Alan Cooper is best known for the phrase “unless there’s a better alternative, follow the standards”, and there are many time-tested rules in interaction design that are accepted as standards.

Here I will introduce a few commonly used design psychology:

(1) 7±2 Rule According to network research, people can process information at most 9 and at least 5 in a short time. If you think about it, the navigation bar of the design website such as the website will not be more than 9, and the bottom information will not be more than 5. If the content of the navigation bar is too much, we can divide it into hierarchical relationships to facilitate user operation and optimize human-computer interaction.

(2) Cook’s Law In a fixed scenario, the more choices people are faced with, the longer the user needs to choose and hesitate. Therefore, we need to categorize the same options to reduce the user’s burden and improve efficiency. Similarly, if the page options are too complex, we don’t want to spend too much time in the app or interface. In more cases, we need to ask ourselves why this should stay, rather than why this should not be deleted. Remove or hide buttons that are used infrequently to make the page look cleaner. Making choices quickly in a limited amount of time is why Cook’s Law should be followed. If the page or app is complicated and has certain risks, this rule will no longer be applicable, because each option requires accurate judgment before the response can be made, such as the ant wealth monitoring interface.

(3) The Resdorf effect is more noticeable if one element is different from the rest. So if we need to emphasize an element, we need to use Restow, specialization. Also known as the isolation effect or novelty effect. For example, the icon in the middle of the national Promotion app is more special than other ICONS, which greatly increases users’ memory of their ICONS. Think again why Taobao in the double 11 interface is different from usual, using this effect analysis, the reason is obvious.

(4) The larger the clickable area such as Fitz’s Law button is within a reasonable range, the easier it is to click; conversely, the smaller the clickable area is, the harder it is to operate. If the button is placed close to the starting point, the closer the distance between the relevant buttons will be easier to click. First, buttons are bigger and easier to click. Second, place the button closer to the start. Third, the relevant buttons should be as far apart as possible so that they are easier to click. Fourth, the four corners or sides of the screen are infinitely selectable. Fifth, by using Fitz’s law in reverse, the button is less likely to be clicked.