 성능

How fast something feels, not how fast it actually is. The same total wait can feel very different depending on how it's shown.

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Skeleton Screen스켈레톤 스크린

Grey placeholder blocks shaped like the content that's about to load, shown before the real thing arrives — it shortens perceived wait time versus a blank screen.