Universal Principles & Design Techniques — Master Scorecard
Universal Principles & Design Techniques — Master Scorecard
On 30 June 2026 two hundred fifty design items were scored on two independent axes, person and machine. Two hundred came from a 2023 principles book and fifty from a visual-craft book. The grades are dated judgment, not findings.
How a row is scored
H is human ownership, 1–5: how much this still needs a person. AI is machine executability, 1–5: how much an agent can run this without looking. The two axes are independent — a thing can be H5 and AI4 at once. B is Build relevance to the tsumugu surfaces, 1–5. L is Learning relevance to the owner’s growth, 1–5. tsumugu is the language-learning reader and dictionary those Build scores refer to. The scoring model is the Human vs AI Capability Lens. The books were split by Design Two-Track Extraction into Agent Track and Human Track.
Zone is the cell on the H × AI plane. The names, verbatim: Own — yours to make, agents can’t. Augment — both high; the agent drafts, you judge and own. Delegate — hand to the agent. Low-leverage — neither pulls hard.
The cut that produces Zone is regular and has no exceptions.
| H | AI | Zone | Count |
|---|---|---|---|
| ≥4 | ≥4 | Augment | 20 |
| ≥4 | ≤3 | Own | 95 |
| ≤3 | ≥4 | Delegate | 84 |
| ≤3 | ≤3 | Low-leverage | 51 |
The HTML badge on this page is a page profile, not a mean of the 250: Human about 60 percent, AI about 60 percent, Build 100 percent, Learning 80 percent — H3 / AI3 / B5 / L4. The mean of the rows is about H 3.4 and AI 3.1.
Highlight sections below are slices, not the zone. Own lists 25 of 95. Delegate lists 25 of 84. Augment lists all 20. Human-5 lists all 31 items scored H=5, candidates for their own page. Wabi-Sabi has already graduated.
Miller’s Law is glossed here as 7±2, the source wording, and scored Delegate (H2 AI4). The design instruction on this vault is about 3–5 chunks. The gloss is not the instruction.
The principles book is grouped Interaction & UI (48), Aesthetics & Form (26), Cognition & Perception (23), Learning & Communication (9), Strategy & Decision (40), Process & Systems (30), Persuasion & Social (24) — 200. The visual-craft block is 50 executable rules, mostly Interaction & UI, the production half. Items repeat across highlight and category on the live layout; unique names stay 250. The inventory below is the unique 250, once each, by zone. Table rows on the older layout numbered 351 because of those repeats.
Grades were judged against the frontier on 30 June 2026. The AI column drifts up as models improve. Reproducing a number is not asserting it as a law.
Own slice — 25 of 95
High human ownership, agents can’t. Sorted by Human, then Learning: Ackoff’s Law; Box’s Law; Causal Reductionism; Chesterton’s Fence; Confirmation Bias; Creator Blindness; Dunning-Kruger Effect; First Principles; Gall’s Law; Knowing-Doing Gap; Leverage Point; Maslow’s Hammer; Nirvana Fallacy; Ockham’s Razor; Perverse Incentive; Process Eats Goal; Satisficing; Selection Bias; Status Quo Bias; Streetlight Effect; Sunk Cost Effect; Survivorship Bias; Back of the Dresser; Paradox of Great Ideas; User-Centered vs. User-Driven Design.
Augment — complete, 20 of 20
Storytelling; Framing; Mental Model; Desire Line; Error, Design; Error, Human; Five Hat Racks; Iteration; Minimum-Viable Product; Nudge; Prototyping; Rosetta Stone; Anchoring; Cost-Benefit; Feedback Loop; Kano Model; Pareto Principle; Priming; Root Cause; Stickiness.
Delegate slice — 25 of 84
High AI, low human ownership. Sorted by Build relevance: Alignment; Constraint; Feedback; Proximity; Similarity; Spacing & sizing scale; px/rem never em; Type scale; Line length 45-75; Weight floor 400; Contrast minimums; Accessibility; Affordance; Color Theory; Consistency; Forgiveness; Legibility; Mapping; Performance Load; Progressive Disclosure; Readability; Recognition over Recall; Signal-to-Noise Ratio; Visibility; Define value systems.
Pure human moat — Human 5, complete, 31 of 31
The 25 Own-slice H5 items plus Storytelling; Framing; Rebuild interfaces from scratch; Look for decisions you wouldn’t have made; Choose a personality; Wabi-Sabi. Storytelling and Framing are H5 Augment. Candidates for their own page; Wabi-Sabi already has one.
The inventory
Two hundred fifty unique names. Scores reproduced from the 30 June 2026 grade. Glosses that had been cut mid-word are restored, including Golden Ratio (1.618, not 0).
