Universal Design Principles
2026-03-30
List of 200 design principles presented in:
1. Abbe Principle
Measure things so that the measuring scale is aligned with the distance being measured.The so-called Abbe error, in physical measurements is an error that is amplified by distance. The principle can be applied to other contexts though. So are real world experiments often better than those done in the laboratory.
Therefore measurement and interventions are best taken close to the real thing.
2. Accessibility
Things should be designed to be usable, without modification, by as many people as possible.There are four characteristics of accessible designs:
- Perceptibility — everyone can perceive the design, regardless of sensory abilities.
- Operability — everyone can use the design, regardless of physical abilities.
- Simplicity — everyone can easily learn and understand the design, regardless of experience, literacy, or concentration level.
- Forgiveness — designs minimize the occurrence and consequences of errors.
3. Ackoff’s Law
It is better to do the right things wrong than the wrong things right.Ackoff’s law states that doing the wrong things even if perfectly executed will never be successful. While doing the right things sufficiently is more likely to succeed.
Efficiency follows strategy and agility.
Doing the right things is ‘wisdom’, and doing things right is ‘efficiency’.
4. Aesthetic-Usability Effect
Aesthetic things are subjectively perceived as easier to use than ugly ones.Research suggest that people are more likely to accept, care for, keep, display, and repeatedly use aesthetic things. Additionally, these things are perceived to have greater value and prices than uglier things with the same functionality.
5. Affordance
The physical characteristics of a thing that influence its function and use.If the form and features of a thing make it well suited for its intended use affordances are good. So is a button good for pushing and a lever good for pulling, but not the other way around.
Good affordances remove friction and prevent errors, while bad affordances often lead to false usage.
When affordances are correctly applied, it will seem inconceivable that a thing can function or be used otherwise.
6. Alignment
The arrangement of elements along a common axis based on their edges, centers, or areas.Aligned elements appear more stable, cohesive and united, while the users eyes are guided along predictable lines connecting the dots.
Elements are regularly aligned by their edges and axes in symmetry. Sometimes however you want to balance the perceived weight of related parts. This is often done best by eye, especially if the elements have irregular shapes.
Alignment does not have to be right, center, or left. There are also grid systems, circular alignments and many more.
7. Anchoring
The subconscious influence of reference points on decision-making and judgment.If there is a range of different signals, the first, and last one are often taken as the anchors, with the signals in between having less of an influence.
While most of the research focusses on numbers, the effect applies to all senses. Sounds, arguments, colors all change in light of the referenced anchor.
Anchors are hard to circumvent and play a part in decision-making and judgments.
8. Anthropomorphism
The attribution of humanlike characteristics to nonhuman things.Humans recognize certain forms and patterns as humanlike — specifically those that resemble faces and body proportions. In design this can be used to attract attention and positive feedback, if done tastefully.
Robots that interact with humans are frequently given humanlike appearances (standing upright, friendly faces) and/or communication skills. Overly realistic humanlike looks and communication are however uncanny.
Abstract anthropomorphic forms, can elicit associations of sexuality and vitality (feminine forms), empathy (babylike, round) or elicit masculine, aggressive associations (angular shapes).
9. Aposematism
The use of conspicuous markings to grab attention and signal danger.In nature bright color combinations, behaviors such as rattling or hissing, and patterning such as zigzags and stripes attract attention and signal danger to potential predators. Aposematic signals evolved to be seen and to be remembered.
The long-wavelength colors of red, orange, and yellow are more contrasting against natural green backgrounds than green, blue, and violet and more conspicuous under a range of lighting and weather conditions. They are also effectively detected and interpreted by people with color blindness and commonly used to attract attention and signal danger in safety signage.
Aposematic patterns that feature angular versus round features appear to be the most effective danger signals to humans, such as patterns with triangles, diamonds, stripes, and zigzags.

Photo by James Wainscoat on Unsplash
10. Apparent Motion
The illusion of real motion created by presenting similar still images in rapid succession.
11. Appeal to Nature
The fallacy that natural things are inherently better or safer than human-created things.
12. Archetypes, Psychological
Universal forms and patterns that trigger desired emotional and attentional responses.
13. Archetypes, System
Repeating cause-effect structures that yield similar patterns of behavior across different systems.
14. Attractiveness Bias
The tendency to ascribe positive traits to attractive people and the products they use.
15. Baby-Face Bias
Tendency to perceive younger, rounder features as gentle, safe, and submissive.
16. Back of the Dresser
Apply consistent quality to all parts of a design, whether visible or hidden.
17. Biophilia Effect
Exposure to natural environments reduces stress and improves human well-being.
18. Box’s Law
All models are wrong, but some are useful; focus on the utility of simple models.
19. Brooks’ Law
Adding personnel to a late task can slow it down due to coordination overhead.
