Laws of PM Design
Category · 10 laws

Design & UX Laws for Product Managers

The patterns users already expect, whether you like it or not.

PMs don't need to be designers. They do need to know why a screen the team loves is going to test badly with users who have never seen it before, and why the beautiful novel gesture someone built in a hackathon is going to tank retention if it ships.

These ten laws explain why. Users spend 95% of their time in other products and arrive at yours with a pre-loaded set of expectations (Jakob's). They can only hold a handful of things in working memory at once (Miller's). They notice the response time before they notice the pixels (Doherty). They remember the peak and the ending of an interaction, not the average (Peak–End). They'll rate a prettier interface as more usable even when it isn't (Aesthetic–Usability).

Use these laws in design review, in the argument about whether to redesign the settings screen, and — most usefully — when someone proposes being novel for the sake of novelty. Save the novelty for the one screen where your product is genuinely different. Use familiar patterns everywhere else.

The 10 laws in this category

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