Own — 95
| Principle | H | AI | B | L | Zone | Gloss |
|---|---|---|---|---|---|---|
| Ackoff’s Law | 5 | 1 | 2 | 5 | Own | It is better to do the right things wrong than the wrong things right |
| Box’s Law | 5 | 2 | 2 | 5 | Own | All models are wrong, but some are useful |
| Causal Reductionism | 5 | 2 | 2 | 5 | Own | A tendency to fixate on one cause when solving problems, ignoring the reality of multiple causes |
| Chesterton’s Fence | 5 | 2 | 3 | 5 | Own | Seek to understand why things exist the way they do before changing or removing them |
| Confirmation Bias | 5 | 2 | 2 | 5 | Own | A tendency to favor information that confirms pre-existing views |
| Creator Blindness | 5 | 2 | 3 | 5 | Own | The inability of a creator to see fundamental flaws in their creation |
| Dunning-Kruger Effect | 5 | 2 | 2 | 5 | Own | A tendency for unskilled people to overestimate their competence and performance |
| First Principles | 5 | 2 | 3 | 5 | Own | Things we know for certain to be true and that are not derived from anything else |
| Gall’s Law | 5 | 2 | 4 | 5 | Own | All successful complex things begin as simple things and become complex through iteration |
| Knowing-Doing Gap | 5 | 1 | 3 | 5 | Own | The divide that exists between knowing how to do something and actually doing it |
| Leverage Point | 5 | 2 | 3 | 5 | Own | A place within a system where small changes produce big effects |
| Maslow’s Hammer | 5 | 2 | 3 | 5 | Own | The tendency to approach problems based on the tools and expertise at hand |
| Nirvana Fallacy | 5 | 2 | 3 | 5 | Own | The tendency to disregard good solutions because they fall short of perfection |
| Ockham’s Razor | 5 | 2 | 4 | 5 | Own | Given a choice between functionally equivalent designs, the simplest design should be selected |
| Perverse Incentive | 5 | 2 | 2 | 5 | Own | An incentive that unintentionally worsens the problem it seeks to solve |
| Process Eats Goal | 5 | 2 | 3 | 5 | Own | A situation in which people follow a process that undermines the greater goal |
| Satisficing | 5 | 2 | 4 | 5 | Own | A problem-solving strategy that seeks a satisfactory versus optimal solution |
| Selection Bias | 5 | 3 | 2 | 5 | Own | A bias in the way evidence is collected that distorts analysis and conclusions |
| Status Quo Bias | 5 | 2 | 2 | 5 | Own | A preference for things as they are, even when a change would improve things |
| Streetlight Effect | 5 | 2 | 2 | 5 | Own | A bias to search for things where it is easiest |
| Sunk Cost Effect | 5 | 2 | 3 | 5 | Own | The tendency to keep investing in an endeavor because of past investments in that endeavor |
| Survivorship Bias | 5 | 2 | 2 | 5 | Own | The tendency to overemphasize things that survive a selection process |
| Back of the Dresser | 5 | 2 | 4 | 4 | Own | All parts of a design, visible and nonvisible, should be held to the same standard of quality |
| Look for decisions you wouldn’t have made | 5 | 1 | 4 | 4 | Own | Collect the unintuitive moves on designs you like. |
| Paradox of Great Ideas | 5 | 1 | 2 | 4 | Own | Great ideas are indistinguishable from crazy ideas when first introduced |
| Rebuild interfaces from scratch (eye training) | 5 | 1 | 4 | 4 | Own | Matching the original surfaces the invisible tricks. |
| User-Centered vs. User-Driven Design | 5 | 2 | 4 | 4 | Own | A focus on understanding and meeting user needs versus simply implementing user requests |
| Choose a personality | 5 | 2 | 4 | 3 | Own | Font, color, radius, tone cohere to one character. |
| Wabi-Sabi | 5 | 1 | 3 | 3 | Own | An aesthetic style that emphasizes naturalness, simplicity, and subtle imperfection |
| Depth of Processing | 4 | 2 | 2 | 5 | Own | Thinking hard about a thing improves the likelihood that it can be recalled |
| Flow | 4 | 2 | 3 | 5 | Own | A state of immersion so intense that awareness of the real world is lost |
| Gates’ Rule of Automation | 4 | 3 | 3 | 5 | Own | Automation applied to an operation will magnify both its efficiencies and deficiencies |
| KISS | 4 | 3 | 4 | 5 | Own | Simple designs work better and are more reliable than complex designs |
| Appeal to Nature | 4 | 1 | 1 | 4 | Own | The tendency to believe natural things are inherently better than human-created things |
| Archetypes, System | 4 | 2 | 2 | 4 | Own | Universal structures and resulting patterns of behavior found across system types |
| Brooks’ Law | 4 | 2 | 2 | 4 | Own | For certain types of projects, adding people to speed things up inadvertently slows them down |
| Brown M&M’s | 4 | 3 | 2 | 4 | Own | The use of covert, embedded tests to verify that quality standards have been met |
