Software as an instrument

Bell Labs structure, Model M feedback and radio-grade control. How to turn named UX "laws" into instructions a coding agent can follow and check, where applying them blindly makes an interface worse, and 44 principles for tools people can depend on all day.

The gap: finished-looking, still confusing

An agent can produce an interface that looks done: tidy spacing, a nice palette, cards with rounded corners. Then a person sits down to use it and cannot tell which order is blocked, whether the payment went through, or what pressing the big button will change. The screen passed a visual review and failed the job.

Giving Claude a list of UX laws supplies vocabulary. It does not supply decisions. "Apply Hick's law" can mean almost anything, including removing the very controls a professional needs. What makes the vocabulary useful is turning each idea into a concrete design decision, its known exceptions, and a check you can run afterwards that would fail if the decision were wrong. That is the same discipline our testing standards ask for everywhere else: write down what must be true, then prove it.

Not all "laws" are laws

The list mixes things with very different evidence behind them. Treating them as equally universal is the first mistake an agent will make, because the list presents them that way.

KindWhat it isFrom the listHow much weight to give it
Empirical effectsFindings from controlled experiments, often on narrow tasks: pointing at targets, choosing among lights, recalling lists.Fitts's law, Hick–Hyman law, Miller's law, serial-position effect, Von Restorff effect, peak–end rule, goal-gradient effect, aesthetic–usability effect, Doherty thresholdReal but bounded. The effect held under the study's conditions; whether it dominates on your screen is a question to test, not assume.
Perceptual principlesGestalt observations about how people group what they see.Proximity, similarity, common region, visual hierarchyReliable as defaults for layout. They describe perception, not outcomes; good grouping still has to match the real relationships in the data.
Design heuristics and rules of thumbAdvice distilled from practice, engineering or philosophy.Jakob's law, progressive disclosure, recognition over recall, Tesler's law, Postel's law, Occam's razor, feedback loopsUseful judgment, not measurement. Each has well-known ways to go wrong (below).

Most of these names are collected on Jon Yablonski's Laws of UX. Four on the video's list are not among its thirty entries: visual hierarchy, progressive disclosure, recognition over recall and feedback loops. Recognition over recall is one of Nielsen's ten usability heuristics (NN/G); progressive disclosure is described by Nielsen, 2006. The original research behind each one is in where each principle comes from.

The twenty, decoded

Names are normalized from the video's abbreviations and spelling, and grouped by the problem a person is having. The right-hand column is proposed engineering guidance for an agent, not a claim that the change always improves outcomes.

Finding: where am I, what matters here?

PrincipleCore ideaInstruction for Claude
Visual hierarchyVisual emphasis directs attention.Make the page's purpose and the next action easy to identify.
ProximityNearby elements appear related.Place labels, help text and errors beside their controls.
Common regionBoundaries communicate grouping.Use sections or containers to express real relationships, not decoration.
SimilaritySimilar appearance suggests related meaning.Give equivalent controls consistent styling and behavior.
Von Restorff effectDistinctive items are more memorable.Reserve strong emphasis for genuinely important information.
Serial-position effectPosition influences recall.Consider ordering, while preserving logical sequence and findability.

Choosing: what can I do, and which one?

PrincipleCore ideaInstruction for Claude
Hick–Hyman lawChoice complexity affects decision time.Organize decisions around the current task; make differences between options clear.
Miller's lawMemory capacity is constrained.Group related information and keep needed context visible.
Recognition over recallVisible cues reduce remembering.Show choices, recent items, examples and persistent labels.
Progressive disclosureReveal complexity when needed.Put uncommon settings behind clearly labeled controls.
Jakob's lawFamiliar conventions shape expectations.Preserve recognizable navigation, links, forms and interaction behavior.
Occam's razorPrefer fewer unnecessary assumptions.Choose the simplest design that fully supports the task.

Acting: can I do it quickly and correctly?

