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Behavioral science · UX design

UX psychology, as rules you can check

How people notice, decide, remember and act, turned into 50 rules you can check a screen against, from Hick's law and cognitive load to defaults and framing. Plus the 8 dark patterns that exploit the same psychology, so you can name them in a review.

By Sarit Elisha, founder of Irreplaceable · Updated October 10, 2026

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Choice

6 rules.

BEH-01

MinorChoice

Few enough choices to decide (Hick's law, choice overload)

Every extra option slows the decision, and too many make people give up or pick at random. Group, recommend one, or hide advanced options.

Applies to: Screens that ask people to choose: plans, options, settings, menus.

BEH-02

MajorChoice

Defaults serve the user, not the business

Most people keep the default. A pre-ticked add-on, newsletter or data-sharing box is a choice made for them, and erodes trust when they notice.

Applies to: Pre-selected options, toggles and checkboxes.

BEH-03

MajorChoice

Anchors and decoys are honest

A crossed-out price that was never charged, or a decoy plan that exists only to push another, is anchoring used against people; regulators treat fake reference prices as deceptive.

Applies to: Prices, plans and comparisons.

BEH-28

MinorChoice

Switching is made easy (status quo bias)

People stick with what they have even when the new option is better. Imports, defaults carried over and a clear 'what changes' lower the cost of moving.

Applies to: Migrations, new versions and switching from a competitor.

BEH-39

MinorChoice

Friction is added where a mistake is expensive (positive friction)

Smooth is not always good. A typed confirmation, a review step or a short delay before an irreversible action prevents the errors people regret most.

Applies to: Irreversible, costly or shared actions.

BEH-45

MinorChoice

Undo beats 'Are you sure?' (confirmation fatigue)

People click through confirmations on autopilot, so the dialog doesn't prevent the mistake. An undo after the fact actually does.

Applies to: Confirmation dialogs.

Load

9 rules.

BEH-04

MinorLoad

Cognitive load fits one step

Working memory holds only a few things at once. Asking for everything on one screen raises errors and drop-off; split it, prefill it, or ask later.

Applies to: Forms, onboarding and dense screens.

BEH-05

MinorLoad

Recognition over recall

Making people remember a code, a choice or a rule from an earlier step causes mistakes. Show it where it's needed.

Applies to: Anything people must remember from a previous screen.

BEH-06

MinorLoad

Progressive disclosure: the essential first

Showing every detail up front buries the next step. Lead with what most people need and reveal the rest on demand.

Applies to: Settings, advanced features and long content.

BEH-20

MinorLoad

Long information is chunked

People hold about four chunks at once. '4829 1173 0062' is read and checked; '482911730062' is mistyped.

Applies to: Long numbers, codes, IBANs, phone numbers and long lists.

BEH-21

MinorLoad

Familiar conventions, unless breaking them clearly helps (Jakob's law)

People spend most of their time in other products and expect yours to work the same. A novel pattern costs learning on every first use.

Applies to: Icons, navigation, controls and their placement.

BEH-22

MinorLoad

The product absorbs the complexity, not the user (Tesler's law)

Some complexity can't be removed, only moved. Making people format a date, pick a timezone or know a code shifts the work and the errors to them.

Applies to: Inputs, formatting and setup.

BEH-30

MinorLoad

Same look, same behaviour (Gestalt similarity)

People assume things that look alike work alike. A blue word that's a link in one place and a label in another breaks that, and they stop trusting the visual language.

Applies to: Repeated elements: links, buttons, tags, statuses.

BEH-36

MinorLoad

No insider knowledge needed (curse of knowledge)

The team knows what 'workspace', 'sync' or an acronym means; new users don't. Copy written from the inside leaves them guessing.

Applies to: Instructions, labels and empty states.

BEH-42

MinorLoad

Plain language: short sentences, common words (processing fluency)

Easy-to-read text feels more true and trustworthy, and is understood by more people. Long, abstract or legalistic copy is skipped or misread.

Applies to: All copy.

Motivation

9 rules.

BEH-07

MinorMotivation

Progress is visible (goal gradient)

People speed up as they see the end and abandon when they can't tell how far it is. Show steps or progress, and start it a little ahead if a step is already done.

Applies to: Multi-step flows, onboarding and profiles.