| Cognitive Dissonance | 4 | 2 | 2 | 4 | Own | A state of mental discomfort due to incompatible attitudes, thoughts, and beliefs |
| Conway’s Law | 4 | 2 | 3 | 4 | Own | The structure of an organization is expressed in the design of the things it produces |
| Design the smallest shippable version | 4 | 2 | 4 | 4 | Own | Work in cycles; don’t imply unbuilt functionality. |
| Don’t Eat the Daisies | 4 | 2 | 3 | 4 | Own | The fallacy that exhaustive requirements and specification documents lead to better design |
| Expectation Effects | 4 | 2 | 3 | 4 | Own | Changes in perception or behavior resulting from personal expectations or expectations of others |
| Feature Creep | 4 | 2 | 4 | 4 | Own | A continuous expansion or addition of new product features beyond the original scope |
| Flexibility Tradeoffs | 4 | 2 | 3 | 4 | Own | As the flexibility of a design increases, the performance of the design decreases |
| Form Follows Function | 4 | 2 | 4 | 4 | Own | Aesthetic considerations should be secondary to functional considerations |
| Groupthink | 4 | 2 | 1 | 4 | Own | A decision-making phenomenon that occurs when group harmony is overprioritized |
| Habituation | 4 | 2 | 3 | 4 | Own | Repeated exposure to a stimulus reduces the response to that stimulus |
| Hanlon’s Razor | 4 | 2 | 1 | 4 | Own | Never attribute to malice what can be adequately explained by incompetence |
| IKEA Effect | 4 | 2 | 2 | 4 | Own | The act of creating a thing increases the perceived value of that thing to the creator |
| Inattentional Blindness | 4 | 2 | 3 | 4 | Own | A failure to perceive an unexpected stimulus presented in clear view |
| Iron Triangle | 4 | 2 | 3 | 4 | Own | A model that proposes three constraints for all projects: time, cost, and scope |
| MAYA | 4 | 2 | 4 | 4 | Own | A strategy for determining the most commercially viable aesthetic for a design |
| Not Invented Here | 4 | 2 | 3 | 4 | Own | A tendency to oppose ideas and innovations that originate outside of your social group |
| Paradox of Unanimity | 4 | 2 | 1 | 4 | Own | Extreme agreement in a diverse population is more likely the result of error than of consensus |
| Peak-End Rule | 4 | 2 | 4 | 4 | Own | People remember and judge an experience based on its most intense moment and its end |
| Performance vs. Preference | 4 | 2 | 3 | 4 | Own | Increasing performance does not necessarily increase desirability |
| Premature Optimization | 4 | 2 | 4 | 4 | Own | Making elements of a design efficient before they are recognized as important or even needed |
| Progressive Subtraction | 4 | 2 | 4 | 4 | Own | Reducing the number of perceptible elements in a design over time |
| Reciprocity | 4 | 2 | 2 | 4 | Own | The tendency for people to give back to those who have given to them |
| Reverse Salient | 4 | 3 | 3 | 4 | Own | An element that limits the overall performance of the system of which it is part |
| Scaling Fallacy | 4 | 2 | 3 | 4 | Own | The assumption that designs that work at one scale will work at smaller or larger scales |
| Social Trap | 4 | 2 | 1 | 4 | Own | A tendency to pursue short-term gains that create long-term losses for the greater group |
| Start with a feature, not a layout | 4 | 2 | 4 | 4 | Own | Frame the real problem before the shell. |
| Uncertainty Principle | 4 | 2 | 2 | 4 | Own | Measuring things can change them, often making the results invalid |
| Zeigarnik Effect | 4 | 2 | 3 | 4 | Own | Incomplete or interrupted tasks are more likely to hold attention and be remembered |
| Aesthetic-Usability Effect | 4 | 2 | 4 | 3 | Own | Aesthetic things are perceived to be easier to use than ugly things |
| Archetypes, Psychological | 4 | 2 | 2 | 3 | Own | Patterns that elicit a reflexive attentional or emotional response in humans |
| Attractiveness Bias | 4 | 2 | 1 | 3 | Own | A tendency to view attractive people as intelligent, competent, moral, and sociable |
| Clarke’s Laws | 4 | 1 | 1 | 3 | Own | Three maxims that offer insights into the nature of innovation |
| Control | 4 | 3 | 4 | 3 | Own | The level of user control should be related to the proficiency and experience of the user |
| Death Spiral | 4 | 2 | 1 | 3 | Own | A phenomenon in which a social organization persists in behaviors that lead to self-destruction |
| Design by Committee | 4 | 1 | 2 | 3 | Own | A design process based on consensus building, group decision-making, and extensive iteration |
| Diffusion of Innovations | 4 | 2 | 2 | 3 | Own | A theory describing how new things gain acceptance in a population over time |
