Fitts'LawZeigarnikEffectParadoxof theActiveUserDohertyThresholdTesler'sLawParetoPrincipleOccam'sRazorLaw ofPrägnanzLaw of UniformConnectednessSerialPositionEffectHick'sLawSelectiveAttentionPostel'sLawMiller'sLawJakob'sLawCognitiveLoadPeak-EndruleAesthetic-UsabilityEffectLaw ofSimilarityParkinson'sLawGoal-GradientEffectLaw ofProximityLaw ofCommonRegionVonRestorffEffectFitts'LawZeigarnikEffectParadoxof theActiveUserDohertyThresholdTesler'sLawParetoPrincipleOccam'sRazorLaw ofPrägnanzLaw of UniformConnectednessSerialPositionEffectHick'sLawSelectiveAttentionPostel'sLawMiller'sLawJakob'sLawCognitiveLoadPeak-EndruleAesthetic-UsabilityEffectLaw ofSimilarityParkinson'sLawGoal-GradientEffectLaw ofProximityLaw ofCommonRegionVonRestorffEffect

Laws of UX - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Fitts' Law
  2. Zeigarnik Effect
  3. Paradox of the Active User
  4. Doherty Threshold
  5. Tesler's Law
  6. Pareto Principle
  7. Occam's Razor
  8. Law of Prägnanz
  9. Law of Uniform Connectedness
  10. Serial Position Effect
  11. Hick's Law
  12. Selective Attention
  13. Postel's Law
  14. Miller's Law
  15. Jakob's Law
  16. Cognitive Load
  17. Peak-End rule
  18. Aesthetic-Usability Effect
  19. Law of Similarity
  20. Parkinson's Law
  21. Goal-Gradient Effect
  22. Law of Proximity
  23. Law of Common Region
  24. Von Restorff Effect