20. Brown M&M’s
Using minor indicators to verify that complex documentation has been thoroughly reviewed.
21. Bus Factor
The number of key team members who must be lost for a project to fail.
22. Cathedral Effect
Ceiling height influences thinking; high ceilings promote creativity, while low ceilings promote focus.
23. Causal Reductionism
The tendency to fixate on a single cause for complex effects while ignoring multiple causes.
24. Chesterton’s Fence
Do not change or remove something until you understand why it exists.
25. Clarke’s Laws
Maxims regarding the difficulty of distinguishing possible from impossible innovation.
26. Classical Conditioning
Influencing visceral responses by associating a neutral stimulus with a trigger stimulus.
27. Closure
The brain automatically completes recognizable forms when they are incomplete or interrupted.
28. Cognitive Dissonance
Mental discomfort caused by conflicting thoughts or values.
29. Color Effects
Instinctive or learned responses and behavioral changes triggered by exposure to colors.
30. Color Theory
Practical knowledge regarding color mixing and application to reinforce meaning.
31. Common Fate
Elements moving in the same direction and velocity are perceived as a single group.
32. Comparison
Presenting variables in common ways to illustrate patterns and relationships.
33. Confirmation
Using verification steps to minimize errors during critical or irreversible actions.
34. Confirmation Bias
The tendency to favor information that supports initial expectations while ignoring contrary evidence.
35. Consistency
Usability improves when similar things have similar styles and functions.
36. Constraint
Limiting possible actions to simplify usability and prevent errors.
37. Contour Bias
A preference for curved or contoured visual objects over angular ones.
38. Control
The level of user control should correspond to their proficiency and experience.
39. Convergence
Similar characteristics tend to evolve independently in similar environments.
40. Conway’s Law
The structure of a product reflects the communication structure of its organization.
41. Cost-Benefit
Value is determined by acquisition/use costs versus the benefits provided.
42. Creator Blindness
The inability of a creator to see fundamental flaws in their own creation.
43. Crowd Intelligence
Emergent intelligence where group averages are often better than individual responses.
44. Death Spiral
A phenomenon where groups persist in self-destructive behaviors by following flawed processes.
45. Defensible Space
Designing environments to signal ownership and deter crime through surveillance.
46. Depth of Processing
Recalling information is improved when people think hard about or analyze it.
47. Design by Committee
A consensus-based design process that often “averages out” aesthetic and functional results.
48. Desire Line
Traces of wear or use that indicate how people actually prefer to interact with a system.
49. Development Cycle
Stages of product creation: requirements, design, development, and testing.
50. Diffusion of Innovations
How new ideas and products gain acceptance across subgroups in a population over time.
51. Don’t Eat the Daisies
Exhaustive documentation cannot account for every possibility; prioritize goal clarity instead.
52. Dunbar’s Number
A theoretical limit to the number of stable social relationships one can maintain (approx. 150).
53. Dunning-Kruger Effect
Unskilled individuals overestimate their ability while experts underestimate theirs.
54. Entry Point
Initial points of entry set the emotional tone for all subsequent interactions.
55. Error, Design
Action or inaction induced by design that yields unintended or undesirable results.
56. Error, Human
Action or omission leading to an unintended result, categorized as slips, lapses, or mistakes.
57. Expectation Effects
Outcomes are changed by initial expectations (e.g., placebos).
58. Exposure Effect
Things become more likeable or credible purely through repeated exposure.
59. Face Detection
A hardwired tendency to see faces in patterns, used to grab attention.
60. Face-ism Ratio
The prominence of the face in an image influencing perceptions of character or intelligence.
61. Factor of Safety
Designing beyond expected loads to offset unknowns and prevent system failure.
62. Faith Follows Function
Prioritize functional requirements over a designer’s ideological beliefs or values.
63. Feature Creep
Continuous addition of features that increases complexity and project risk.
64. Feedback
Providing immediate information about the results of actions to aid usability.
65. Feedback Loop
A cycle where outputs are fed back into a system to stabilize or change it.
66. Fibonacci Sequence
Numerical pattern forming many organic and aesthetic structures in nature.
67. Figure-Ground
The brain automatically separates visual stimuli into focal objects and background.
68. First Principles
Irreducible truths used as the foundation for innovation and problem-solving.
69. Fitts’ Law
acquiring a target is determined by its distance and size.
70. Five Hat Racks
Organizing information in five ways: Category, Time, Location, Alphabet, or Continuum.
71. Five Tenets of Queuing
Principles for improving the psychology and experience of waiting.
72. Flexibility Trade-offs
As design flexibility increases, performance in specific tasks decreases.
73. Flow
A state of optimal experience characterized by intense focus and enjoyment.
74. Forgiveness
Designing to help users avoid errors and minimize their consequences.
75. Form Follows Function
Purpose and goal should drive the design of a product’s form.
