SerialPositionEffectZeigarnikEffectParkinson'sLawMiller'sLawAesthetic-UsabilityEffectLaw ofProximityDohertyThresholdGoal-GradientEffectLaw ofPrägnanzLaw ofSimilarityParetoPrincipleLaw of UniformConnectednessFitts'LawPeak-EndruleTesler'sLawCognitiveLoadVonRestorffEffectParadoxof theActiveUserPostel'sLawLaw ofCommonRegionJakob'sLawOccam'sRazorHick'sLawSelectiveAttentionSerialPositionEffectZeigarnikEffectParkinson'sLawMiller'sLawAesthetic-UsabilityEffectLaw ofProximityDohertyThresholdGoal-GradientEffectLaw ofPrägnanzLaw ofSimilarityParetoPrincipleLaw of UniformConnectednessFitts'LawPeak-EndruleTesler'sLawCognitiveLoadVonRestorffEffectParadoxof theActiveUserPostel'sLawLaw ofCommonRegionJakob'sLawOccam'sRazorHick'sLawSelectiveAttention

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