| Emphasize by de-emphasizing | 4 | 3 | 5 | 3 | Own | Soften competitors instead of pushing the focal harder. |
| Empty states as first impressions | 4 | 3 | 4 | 3 | Own | Illustration + emphasized CTA; hide idle controls. |
| Exposure Effect | 4 | 3 | 3 | 3 | Own | The more people are exposed to a thing, the more they like and trust it |
| Faith Follows Function | 4 | 1 | 2 | 3 | Own | Ideological and spiritual considerations should be secondary to functional considerations |
| Font-picking heuristics | 4 | 3 | 4 | 3 | Own | Neutral sans / system stack; filter to 10+ styles. |
| Icarus Matrix | 4 | 2 | 1 | 3 | Own | A 2 × 2 matrix representing the possible success- failure outcomes of a design iteration |
| Identifiable Victim Effect | 4 | 2 | 1 | 3 | Own | A single, identifiable victim elicits more helping behaviors than a group of anonymous victims |
| Levels of Invention | 4 | 2 | 1 | 3 | Own | A model that classifies inventions based on complexity, nonobviousness, and impact |
| Propositional Density | 4 | 2 | 4 | 3 | Own | The number of independent meanings conveyed by a design |
| Scarcity | 4 | 3 | 2 | 3 | Own | Things become more desirable when they are in short supply or occur infrequently |
| Social Proof | 4 | 3 | 3 | 3 | Own | When people don’t know how to act, think, or feel, they tend to copy others |
| Supernormal Stimulus | 4 | 2 | 2 | 3 | Own | An exaggerated feature that elicits a stronger response than the real feature |
| Veblen Effect | 4 | 2 | 1 | 3 | Own | A tendency to find a product more desirable because it has a high price |
| Balance weight against contrast | 4 | 3 | 4 | 2 | Own | Heavy elements get lower contrast. |
| Design in grayscale first | 4 | 2 | 4 | 2 | Own | Force spacing/contrast/size to carry hierarchy. |
| Greys carry temperature | 4 | 3 | 3 | 2 | Own | Tint warm or cool, consistently across shades. |
| Labels are a last resort | 4 | 3 | 4 | 2 | Own | Drop or fold into the value when format implies it. |
| Overlap elements to build layers | 4 | 3 | 3 | 2 | Own | Invisible border to stop image clash. |
| Shift brightness by rotating hue (=<30 deg) | 4 | 3 | 4 | 2 | Own | Toward 60/180/300 to lighten. |
| Start with too much whitespace | 4 | 2 | 4 | 2 | Own | Default generous, then subtract. |
| Supercharge the defaults | 4 | 3 | 4 | 2 | Own | Icon bullets, accent borders, custom controls. |
| Use fewer borders | 4 | 3 | 4 | 2 | Own | Prefer shadow, second bg color, or spacing. |
Augment — 20
| Principle | H | AI | B | L | Zone | Gloss |
|---|---|---|---|---|---|---|
| Framing | 5 | 4 | 3 | 5 | Augment | A method of presenting choices in specific ways to influence decision-making and judgment |
| Storytelling | 5 | 4 | 4 | 5 | Augment | Evoking imagery, emotions, and understanding through the presentation of events |
| Cost-Benefit | 4 | 4 | 3 | 5 | Augment | Value is a function of the costs of acquisition and use versus the benefits provided |
| Pareto Principle | 4 | 4 | 3 | 5 | Augment | A small percentage of variables in any large system is responsible for most of its behavior |
| Root Cause | 4 | 4 | 3 | 5 | Augment | The key initiating cause in a sequence of events that leads to an event of interest |
| Anchoring | 4 | 4 | 3 | 4 | Augment | The subconscious influence of reference points on decision-making and judgment |
| Desire Line | 4 | 4 | 4 | 4 | Augment | Traces of use or wear that indicate preferred methods of interaction |
| Error, Design | 4 | 4 | 4 | 4 | Augment | A design-caused action or inaction that yields an unintended or undesirable result |
| Error, Human | 4 | 4 | 4 | 4 | Augment | An action, or omission of action, that leads to an unintended result |
| Feedback Loop | 4 | 4 | 3 | 4 | Augment | A cycle in which output feeds back into a system as input, changing subsequent output |
| Five Hat Racks | 4 | 4 | 4 | 4 | Augment | A metaphor representing the five ways information can be organized |
| Iteration | 4 | 4 | 4 | 4 | Augment | Designing things in phases, each phase building on the last, until a desired result is achieved |
| Mental Model | 4 | 4 | 5 | 4 | Augment | A mental simulation of how things work |
| Minimum-Viable Product | 4 | 4 | 4 | 4 | Augment | A version of a product with just enough features to evaluate customer demand |
| Nudge | 4 | 4 | 4 | 4 | Augment | A method of influencing behavior without restricting options or changing incentives |
| Priming | 4 | 4 | 3 | 4 | Augment | Activating specific concepts in memory to influence subsequent thoughts and behaviors |
| Prototyping | 4 | 4 | 4 | 4 | Augment | Building low-fidelity models to explore ideas and deeply understand problems |