PrincipleCore ideaInstruction for Claude
Fitts's lawTarget size and distance affect acquisition.Make frequent controls easy to reach and select; separate destructive actions.
Doherty thresholdResponsiveness supports productive interaction.Acknowledge actions promptly; distinguish processing from completion.
Postel's lawTolerate input variation; output consistently.Normalize harmless formatting, but flag ambiguous or invalid values.
Tesler's lawSome complexity must be managed somewhere.Let software handle routine complexity while exposing consequential choices.

Understanding: did it work, how far along am I?

PrincipleCore ideaInstruction for Claude
Feedback loopsActions need understandable consequences.Show pending, success, failure, retry and recovery states.
Goal-gradient effectNearness to a goal can motivate effort.Show accurate progress and meaningful remaining work.
Aesthetic–usability effectBeauty influences perceived usability.Establish coherent typography, spacing and color; then test whether people can actually complete tasks.

Recovering: what happens when it goes wrong, and how it ends

PrincipleCore ideaInstruction for Claude
Peak–end rulePeaks and endings shape how an experience is remembered.Design recovery and completion states as carefully as entry screens.

The peak–end rule rests on a well-known experiment: people held a hand in painfully cold water for 60 seconds, and for 90 seconds where the last 30 were slightly less cold, and most chose to repeat the longer trial (Kahneman and others, 1993). It is about how an episode is remembered, which makes it a reason to get the ending and the worst moment right, not a license to make the middle long.

Recovery has only one entry because the original list barely covers it. That gap is the subject of the engineering layer below.

Five corrections

These are where a literal reading of the list produces worse interfaces.

1. Miller's law does not mean "seven menu items"

George Miller's 1956 paper, "The Magical Number Seven, Plus or Minus Two" (Psychological Review 63, 81–97), is about how much people can hold and judge in their heads at once. Scanning a visible menu is a different task: nothing has to be remembered, because it is all on screen. Laws of UX itself warns against using the "magical number seven" to justify unnecessary design limits (Miller's law). The useful lessons are meaningful grouping (chunking) and reducing what people have to remember, which is recognition over recall again.

Seven is not even the best current number. Nelson Cowan's review of the evidence reads Miller's seven as "a rough estimate and a rhetorical device" and puts the real limit nearer four chunks, under conditions that stop people grouping items (Cowan, Behavioral and Brain Sciences, 2001). Either way, the number describes memory in a lab task, not how many links a menu may have.

2. Attractive is not the same as usable

The aesthetic–usability effect comes from Kurosu and Kashimura's 1995 study at Hitachi: 252 participants rated 26 ATM interface variations, and how attractive they found a design tracked how easy they thought it was more closely than how easy it actually was. NN/G notes that a pleasing design can hide usability problems during testing; in one session a participant struggled through a task and still rated the site easy, commenting on its colors (Moran, NN/G, 2024). The original is a two-author paper in the CHI '95 conference companion, "Apparent usability vs. inherent usability" (ACM). Its full text sits behind the ACM library's bot wall, so we still know its numbers only through NN/G.

The later research is more mixed than the "law" suggests, and it points in both directions:

So the effect shows up in some studies and is absent or reversed in others, even among those where people used the system before rating it. That is the strongest argument for the instruction: polish is worth doing, and worth measuring separately, with task completion, mistakes and comprehension on one side and preference on the other.

3. "Under 400 milliseconds" is not a performance spec

The Doherty threshold is usually quoted as "productivity soars" when response is under 400 ms, from a 1982 IBM Systems Journal paper by Doherty and Thadani (Laws of UX). We found the 1982 text, and it doesn't quite say that.

Jakob Nielsen's long-standing guidance is more useful for engineering because it separates three different moments (NN/G, from Usability Engineering, 1993):

So an agent's instruction is not "make it fast" but: acknowledge input within a tenth of a second, deliver something useful within a second where you can, and for anything long, show real progress. A long operation needs honest feedback, never a pretend success state.

