Interaction Design Principles
UI/UX Design Principles
Chapter 4 · Interaction Design Principles
Chapter 1 mentioned affordances and feedback only in passing, as Don Norman's own real contribution to the field. This chapter goes deep on both, plus two genuinely useful, real predictive laws (Fitts's and Hick's) and the cognitive-science concept underneath all of it: cognitive load.
Affordances: A Real, Two-Step Correction
"Affordance" wasn't Norman's own term originally. Psychologist James J. Gibson introduced it in his 1966 book, developing it further in his 1979 work The Ecological Approach to Visual Perception — an affordance, to Gibson, is what an object objectively offers or provides, whether or not anyone notices it. A chair affords sitting whether a person has spotted it or not.
Feedback
Where a signifier tells a user what's possible before an action, feedback confirms what actually happened after one — a button's own visible press state, a loading spinner, a confirmation message. Missing feedback is one of the most common real sources of user uncertainty: did that click actually register?
Fitts's Law: Predicting How Long a Click Takes
Psychologist Paul Fitts published a real, formal model in 1954 for how long it takes a person to point at a target, based on the target's distance and size:
A larger, closer target is measurably faster to reach than a small, distant one. This real formula has direct, verifiable UI consequences: bigger buttons for frequent actions, related controls placed close together, and the real, named "infinite edges" effect — an element pinned to a screen edge has effectively infinite size in that one direction, since the cursor can't overshoot past the edge. "Magic corners" (where two edges meet) are effectively infinite in both directions — the real reason macOS anchors its menu bar to the very top of the screen, and why older Windows versions placed the Start button in a screen corner.
Hick's Law: Predicting Decision Time
William Hick (1952) and Ray Hyman found that decision time increases with the number of choices — but logarithmically, not linearly, so doubling the choices doesn't double the time:
Cognitive Load: The Resource Every Design Decision Spends
Educational psychologist John Sweller developed Cognitive Load Theory in the late 1980s, describing the real, limited mental effort available in working memory. It splits into three real, distinct types:
Intrinsic Load
The task's own inherent difficulty — fixed, not something a designer controls.
Extraneous Load
Unnecessary burden created by how information is presented — genuinely controlled by the designer.
Germane Load
Effort spent actually building understanding — the "good" load, freed up when extraneous load is low.
Three Real Principles, Compared
| Principle | What it predicts | Direct UI takeaway |
|---|---|---|
| Fitts's Law | Time to reach and click a target | Bigger, closer targets for frequent actions; use screen edges/corners |
| Hick's Law | Time to decide among choices | Fewer, well-organized choices — but check familiarity/ordering first |
| Cognitive Load Theory | Total mental effort a task consumes | Minimize extraneous load — the only one of the three a designer controls |
Hands-On Exercises
A teammate says "affordance and signifier mean the same thing — Norman uses them interchangeably." Explain, in your own words, why this is inaccurate, using the real distinction the chapter describes.
📄 View solutionA designer wants to place a "Save" button that will be clicked constantly throughout a long editing session. Using Fitts's Law, explain, in your own words, two real, concrete placement/sizing decisions that would make this button genuinely faster to use.
📄 View solutionA team cuts a genuinely necessary step out of a multi-step tax-filing flow, arguing it reduces the user's cognitive load. Explain, in your own words, which specific type of cognitive load this actually would (or wouldn't) reduce, and why removing a genuinely necessary step is a different move than reducing extraneous load.
📄 View solutionChapter 4 Quick Reference
- Affordance — coined by James Gibson (1966/1979); Norman narrowed it to "perceived" in 1988, then introduced "signifier" separately once he recognized the narrowing was unintended
- Fitts's Law (1954):
MT = a + b·log₂(2D/W)— bigger, closer targets are faster; screen edges/corners are effectively infinite-sized - Hick's Law (1952):
T = b·log₂(n+1)— fewer choices decide faster, logarithmically, but familiarity/ordering changes the real relationship - Cognitive Load Theory (Sweller) — intrinsic (fixed), extraneous (designer-controlled), germane (useful) load; good UI design minimizes extraneous load specifically