| Rosetta Stone | 4 | 4 | 4 | 4 | Augment | A strategy for communicating novel information using elements of common understanding |
| Stickiness | 4 | 4 | 3 | 4 | Augment | Properties of information that increase recognition, recall, and voluntary sharing |
| Kano Model | 4 | 4 | 3 | 3 | Augment | A model for understanding customer needs and then prioritizing design features accordingly |
Delegate — 84
| Principle | H | AI | B | L | Zone | Gloss |
|---|---|---|---|---|---|---|
| Garbage In – Garbage Out | 3 | 4 | 3 | 4 | Delegate | The quality of output depends on the quality of input |
| Inverted Pyramid | 3 | 4 | 4 | 4 | Delegate | The presentation of information from most important to least important |
| Modularity | 3 | 4 | 4 | 4 | Delegate | Managing system complexity by dividing large systems into smaller, self-contained systems |
| Normal Distribution | 3 | 4 | 2 | 4 | Delegate | A bell-shaped curve formed by plotting the frequency of a variable within a population |
| Readability | 3 | 4 | 5 | 4 | Delegate | The ease with which text can be understood, based on the complexity of words and sentences |
| Recognition over Recall | 3 | 4 | 5 | 4 | Delegate | Memory for recognizing things is better than memory for recalling things |
| Serial Position Effects | 3 | 4 | 4 | 4 | Delegate | Things at the beginnings and ends of sequences are more memorable than things in the middle |
| Signal-to-Noise Ratio | 3 | 4 | 5 | 4 | Delegate | The ratio of relevant to irrelevant information |
| Accessibility | 3 | 4 | 5 | 3 | Delegate | Things should be designed to be usable, without modification, by as many people as possible |
| Affordance | 3 | 4 | 5 | 3 | Delegate | The physical characteristics of a thing that influence its function and use |
| Comparison | 3 | 4 | 4 | 3 | Delegate | A method of highlighting relationships by depicting information in controlled ways |
| Consistency | 3 | 4 | 5 | 3 | Delegate | Usability and learnability improve when similar things have similar meanings and functions |
| Constraint | 3 | 5 | 5 | 3 | Delegate | Limiting the actions that can be performed to simplify use and prevent error |
| Define value systems; choose by elimination | 3 | 4 | 5 | 3 | Delegate | Pick from fixed sets; guess then compare neighbours. |
| Feedback | 3 | 5 | 5 | 3 | Delegate | Information about status or performance used for confirmation, decision-making, and improvement |
| Forgiveness | 3 | 4 | 5 | 3 | Delegate | Designs should help people avoid errors and protect them from harm when they do occur |
| Horror Vacui | 3 | 4 | 4 | 3 | Delegate | A tendency to fill blank spaces with things rather than leaving spaces empty |
| Mapping | 3 | 4 | 5 | 3 | Delegate | A correspondence in layout and movement between controls and the things they control |
| Never encode meaning in color alone | 3 | 4 | 5 | 3 | Delegate | Pair with icon/text; distinguish by contrast. |
| Performance Load | 3 | 4 | 5 | 3 | Delegate | The greater the effort required to complete a task, the less likely the task will be completed |
| Poka-Yoke | 3 | 4 | 4 | 3 | Delegate | A thing designed to prevent defects and errors |
| Progressive Disclosure | 3 | 4 | 5 | 3 | Delegate | A method of managing complexity in which only necessary or requested information is displayed |
| Visibility | 3 | 4 | 5 | 3 | Delegate | Locate important controls, information, and items to be clearly visible |
| von Restorff Effect | 3 | 4 | 4 | 3 | Delegate | The most distinctive or isolated item in a set is the most remembered |
| ~100ms feedback; guard double-fire | 3 | 4 | 5 | 3 | Delegate | Optimistic UI; debounce; disable-on-submit. |
| Avoid ambiguous spacing | 3 | 4 | 5 | 2 | Delegate | More space around a group than within it. |
| Button hierarchy; destructive treatment | 3 | 4 | 5 | 2 | Delegate | Primary solid, secondary outline, tertiary link. |
| Closure | 3 | 4 | 4 | 2 | Delegate | The brain automatically completes recognizable forms when they are interrupted or incomple |
| Color Theory | 3 | 4 | 5 | 2 | Delegate | A body of practical knowledge regarding the application and mixing of colors |
| Define shades up front (100-900) | 3 | 4 | 5 | 2 | Delegate | Fill from the edges; no runtime lighten/darken. |
| Don’t fill the screen; use max-width | 3 | 4 | 4 | 2 | Delegate | Give elements only the space they need. |
| Elevation shadow system (~5 steps) | 3 | 4 | 4 | 2 | Delegate | Tight=raised, large/blurred=closer. |
| Everything has an intended size (images) | 3 | 4 | 3 | 2 | Delegate | Don’t scale icons up or screenshots down. |
