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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