Law ofProximityParetoPrinciplePeak-EndruleCognitiveLoadLaw of UniformConnectednessSelectiveAttentionZeigarnikEffectSerialPositionEffectGoal-GradientEffectAesthetic-UsabilityEffectVonRestorffEffectJakob'sLawLaw ofCommonRegionLaw ofSimilarityPostel'sLawParkinson'sLawDohertyThresholdTesler'sLawParadoxof theActiveUserOccam'sRazorFitts'LawHick'sLawLaw ofPrägnanzMiller'sLawLaw ofProximityParetoPrinciplePeak-EndruleCognitiveLoadLaw of UniformConnectednessSelectiveAttentionZeigarnikEffectSerialPositionEffectGoal-GradientEffectAesthetic-UsabilityEffectVonRestorffEffectJakob'sLawLaw ofCommonRegionLaw ofSimilarityPostel'sLawParkinson'sLawDohertyThresholdTesler'sLawParadoxof theActiveUserOccam'sRazorFitts'LawHick'sLawLaw ofPrägnanzMiller'sLaw

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