| Figure-Ground | 3 | 4 | 4 | 2 | Delegate | The brain automatically makes elements objects of focus or background |
| Fixed vs fluid widths | 3 | 4 | 4 | 2 | Delegate | Fixed when it shouldn’t scale; flex the rest. |
| Flat depth via color or solid shadow | 3 | 4 | 3 | 2 | Delegate | Lighter=raised, darker=inset. |
| Hierarchy via weight + color, not size alone | 3 | 4 | 5 | 2 | Delegate | 2-3 text colors, 2 weights. |
| Iconic Representation | 3 | 4 | 4 | 2 | Delegate | The use of pictorial images to improve recognition and recall |
| Keep saturation up at the extremes | 3 | 4 | 4 | 2 | Delegate | Raise saturation as lightness leaves 50%. |
| Legibility | 3 | 4 | 5 | 2 | Delegate | The visual clarity of text, generally based on size, typeface, contrast, line length, and spacing |
| Letter-spacing: tighten headlines, widen caps | 3 | 4 | 4 | 2 | Delegate | Otherwise leave the designer’s default. |
| Light comes from above (raised/inset) | 3 | 4 | 4 | 2 | Delegate | Lighter top edge + dark bottom shadow. |
| Line-height is proportional | 3 | 4 | 5 | 2 | Delegate | Taller for small/narrow text, ~1 for headlines. |
| No grey text on colored backgrounds | 3 | 4 | 4 | 2 | Delegate | Hand-pick a same-hue color; never white+opacity. |
| Not every link needs a color | 3 | 4 | 4 | 2 | Delegate | Weight/darker color in link-dense UI. |
| Rule of Thirds | 3 | 5 | 4 | 2 | Delegate | A technique of composition in which a medium is divided into thirds |
| Self-Similarity | 3 | 4 | 3 | 2 | Delegate | A property in which a thing is composed of similar patterns at multiple levels of scale |
| Separate visual from document hierarchy | 3 | 4 | 4 | 2 | Delegate | Pick the tag for meaning; style independently. |
| Shadow as interaction cue | 3 | 4 | 4 | 2 | Delegate | Press shrinks, drag adds shadow. |
| Symmetry | 3 | 4 | 4 | 2 | Delegate | A property of similar or exact correspondence between the configuration of elements |
| Text-on-image contrast | 3 | 4 | 3 | 2 | Delegate | Overlay, lower contrast, colorize, or text-shadow glow. |
| Two-part shadows | 3 | 4 | 3 | 1 | Delegate | Large soft (direct) + tight dark (ambient). |
| Contrast minimums (WCAG 4.5:1 / 3:1) | 2 | 5 | 5 | 3 | Delegate | Flip contrast when white-on-color goes too dark. |
| Miller’s Law | 2 | 4 | 4 | 3 | Delegate | The number of objects an average person can hold in working memory is 7± 2 |
| Alignment | 2 | 5 | 5 | 2 | Delegate | The arrangement of elements along a common axis based on their edges, centers, or areas |
| Author color in HSL | 2 | 5 | 4 | 2 | Delegate | Browsers take HSL, not HSB. |
| Confirmation | 2 | 5 | 4 | 2 | Delegate | A technique for preventing errors by requiring verification before actions are performed |
| Fibonacci Sequence | 2 | 5 | 3 | 2 | Delegate | A sequence of numbers that forms patterns commonly found in nature |
| Fitts’ Law | 2 | 4 | 4 | 2 | Delegate | The time required to touch a target is a function of the target size and the distance to the target |
| Golden Ratio | 2 | 5 | 3 | 2 | Delegate | A ratio within the elements of a form, such as height to width, approximating 1.618 |
| Hick’s Law | 2 | 4 | 4 | 2 | Delegate | Time to make a decision increases as the number of decision options increases |
| Highlighting | 2 | 5 | 4 | 2 | Delegate | A technique for focusing attention on an area of text or image |
| Left-Digit Effect | 2 | 4 | 2 | 2 | Delegate | People give more weight to the left-most digits of prices in buying decisions |
| Line length 45-75 characters | 2 | 5 | 5 | 2 | Delegate | ~20-35em for readable measure. |
| Palette size (~10 colors x 5-10 shades) | 2 | 4 | 4 | 2 | Delegate | Greys 8-10; primaries & accents 5-10 each. |
| Proximity | 2 | 5 | 5 | 2 | Delegate | The brain automatically assumes elements that are close together are related |
| Similarity | 2 | 5 | 5 | 2 | Delegate | The brain automatically assumes elements that look alike are related |
| Spacing & sizing scale (base 16, =>25% jumps) | 2 | 5 | 5 | 2 | Delegate | Non-linear scale; no two values closer than ~25%. |
| Tame user-uploaded images | 2 | 5 | 3 | 2 | Delegate | Fixed container, cover; inner shadow for bleed. |
| Testing Pyramid | 2 | 4 | 4 | 2 | Delegate | A multilayered framework to systematize testing and reduce defects |
| Text alignment for readability | 2 | 5 | 4 | 2 | Delegate | Left for LTR; right-align numerals; hyphenate justified. |
| Type scale, hand-picked & non-linear | 2 | 5 | 5 | 2 | Delegate | Constrained set; round any modular fractions. |
| Weight floor 400; two weights | 2 | 5 | 5 | 2 | Delegate | 400/500 body, 600/700 emphasis. |