BEH-08

MinorMotivation

The end of the experience lands well (peak-end rule)

People judge an experience by its peak and its end. A flat or confusing ending colours the whole flow; confirm what happened and what comes next.

Applies to: Confirmation, success and end-of-flow screens.

BEH-09

MinorMotivation

The ask comes at a moment of motivation and ability

A prompt works when people want to and can act now (Fogg model). Asking at the wrong moment trains them to dismiss it.

Applies to: Prompts to act: upgrades, invitations, reminders.

BEH-24

MinorMotivation

Unfinished work is visible and easy to resume (Zeigarnik effect)

People remember unfinished tasks and want to close them. Showing what's left and where to pick up turns that pull into completion, instead of starting over.

Applies to: Long tasks, drafts and multi-step setup.

BEH-25

MinorMotivation

A small first step before a big ask (commitment and consistency)

People who take a small step tend to continue. Asking for everything at once, before any commitment, loses most of them.

Applies to: Onboarding and big asks.

BEH-26

MinorMotivation

Value comes before the ask (reciprocity)

People give back after they receive. A sign-up or data request before they've seen any value feels like a toll and gets abandoned or faked.

Applies to: Sign-up walls, permission and data requests.

BEH-34

MinorMotivation

The immediate benefit is shown (present bias)

People overvalue now and discount later. 'Protect your account' loses to 'Skip'; showing what they get today, or making it one tap, gets it done.

Applies to: Security setup, backups, savings, health and other long-term actions.

BEH-43

MinorMotivation

People keep control of what's done for them (autonomy)

People resist what they don't choose. A way to see why, adjust or turn off a recommendation keeps them using it; forcing it drives them away.

Applies to: Personalisation, recommendations and AI features.

BEH-44

MinorMotivation

Feedback builds a sense of competence

People stay with what makes them feel capable. Specific, earned feedback on progress motivates; generic praise or constant streak pressure doesn't.

Applies to: Progress, achievements and feedback on skill.

Framing

3 rules.

BEH-10

MinorFraming

Framing doesn't mislead (framing effect, loss aversion)

'90% success' and '10% failure' feel different though they're the same. Loss-framed scare copy pushes decisions people later regret.

Applies to: Risks, fees, results and AI output.

BEH-11

MajorFraming

Social proof is real and relevant

'12 people are looking at this' that isn't true, or reviews from another product, is fake social proof and a recognised dark pattern.

Applies to: Reviews, counts of other users, badges.

BEH-37

MinorFraming

Errors are calm and don't blame (negativity bias)

Bad experiences weigh several times more than good ones. A harsh, blaming or alarming error colours the whole product; a calm one with a way forward doesn't.

Applies to: Errors, warnings and failure messages.

Dark patterns

Designs that work against the person using them. Each one is a finding in a crit.

BEH-12

BlockerDark patterns

No false urgency or scarcity

Countdown timers that reset and fake 'only 2 left' pressure people into choices; regulators in the EU, UK and US act against them.

Applies to: Timers, stock counts and limited offers.

BEH-13

BlockerDark patterns

Leaving is as easy as joining (no roach motel, no confirmshaming)

Hiding cancel, or wording the decline button to shame ('No, I don't like saving money'), keeps people by friction and guilt, and costs trust and often legal exposure.

Applies to: Cancel, unsubscribe, decline and opt-out paths.

BEH-14

BlockerDark patterns

No hidden costs, sneaking or forced continuity

Fees revealed at the last step, items added to the basket, or a free trial that silently becomes paid exploit commitment and inattention.

Applies to: Checkouts, sign-ups and consent.

BEH-46

MajorDark patterns

Loss warnings are honest and specific

'You'll lose everything' to stop a cancellation exploits loss aversion and sunk cost. Say exactly what is kept, what goes and when.

Applies to: Cancellation, downgrade and deletion flows.

BEH-47

MajorDark patterns

No nagging after a 'no'

Asking again on every visit after someone declined wears them down rather than persuading them; it's a recognised dark pattern.

Applies to: Prompts, popups and upsells people already declined.

BEH-48

BlockerDark patterns

No disguised ads or bait and switch

Ads made to look like content, or a button that does something other than it says, deceive people into actions they didn't choose.

Applies to: Ads, sponsored content and buttons.