4. Progressive disclosure must not hide the essentials

Nielsen describes it as showing the few important options first and the specialized ones on request, and names the hard parts: getting the split right, making the way to the secondary options visible and clearly labeled, and avoiding more than two levels (NN/G, 2006). Hiding a frequent action is not progressive disclosure, it is a different bug. For a busy professional screen, keeping the common controls visible usually beats an exceptionally sparse layout.

5. Treat the rest as hypotheses

Don't turn Hick's law into "always remove choices", the serial-position effect into "put every important thing at the end", or Postel's law into permission to silently guess amounts, dates, recipients or intent. Each is a reason to try something and then check it, not a license to skip the check.

Where each principle comes from

The original research behind each name, what it actually tested, and how far that is from a screen. Most of these were lab tasks: reaction to lights, recall of word lists, dot patterns, cold water. That distance is the reason to treat each one as a hypothesis for your interface. We read the abstracts or the original text where we say so; where we only found the record, the row says that too.

PrinciplePrimary sourceWhat it tested, and what that means here
Aesthetic–usability effectKurosu and Kashimura, "Apparent usability vs. inherent usability", CHI '95 companion (ACM)People rated ATM screen variations for beauty and ease of use. Ratings, not measured performance; later studies split (correction 2). Full text not read.
Hick–Hyman lawHick, "On the rate of gain of information", 1952 (QJEP 4); Hyman, "Stimulus information as a determinant of reaction time", 1953 (JEP 45)Reaction time to one of up to ten equally likely lights, with practised responses. Hick found information was gained at a roughly constant rate, about five bits a second. These are two separate papers, not the joint 1952 study Laws of UX describes. Far from browsing a menu, where people scan and read.
Fitts's lawFitts, 1954 (JEP 47); Card, English and Burr, 1978 (Ergonomics 21)Fitts measured tapping between targets. Card and colleagues showed mouse pointing follows the same law and the mouse beat a joystick and keys for speed and errors; MacKenzie's review covers six devices (HCI 7, 1992). The best replicated principle on the list.
Jakob's lawNielsen, "End of Web Design", 22 July 2000 (NN/G)An argument, not an experiment: "Users spend most of their time on other sites", so sites should work like the sites people already know.
Miller's lawMiller, 1956 (Psychological Review 63); Cowan, 2001 (BBS 24)Limits on absolute judgment and immediate memory span. Cowan puts the limit nearer four chunks. About holding things in mind, not seeing them on screen (correction 1).
Doherty thresholdDoherty and Thadani, IBM brief, 1982 (copy); Thadhani, 1981 (IBM Systems Journal 20)Transactions per hour by IBM programmers and engineers at terminals as response time fell. The brief argues for sub-second response and never says 400 ms (correction 3). Thadhani's paper not read.
Response-time limitsRobert B. Miller, "Response time in man-computer conversational transactions", 1968 (AFIPS); Card, Robertson and Mackinlay, 1991 (CHI '91)The sources Nielsen cites for 0.1, 1 and 10 seconds. Miller's abstract frames the whole question as "response time to what?", which is the point of separating acknowledgement from completion. Abstracts only.
Proximity and similarityWertheimer, "Untersuchungen zur Lehre von der Gestalt II", 1923 (Psychologische Forschung 4; abridged English translation)Rows of dots: equal dots group by spacing, "the factor of proximity"; with spacing held equal, they group by colour, "the factor of similarity". Perception of a pattern, not comprehension of a form, but the most direct translation to layout of anything here.
Common regionPalmer, 1992 (Cognitive Psychology 24)A later addition to the Gestalt factors, not one of Wertheimer's: elements inside a shared boundary group together. Record only.
Visual hierarchyNone: a design term with no founding studyThe nearest research is on visual search: a single distinct feature such as colour "pops out" (Treisman and Gelade, 1980). Record only.