76. Framing
Influencing decision-making by how information is presented.
77. Freeze-Flight-Fight-Forfeit
The four ways humans respond to extreme stress.
78. Gall’s Law
All successful complex systems must evolve from simple working systems.
79. Gamification
Using game mechanics to increase engagement and modify behavior.
80. Garbage In – Garbage Out
System output quality is dependent on the quality of its inputs.
81. Gates’ Rule of Automation
Automation magnifies both the efficiencies and deficiencies of a process.
82. Gloss Bias
An innate preference for glossy surfaces linked to an evolutionary need for water.
83. Golden Ratio
An aesthetic ratio of approximately 1.### 618 found in nature and design.
84. Good Continuation
Elements along smooth curves or straight lines are perceived as related.
85. Groupthink
Dysfunctional group decision-making caused by a culture of compliance and unanimity.
86. Gutenberg Diagram
The eye-movement pattern (Z-pattern) users follow on text-heavy pages.
87. Habituation
A decrease in response to a stimulus after repeated exposure.
88. Hanlon’s Razor
Malicious explanations should be avoided if incompetence or ignorance suffices.
89. Hick’s Law
Decision time increases as the number of available options increases.
90. Hierarchy of Needs
Lower-level goals (functionality) must be met before higher-level ones (creativity).
91. Highlighting
Techniques used to focus attention on specific elements or areas.
92. Horror Vacui
A tendency to fill empty space with objects or information to indicate value.
93. Icarus Matrix
Evaluating design iterations based on cost versus learning outcome.
94. Iconic Representation
Using pictorial images to make actions and concepts easier to find and learn.
95. Identifiable Victim Effect
The tendency to respond more strongly to a specific person’s plight than a large group’s.
96. IKEA Effect
Valuing things more because of the personal effort expended in creating them.
97. Inattentional Blindness
Failure to process visual inputs when attention is focused elsewhere.
98. Interference Effects
comping stimuli that slow down mental processing.
99. Inverted Pyramid
Presenting critical information first, followed by elaborative details.
100. Iron Triangle
Project constraints of time, cost, and scope.
101. Iteration
Repeating design phases (analysis, prototyping, testing) to refine versions.
102. Kano Model
Classifying features based on their impact on customer satisfaction.
103. KISS
Keep It Simple, Stupid; simple designs work better and are more reliable.
104. Knowing-Doing Gap
The disconnect between an organization’s knowledge and its actual practice.
105. Learnability
The ease with which functions can be understood and used over time.
106. Left-Digit Effect
The leftmost digit in a price disproportionately influences perceived value.
107. Legibility
The visual clarity and identification of text elements.
108. Levels of Invention
Classifying inventions from minor improvements to revolutionary breakthroughs.
109. Leverage Point
System variables where small changes produce significant effects.
110. MAFA Effect
The Most Average Facial Appearance is perceived as the most attractive.
111. Magic Triangle
Feature placement (eyes, nose, mouth) that creates the illusion of sentience.
112. Maintainability
Ease of accessing, inspecting, and repairing a system over time.
113. Mapping
The correspondence in layout/movement between controls and their effects.
114. Maslow’s Hammer
The tendency to approach all problems based only on available tools or expertise.
115. MAYA
Most Advanced Yet Acceptable; balancing novelty with familiarity.
116. Mental Model
Internal simulations of how systems or interactions work based on experience.
117. Miller’s Law
Working memory capacity is limited to roughly seven (or four) chunks.
118. Mimicry
Copying properties of familiar things to improve usability or function.
119. Minimum-Viable Product
version of a product used to gauge demand with minimum investment.
120. Mnemonic Device
Vivid imagery or rhymes used to assist in information recall.
121. Modularity
Managing complexity by dividing systems into independent units.
122. Nirvana Fallacy
Rejecting practical solutions because they are not perfect.
123. No Single Point of Failure
Designing systems to remain operational after component failure.
124. Normal Distribution
Symmetrical distribution where data clusters around a central average.
125. Not Invented Here
Tribal resistance to ideas originating outside one’s social group.
126. Nudge
Influencing behavior without restricting options or changing incentives.
127. Number-Space Associations
Serial information is intuitively organized along a spatial number line.
128. Ockham’s Razor
Selecting the simplest among functionally equivalent designs.
129. Operant Conditioning
Modifying behavior using rewards and punishments.
130. Orientation Sensitivity
Horizontal and vertical orientations are processed more easily than diagonal ones.
131. Paradox of Great Ideas
Innovative ideas appear crazy and are often opposed when first introduced.
132. Paradox of Unanimity
Total agreement in a group may signal a flawed decision process.
133. Pareto Principle
80% of system output is driven by ### 20% of its variables.
134. Peak-End Rule
Experiences are judged by their most intense point and their conclusion.
135. Performance Load
Mental or physical effort required to accomplish a goal.