| WYSIWYG | 2 | 4 | 4 | 2 | Delegate | What a person sees in a design context should be what they get in a delivery context |
| Apparent Motion | 2 | 4 | 3 | 1 | Delegate | The illusion of motion created when images are displayed in rapid succession |
| Baseline-align mixed font sizes | 2 | 5 | 4 | 1 | Delegate | Align on the baseline, never center. |
| Common Fate | 2 | 4 | 3 | 1 | Delegate | The brain automatically assumes elements moving in similar ways are related |
| Good Continuation | 2 | 4 | 3 | 1 | Delegate | The brain automatically assumes elements in motion continue in their established direction |
| Gutenberg Diagram | 2 | 4 | 4 | 1 | Delegate | A diagram that describes the pattern followed by the eyes when looking at a page of information |
| Orientation Sensitivity | 2 | 4 | 3 | 1 | Delegate | Certain line orientations are more quickly and easily processed and discriminated than others |
| Perspective Cues | 2 | 4 | 3 | 1 | Delegate | Visual properties that create the perception of depth and three-dimensionality |
| px/rem, never em, for the type scale | 2 | 5 | 5 | 1 | Delegate | em compounds on nesting and drops off the scale. |
| Top-Down Lighting Bias | 2 | 5 | 4 | 1 | Delegate | A tendency to interpret objects as being lit from a single light source from above |
| Uniform Connectedness | 2 | 4 | 4 | 1 | Delegate | The brain automatically assumes elements connected by lines or boxes are related |
Low-leverage — 51
Fifty-one items parked here are part of the product. Neither axis pulls hard.
| Principle | H | AI | B | L | Zone | Gloss |
|---|---|---|---|---|---|---|
| Mnemonic Device | 3 | 3 | 2 | 5 | Low-lev | Techniques for making things more meaningful and memorable |
| Learnability | 3 | 3 | 4 | 4 | Low-lev | The ease with which a new thing can be understood and productively used |
| Picture Superiority Effect | 3 | 3 | 3 | 4 | Low-lev | Pictures are remembered better than words |
| Swiss Cheese Model | 3 | 3 | 3 | 4 | Low-lev | A model describing how risks combine to cause accidents and other bad outcomes |
| Biophilia Effect | 3 | 2 | 2 | 3 | Low-lev | A state of reduced stress and improved concentration resulting from nature views |
| Bus Factor | 3 | 3 | 2 | 3 | Low-lev | The number of team members who, if lost, would put a project in jeopardy |
| Convergence | 3 | 2 | 1 | 3 | Low-lev | A tendency for similar characteristics to evolve independently in similar environments |
| Crowd Intelligence | 3 | 3 | 1 | 3 | Low-lev | An emergent intelligence arising from the unwitting collaboration of many people |
| Dunbar’s Number | 3 | 2 | 1 | 3 | Low-lev | The maximum number of relationships a person can comfortably maintain |
| Factor of Safety | 3 | 3 | 2 | 3 | Low-lev | The design of a system beyond expected loads to offset unknowns and prevent failure |
| Freeze-Flight-Fight-Forfeit | 3 | 1 | 1 | 3 | Low-lev | The ordered, instinctive response to acute stress |
| Gamification | 3 | 3 | 3 | 3 | Low-lev | Using gaming strategies in nongame contexts to enhance experience and modify behavior |
| Hierarchy of Needs | 3 | 3 | 4 | 3 | Low-lev | A hierarchy of user-centered goals that a design must satisfy to achieve optimal success |
| Interference Effects | 3 | 3 | 3 | 3 | Low-lev | Things that trigger conflicting thought processes, reducing reaction and thinking efficiency |
| Maintainability | 3 | 3 | 4 | 3 | Low-lev | The ease with which a thing can be accessed, inspected, repaired, and serviced |
| Mimicry | 3 | 3 | 3 | 3 | Low-lev | Copying properties from familiar things in order to realize benefits of those properties |
| No Single Point of Failure | 3 | 3 | 3 | 3 | Low-lev | The design of systems to be able to continue operating even when components fail |
| Operant Conditioning | 3 | 3 | 2 | 3 | Low-lev | Using rewards and punishments to change the frequency and durability of a behavior |
| Product Life Cycle | 3 | 2 | 2 | 3 | Low-lev | The common stages of life for products |
| Redundancy | 3 | 3 | 3 | 3 | Low-lev | Using backup or fail-safe elements to maintain system performance in the event of failure |
| Shaping | 3 | 3 | 2 | 3 | Low-lev | Training a target behavior by reinforcing successive approximations of that behavior |
| Uncanny Valley | 3 | 3 | 3 | 3 | Low-lev | Abstract and realistic depictions of human faces are appealing but faces in between are not |
| Wayfinding | 3 | 3 | 4 | 3 | Low-lev | The process of using spatial and environmental information to navigate to a destination |