BEH-49

BlockerDark patterns

No forced action or privacy zuckering

Requiring an account, contacts or extra data to do something that doesn't need it, or defaulting to sharing more, takes what people didn't agree to give.

Applies to: Sign-ups, sharing and data collection.

BEH-50

BlockerDark patterns

No trick questions or double negatives

'Uncheck this box if you don't want to not receive offers' is built to be misread, and consent obtained that way isn't consent.

Applies to: Opt-in and opt-out checkboxes and toggles.

Habit

1 rule.

BEH-15

MinorHabit

Habit loops respect the user's own goal

Streaks and variable rewards build habits; aimed at engagement for its own sake they turn into compulsion and churn once people notice.

Applies to: Notifications, streaks and engagement loops.

Trust

5 rules.

BEH-16

MajorTrust

Automation invites checking, not blind trust (automation bias)

People over-trust confident systems and stop checking. Show sources and uncertainty where a wrong answer costs something.

Applies to: AI suggestions, recommendations and automation.

BEH-27

MajorTrust

Authority signals are real and relevant

People defer to authority cues. A badge, title or endorsement that isn't real or doesn't apply borrows trust it hasn't earned.

Applies to: Expert badges, certifications, 'recommended by'.

BEH-35

MinorTrust

Effort estimates are honest (planning fallacy)

People underestimate time, and products do too. An estimate that's wrong by a lot breaks trust at the moment people are committing.

Applies to: Time and effort estimates: 'takes 2 minutes', step counts.

BEH-38

MajorTrust

Showing the work is honest (labour illusion)

Seeing the steps being done makes waits feel worth it and raises trust. Fake steps or theatrical delays are deception that people eventually notice.

Applies to: Waits for search, AI answers and processing.

BEH-40

MinorTrust

Permission is asked in context, with the reason (just-in-time)

Asked at launch with no context, people refuse and rarely reconsider. Asked when the feature needs it, with what they get, most agree.

Applies to: Requests for location, camera, contacts, notifications and other permissions.

Attention

9 rules.

BEH-17

MinorAttention

Frequent actions are big and close (Fitts's law)

The time to hit a target grows with distance and shrinks with size. A main action tucked in a corner, or tiny and far from where the thumb or cursor is, slows every use.

Applies to: Primary and frequent actions.

BEH-18

MinorAttention

The one important thing stands out (isolation effect)

People remember and notice what differs from its surroundings. When five things are highlighted, nothing is.

Applies to: Screens with one thing that matters most.

BEH-19

MinorAttention

Key items sit first or last (serial position effect)

People remember and choose the first and last items best; the middle gets skipped. Bury the important option in the middle and it's missed.

Applies to: Lists, menus and navigation.

BEH-23

MinorAttention

It feels fast: instant feedback, then progress (Doherty threshold)

Responses under ~400 ms keep people in flow; slower ones need immediate acknowledgement, skeletons or optimistic updates, or people tap again and leave.

Applies to: Actions that take time: search, save, AI answers.

BEH-29

MinorAttention

Things look as interactive as they are (affordances and signifiers)

Flat text that's secretly a button gets missed; a card that looks clickable but isn't gets tapped in frustration.

Applies to: Buttons, links, cards and anything clickable or static.

BEH-31

MinorAttention

Built for scanning: the key words come first

People scan in F and Z patterns and read the first words of lines and headings. Front-load what matters; a heading that starts with 'In order to' hides it.

Applies to: Headings, list items and text people scan.

BEH-32

MinorAttention

Important information doesn't look like an ad (banner blindness)

People ignore anything shaped and coloured like a banner. A real warning in an ad-like box is skipped.

Applies to: Important notices, warnings and offers.

BEH-33

MinorAttention

Changes are shown where people are looking (change blindness)

People miss changes outside their focus. A total that updates at the top while they're at the bottom, or an error far from the field, goes unseen.

Applies to: Totals, errors and content that changes after an action.

BEH-41

MinorAttention

Alerts are reserved for what matters (alert fatigue)

Every badge competes for attention; when everything is urgent, people learn to ignore all of it, including what's important.

Applies to: Notifications, badges and red dots.

All the rules

Psychology is one part of a full review.

The UX review checklist has every rule the crit checks: hierarchy, clarity, states, forms, AI behavior and RTL.

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