# Information Scaffold: Psychology, Economics, Accessibility, Defaults Your scaffold = pre-made decisions for recurring situations. Build once, reuse forever. --- ## Design Psychology Reference Psychological principles categorized by the problem they solve: ### Filtering (Helping users focus) | Principle | Definition | Application | |-----------|------------|-------------| | **Hick's Law** | More options = harder decisions | Reduce choices, progressive disclosure | | **Law of Proximity** | Close objects perceived as related | Group related items spatially | | **Law of Similarity** | Visually similar elements perceived as related | Consistent styling for related items | | **Nudging** | Subtle cues influence behavior | Defaults, visual emphasis, copy | | **Priming** | Cues influence decision-making | Strategic first impressions, context setting | | **Progressive Disclosure** | Reveal information gradually | Hide complexity until needed | | **Tesler's Law** | Complexity must exist somewhere | Absorb complexity in design, not user's head | | **Von Restorff Effect** | Distinctive items remembered | Make key actions visually distinct | ### Sense-making (Helping users understand) | Principle | Definition | Application | |-----------|------------|-------------| | **Chunking** | Group info into digestible units | Cards, sections, tabs | | **Cognitive Load Theory** | Working memory is limited | Minimize extraneous info | | **Jakob's Law** | Users expect your site to work like others | Follow conventions | | **Law of Common Region** | Fenced objects perceived as related | Use containers, borders | | **Law of Prägnanz** | Simpler objects easier to process | Reduce visual complexity | | **Law of Uniform Connectedness** | Connected elements perceived as related | Use lines, shared containers | | **Occam's Razor** | Prefer simpler explanations | Simplify UI and messaging | | **Social Proof** | People conform to observed behavior | Testimonials, user counts | ### Efficiency (Helping users act faster) | Principle | Definition | Application | |-----------|------------|-------------| | **Fitt's Law** | Larger, closer targets faster to hit | Size CTAs appropriately, reduce distance | | **Goal Gradient Effect** | Motivation increases near goal completion | Progress indicators, milestone celebrations | | **Hyperbolic Discounting** | Immediate rewards valued higher | Quick wins, instant feedback | | **IKEA Effect** | People value what they helped create | Customization, personalization | | **Investment Loops** | Engagement increases with investment | Progressive commitment | | **Pareto Principle** | 80% of effects from 20% of causes | Optimize critical paths | | **Parkinson's Law** | Work expands to fill time available | Set clear scope, deadlines | | **Second-Order Effects** | Consequences have consequences | Consider downstream impact | | **Sunk Cost Effect** | Continued investment despite poor returns | Beware over-commitment | | **Weber's Law** | Large changes more noticeable | Meaningful differences in UI states | ### Recall (Helping users remember) | Principle | Definition | Application | |-----------|------------|-------------| | **Fresh Start Effect** | Motivation at new beginnings | Leverage time-based resets | | **Miller's Law** | 7±2 items in short-term memory | Chunk information | | **Peak-End Rule** | Experiences judged by peak and end | Design strong endings | | **Picture Superiority Effect** | Images more memorable than text | Use visuals for key info | | **Serial Position Effect** | First/last items most memorable | Place key items at start/end | | **Zeigarnik Effect** | Incomplete tasks remembered more | Use incomplete states strategically | --- ## Economics Fundamentals Design decisions have business implications. Know these concepts: | Concept | Definition | Design Implication | |---------|------------|-------------------| | **Economies of Scale** | More production = lower unit cost | Reusable components pay dividends at scale | | **Opportunity Cost** | What you give up by choosing | Every design choice excludes alternatives | | **Time Value of Money** | Money now > money later | Ship valuable features sooner | | **Supply & Demand** | Scarcity drives price | Exclusive features, limited access can increase perceived value | | **Zero Marginal Cost** | Digital copies cost nothing extra | Design for scale, not scarcity | | **Network Effects** | Value increases with users | Prioritize collaboration, sharing features | | **Diseconomies of Scale** | Too big = inefficient | Complexity costs increase; keep systems manageable | | **Economies of Scope** | Cheaper to do multiple things together | Shared components across products | | **Veblen Goods** | Higher price = higher demand (luxury) | Premium positioning affects design choices | | **Invisible Hand** | Markets self-regulate | User choice will surface winners | --- ## Accessibility Reference (POUR) WCAG's four principles. Accessibility is not optional. ### Perceivable - Text alternatives for non-text content - Captions/transcripts for multimedia - User can change presentation - Content easier to see and hear ### Operable - All functionality accessible via keyboard - Users have enough time to read/use content - No seizure-inducing content - Easy navigation and content finding - Input modalities beyond keyboard ### Understandable - Text and UI readable and understandable - Content operates in predictable ways - Help users avoid and correct mistakes ### Robust - Compatible with browsers and assistive tech - Valid markup **Minimum baseline:** 4.5:1 contrast ratio for text, focus indicators, alt text, semantic HTML. --- ## Default Typefaces Choose one neutral sans-serif to start. Add personality later. **Recommended starting typefaces:** - Inter - Nunito Sans - Mona Sans - SF Pro (Apple ecosystem) - Segoe UI (Microsoft ecosystem) ### Default Type Scale Start with 16px base (browser default). Use this scale: | Size | Use | |------|-----| | 12px | Captions, labels, metadata | | 14px | Secondary text, descriptions | | 16px | Body text (base) | | 18px | Large body, intro text | | 20px | Small headings | | 24px | Section headings | | 30px | Page headings | | 36px | Feature headings | | 48px | Hero headings | | 60px+ | Display text | --- ## Default Design Rules Establish these defaults to avoid re-deciding: ### Spacing - Base unit: 8px - Scale: 4, 8, 12, 16, 24, 32, 48, 64, 96 - Use consistent rhythm ### Colors - One primary action color - One or two neutral grays - Semantic colors: error (red), success (green), warning (yellow), info (blue) - Ensure contrast ratios ### Icons Pick one library and stick to it: - Feather Icons (minimal) - Heroicons (Tailwind) - Phosphor Icons (flexible) - Material Icons (comprehensive) ### Radius - Consistent border-radius across components - Common: 4px (subtle), 8px (soft), 16px+ (rounded) ### Shadows/Elevation - 3-4 levels of elevation - Consistent shadow direction - Use for layering, not decoration --- ## Atomic Design Principles Design systems built on composition: 1. **Atoms** — Basic elements (buttons, inputs, labels) 2. **Molecules** — Simple component groups (search box = input + button) 3. **Organisms** — Complex components (header, card grid) 4. **Templates** — Page layouts without content 5. **Pages** — Templates with real content Build from small to large. Composition enables reuse. --- ## Nielsen's 10 Usability Heuristics Quick reference for heuristic evaluation: 1. **Visibility of system status** — Keep users informed 2. **Match between system and real world** — Speak users' language 3. **User control and freedom** — Support undo, exits 4. **Consistency and standards** — Follow conventions 5. **Error prevention** — Prevent problems before they occur 6. **Recognition over recall** — Make options visible 7. **Flexibility and efficiency** — Shortcuts for experts 8. **Aesthetic and minimalist design** — Remove unnecessary elements 9. **Help users recognize, diagnose, recover from errors** — Clear error messages 10. **Help and documentation** — Easy to search, task-focused