| Weakest Link | 3 | 3 | 2 | 3 | Low-lev | An element designed to fail in order to protect more important elements from harm |
| Anthropomorphism | 3 | 3 | 2 | 2 | Low-lev | The attribution of humanlike characteristics to nonhuman things |
| Baby-Face Bias | 3 | 2 | 1 | 2 | Low-lev | A tendency to see things with baby-faced features as having the characteristics of babies |
| Classical Conditioning | 3 | 3 | 2 | 2 | Low-lev | A method of influencing how a person viscerally responds to a thing |
| Color Effects | 3 | 3 | 3 | 2 | Low-lev | The cognitive and behavioral effects triggered by exposure to colors |
| Contour Bias | 3 | 3 | 3 | 2 | Low-lev | A tendency to favor things with contoured features over angular or rectilinear features |
| Entry Point | 3 | 3 | 4 | 2 | Low-lev | A point of physical or attentional entry that sets the emotional tone for subsequent interaction |
| Five Tenets of Queuing | 3 | 3 | 2 | 2 | Low-lev | Five principles for improving the experience of waiting in lines |
| Gloss Bias | 3 | 3 | 3 | 2 | Low-lev | A preference for glossy versus dull objects. People find glossy objects more interesting and attractive |
| Phonetic Symbolism | 3 | 2 | 3 | 2 | Low-lev | The meaning conveyed by the sounds of words |
| Play Preferences | 3 | 2 | 1 | 2 | Low-lev | A tendency for male children and female children to like different kinds of play |
| Prospect-Refuge | 3 | 2 | 2 | 2 | Low-lev | A preference for environments where people can see without being seen |
| Savanna Preference | 3 | 2 | 1 | 2 | Low-lev | A preference for savanna-like environments over other types of environments |
| Threat Detection | 3 | 3 | 2 | 2 | Low-lev | Threatening things are detected more efficiently than nonthreatening things |
| Face-ism Ratio | 3 | 3 | 2 | 1 | Low-lev | The ratio of face to body in an image that influences how the person is perceived |
| MAFA Effect | 3 | 3 | 1 | 1 | Low-lev | The average face of a local population is more attractive than any individual face |
| Cathedral Effect | 2 | 2 | 1 | 2 | Low-lev | High ceilings promote abstract thinking |
| Development Cycle | 2 | 3 | 3 | 2 | Low-lev | The stages of product creation: requirements, design, development, and testing |
| Number-Space Associations | 2 | 3 | 3 | 2 | Low-lev | The intuition that serial information is spatially organized by magnitude along an axis |
| Structural Forms | 2 | 3 | 1 | 2 | Low-lev | There are three ways to create rigid things: solids, frames, and shells |
| Abbe Principle | 2 | 3 | 1 | 1 | Low-lev | Measure things so that the measuring scale is aligned with the distance being measured |
| Aposematism | 2 | 3 | 2 | 1 | Low-lev | The use of conspicuous markings to grab attention and signal danger |
| Defensible Space | 2 | 2 | 1 | 1 | Low-lev | An environment designed to signal ownership and deter crime |
| Face Detection | 2 | 3 | 2 | 1 | Low-lev | The tendency to find or see human faces in objects and patterns |
| Magic Triangle | 2 | 3 | 2 | 1 | Low-lev | A triangular relationship between facial features that creates the illusion of sentience |
| Saint-Venant’s Principle | 2 | 3 | 1 | 1 | Low-lev | Local effects of loads on structures have negligible global effects |
| Visuospatial Resonance | 2 | 3 | 1 | 1 | Low-lev | A phenomenon in which different images are visible at different distances |
| Waist-to-Hip Ratio | 2 | 2 | 1 | 1 | Low-lev | A preference for a particular ratio of waist size to hip size in men and women |
The scores are a snapshot. The AI column will drift. Human-5 items are still candidates, one already graduated. Parking the fifty-one Low-leverage rows is a decision, not an omission.
Related
- Human vs AI Capability Lens — the scoring model, the two independent axes, the four zones.
- Design Two-Track Extraction — how the two books were split into Agent and Human tracks.
- Agent Track — the executable rules, many of which appear here as Delegate rows.
- Human Track — the judgment entries, many of which appear here as Own rows.
- Design Expansion — Reading & Resources — the reading list; the principles book is also a Feeds item there.
Open Questions
Whether the owner re-grades the AI column against a later model snapshot, or leaves 30 June 2026 as the dated cut.
Whether more Human-5 items graduate the way Wabi-Sabi did.
Sources
Lidwell, Holden & Butler, Universal Principles of Design, 3rd ed. (2023) — 200 principles. Wathan & Schoger, Refactoring UI (2018) — 50 rules. Grades are the owner’s, 30 June 2026, not the books’. Miller 1956 for the 7±2 wording; Cowan 2001 for the 3–5 design instruction used on the Agent Track and Front-End pages.