Hick’s Law

Hick’s Law states that the time it takes to make a decision increases with the number and complexity of choices. This principle highlights the importance of breaking down complex tasks into smaller, more manageable chunks to reduce cognitive load and decision-making time.

How Hick’s Law Supports Steppers

Supporting Example

For instance, in a multi-step checkout process, a stepper can guide users through stages like:

  1. Cart Review
  2. Shipping Information
  3. Payment Details
  4. Confirmation

This structure helps users make decisions more confidently without feeling overwhelmed, directly aligning with Hick’s Law.

 

 

  1. Hick’s Law: The time it takes to make a decision increases with the number and complexity of choices available, so simplifying options enhances usability.
  2. Fitts’ Law: The time required to move to a target is a function of the target size and distance, meaning larger and closer targets are easier and faster to hit.
  3. Miller’s Law: The average person can hold 7±2 items in their working memory, suggesting that design should avoid overloading users with too much information at once.
  4. Jackson’s Law: The time and effort required to perform a task are directly proportional to the complexity of the system, advocating for simpler systems to enhance efficiency.
  5. Aesthetic Usability Effect: Users perceive more aesthetically pleasing designs as easier to use, even if the functionality is unchanged.
  6. Pareto Principle: Also known as the 80/20 rule, it suggests that 80% of effects come from 20% of causes, encouraging focus on the most impactful areas.
  7. Law of Proximity: Elements that are close to each other are perceived as being more related than elements that are spaced farther apart, aiding in visual organization.
  8. Tesler’s Law: Also known as the law of conservation of complexity, it states that for any system, there is a certain amount of complexity that cannot be reduced, and it should be managed thoughtfully.
  9. Zeigarnik Effect: People remember uncompleted or interrupted tasks better than completed ones, highlighting the importance of maintaining user engagement.
  10. Peak-End Rule: People judge an experience based on how they felt at its peak (most intense point) and at its end, rather than the total experience, emphasizing the importance of creating strong and positive final impressions.

These laws guide UX designers in creating experiences that are intuitive, efficient, and emotionally satisfying.

Skipping Scrum meeting:

Good morning all.

  ❌ Skipping stand-up this morning - Nothing to report

I have no:

No blockers 
No outstanding tasks
🛑 I am currently blocked

I am currently working on:
In Progress - [Jira task]
🛑 Blocked - [Waiting for feedback]

Yesterday I worked on on:
In Progress - [Jira task]
🛑 Blocked - [Waiting for feedback]

Please loop me in if I can help.
Thanks 😊

Assigning tasks:

Hi [name],
As per our conversation

1. Can you get [xxx done]
2. Can you get [xxx done]

Thanks 😊

Here’s a basic framework for a discovery workshop:

  1.  Introduction (15-30 mins)
    1. Welcome and introductions
    2. Overview of workshop objectives and agenda
  2. Context Setting (30-45 mins)
    1. Discuss business goals
    2. Review existing research and data
    3. Understand user needs and pain points
  3. Stakeholder Interviews (60-90 mins)
    1. Conduct interviews with key stakeholders
    2. Gather insights and perspectives
  4. User Persona Creation (60-90 mins)
    1. Develop user personas based on gathered data
    2. Identify primary and secondary user groups
  5. User Journey Mapping (60-90 mins)
    1. Map out the current user journey
    2. Identify pain points and opportunities
  6. Ideation Session (60-90 mins)
    1. Brainstorm solutions to identified problems
    2. Prioritize ideas and potential features
  7. Wrap-Up and Next Steps (30-45 mins)
    1. Summarize key findings and decisions
    2. Outline next steps and action items
  1. Introduction (15-20 mins)Welcome and introductionsOverview of workshop objectives and agenda
  2. Warm-Up Activity (15-20 mins)Ice-breaker exercises to stimulate creative thinkingSet the tone for collaboration
  3. Problem Definition (30-45 mins)Clearly define the problem or challengeDiscuss user needs and pain points
  4. Brainstorming Session (60-90 mins)Generate as many ideas as possibleUse techniques like mind mapping, SCAMPER, or brainwriting
  5. Grouping and Prioritizing Ideas (30-45 mins)Categorize and group similar ideasPrioritize ideas based on feasibility and impact
  6. Concept Development (60-90 mins)Develop selected ideas into more detailed conceptsCreate sketches or rough prototypes
  7. Presentation and Feedback (45-60 mins)Present concepts to the groupGather feedback and suggestions for improvement
  8. Wrap-Up and Next Steps (30-45 mins)Summarize key outcomes and decisionsOutline next steps and action items
  1. Discovery Workshop: Identify project goals, user needs, and business requirements.
  2. Ideation Workshop: Generate a wide range of ideas and solutions.
  3. Design Thinking Workshop: Apply design thinking principles to solve problems creatively.
  4. User Journey Mapping Workshop: Map out the user journey to identify pain points and opportunities.
  5. Wireframing Workshop: Create low-fidelity wireframes to visualize layouts and interactions.
  6. Prototyping Workshop: Develop interactive prototypes for testing and feedback.
  7. Usability Testing Workshop: Conduct tests to evaluate the usability of designs with real users.
  8. Design Critique Workshop: Provide and receive constructive feedback on design work.
  9. Stakeholder Alignment Workshop: Align all stakeholders on project vision, goals, and deliverables.
  10. Sprint Planning Workshop: Plan and prioritize tasks for upcoming sprints.