136. Performance vs. Preference
Users’ preferences do not always match what helps them perform best.
137. Perspective Cues
Visual properties that create depth perception and three-dimensionality.
138. Perverse Incentive
An incentive that results in undesirable or unintended behaviors.
139. Phonetic Symbolism
The association between sounds and physical properties or meanings.
140. Picture Superiority Effect
Pictures are remembered significantly better than words.
141. Play Preferences
Biological and developmental biases in how groups engage with toys.
142. Poka-Yoke
Mistake-proofing mechanisms to detect and correct errors before failure.
143. Premature Optimization
Optimizing components before their importance is understood.
144. Priming
Activating concepts in memory to influence later behavior.
145. Process Eats Goal
Following a process even when it undermines the primary goal.
146. Product Life Cycle
Stages of product existence: introduction, growth, maturity, decline.
147. Progressive Disclosure
separation of information into layers displayed only when needed.
148. Progressive Subtraction
Systematic simplification of a design over its life cycle.
149. Propositional Density
Deep meaning conveyed relative to surface design elements.
150. Prospect-Refuge
Preference for safe spaces that allow surveillance without being seen.
151. Prototyping
creating simple models to visualize and evaluate requirements.
152. Proximity
elements close to one another are perceived as related.
153. Readability
ease with which text can be understood.
154. Reciprocity
The human tendency to respond to kind gestures with kindness.
155. Recognition over Recall
Memory for recognizing options is better than recalling them from memory.
156. Redundancy
using backup or fail-safe elements to maintain performance.
157. Reverse Salient
A lagging component that prevents total system development.
158. Root Cause
The first event in a causal chain that leads to a problem.
159. Rosetta Stone
Laying a foundation for understanding by including keys of common understanding.
160. Rule of Thirds
technique of composition where a medium is divided into thirds.
161. Saint-Venant’s Principle
Local effects of structural loads dissipate at a distance.
162. Satisficing
Selecting a satisfactory solution rather than the optimal one.
163. Savanna Preference
preference for natural environments resembling the African savanna.
164. Scaling Fallacy
Assuming forces and interactions scale linearly with size.
165. Scarcity
Desirability increases when items are in short supply.
166. Selection Bias
Distortion resulting from unrepresentative initial samples or audiences.
167. Self-Similarity
Property where repeating patterns appear at multiple scales.
168. Serial Position Effects
Better recall for items at the beginning and end of a sequence.
169. Shaping
Training behavior through successive approximations and reinforcement.
170. Signal-to-Noise Ratio
Maximizing essential information while minimizing distracting noise.
171. Similarity
Elements that look alike are automatically perceived as related.
172. Social Proof
Uncertain individuals copy the actions of others to behavior.
173. Social Trap
Individual short-term interest conflicting with group long-term interest.
174. Status Quo Bias
Tendency to favor the current state over change.
175. Stickiness
Features (SUCCESs) that make an idea memorable and shareable.
176. Storytelling
Using narrative elements to provide context and engagement.
177. Streetlight Effect
Tendency to look for information only where it is easiest to find.
178. Structural Forms
Solids, frames, and shells used as basic rigid structures.
179. Sunk Cost Effect/Fallacy
Continuing an endeavor purely because an investment was already made.
180. Supernormal Stimulus
Exaggerated stimulus version that triggers a stronger response.
181. Survivorship Bias
Focusing only on successful “survivors” and ignoring failures.
182. Swiss Cheese Model
Layered defenses used to prevent accidents.
183. Symmetry
Correspondence between configuration elements used for balance.
184. Testing Pyramid
Multilayered framework used to efficiently identify defects.
185. Threat Detection
Identifying potential danger through hardwired mechanisms.
186. Top-Down Lighting Bias
Perceiving depth based on lighting from above.
187. Uncanny Valley
Decline in likeability for objects that are almost human-like but not perfect.
188. Uncertainty Principle
Act of measuring system performance can interfere with the system.
189. Uniform Connectedness
Elements connected by visual properties like lines are perceived as related.
190. User-Centered vs. User-Driven Design
Understanding needs versus simply executing requests.
191. Veblen Effect
Products become more desirable as price increases (status symbol).
192. Visibility
Indicating system status and possible actions to aid recognition.
193. Visuospatial Resonance
Match between visible information and internal representations.
194. von Restorff Effect
Uncommon items in a group are most likely to be remembered.
195. Wabi-Sabi
Style emphasizing naturalness and subtle imperfection.
196. Waist-to-Hip Ratio
Physical ratio used as a cue for fitness and attractiveness.
197. Wayfinding
process of using environmental information to navigate to a destination.
198. Weakest Link
Intentionally weakening an element to fail safely and protect others.
199. WYSIWYG
What You See Is What You Get; design matching delivery.
200. Zeigarnik Effect
Unfinished tasks are remembered better than finished ones.