Miller'sLawZeigarnikEffectTesler'sLawAesthetic-UsabilityEffectFitts'LawLaw ofProximityParkinson'sLawJakob'sLawSerialPositionEffectLaw ofSimilarityLaw ofPrägnanzPostel'sLawSelectiveAttentionGoal-GradientEffectParadoxof theActiveUserHick'sLawPeak-EndruleDohertyThresholdParetoPrincipleLaw of UniformConnectednessCognitiveLoadVonRestorffEffectOccam'sRazorLaw ofCommonRegionMiller'sLawZeigarnikEffectTesler'sLawAesthetic-UsabilityEffectFitts'LawLaw ofProximityParkinson'sLawJakob'sLawSerialPositionEffectLaw ofSimilarityLaw ofPrägnanzPostel'sLawSelectiveAttentionGoal-GradientEffectParadoxof theActiveUserHick'sLawPeak-EndruleDohertyThresholdParetoPrincipleLaw of UniformConnectednessCognitiveLoadVonRestorffEffectOccam'sRazorLaw ofCommonRegion

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