Progressive disclosurePractice: Nielsen, 2006 (NN/G). Nearest early research: Carroll and Carrithers, "Training wheels in a user interface", 1984 (CACM 27)A word processor with advanced error states made unreachable for new users: they learned faster, while a control group spent almost a quarter of their time recovering from those errors. Evidence for layering for beginners, not for hiding essentials from experts. We did not find who coined the term.
Recognition over recallNielsen and Molich, "Heuristic evaluation of user interfaces", 1990 (CHI '90); Nielsen's 1994 list (NN/G, heuristic 6)A heuristic, distilled from practice. The 1990 paper also found single evaluators caught only 20 to 51% of usability problems, while three to five together did well; one reviewer, human or model, isn't enough.
Von Restorff effectvon Restorff, 1933 (Psychologische Forschung 18)An isolated, different item in a list of similar ones is remembered better. Memory of lists, in German. Record and summaries only.
Peak–end ruleKahneman and others, 1993 (Psychological Science 4); Redelmeier and Kahneman, 1996 (Pain 66)Cold water, then real colonoscopies (154 patients) and lithotripsies (133): remembered pain tracked the worst moment and the last three minutes, and long procedures weren't remembered as worse. About memory of an episode, not the experience while in it.
Goal-gradient effectHull, 1932 (Psychological Review 39); Kivetz, Urminsky and Zheng, 2006 (JMR 43)Rats ran faster nearer food; café customers bought coffee more often as a free one got closer, and a 12-stamp card with 2 free "bonus" stamps was completed faster. That second finding is an illusion of progress, which is why the instruction says accurate progress.
Serial-position effectMurdock, 1962 (JEP 64); the term is credited to EbbinghausFree recall of word lists: better recall for about the first 3 or 4 words and the last 8. Lists heard once and recalled, not screens people can look back at. Ebbinghaus not read.
Tesler's lawNo paper. Laws of UX dates it to Larry Tesler's work at Xerox PARC in the mid-1980s and points to an interview in Dan Saffer's Designing for InteractionAn engineer's maxim about where complexity lives. The interview is in a book we haven't read.
Postel's lawPostel, RFC 760 (IP, January 1980) and RFC 761 (TCP, January 1980); reconsidered in RFC 9413 (IAB, 2023)RFC 761: "be conservative in what you do, be liberal in what you accept from others". Four decades later, the IAB wrote that "negative consequences to interoperability accumulate over time if implementations silently accept faulty input." The protocol people already made correction 5.
Occam's razorNo single primary text; the Stanford Encyclopedia of Philosophy treats it as a family of simplicity principles ("Simplicity")A principle for choosing between theories, borrowed for design. The attribution to William of Ockham wasn't checked against his writings.
Feedback loopsNielsen's heuristic 1, "Visibility of system status" (NN/G); Hutchins, Hollan and Norman, "Direct manipulation interfaces", 1985 (HCI 1)The 1985 paper describes the distance between what a person intends and what the system offers, and the fit between the vocabulary of what they put in and what comes back. Feedback is where that second gap closes or stays open.

For the three influences: the Bell Labs maxims are quoted from the 1978 Bell System Technical Journal foreword itself. For the keyboard, IBM's 1978 patent for a "buckling spring torsional snap actuator", Richard H. Harris, filed 1977 (US 4,118,611), describes the mechanism's goal in nearly our words: a "non-teasible, snap action, tactile feedback" key, where the sudden drop in force tells the operator the press happened and a click confirms it. The patent doesn't name the Model M, and we found no IBM document tying the two; that link is common knowledge we haven't checked. For the radios, see what the radios actually do, checked against Icom and Yaesu operating manuals.

The engineering layer the list leaves out

The twenty principles are mostly about perception and decision. A tool people depend on also needs these, and an agent should treat them as requirements, not polish:

The U.S. Web Design System frames UX as this kind of ongoing practice. Its five principles are: start with real user needs, earn trust, embrace accessibility, promote continuity, and listen (USWDS).

Three design influences

The list above tells you what to avoid. For what to aim at, we borrow from three kinds of equipment that skilled people used all day and trusted under pressure. These are design inspirations we have chosen, read in our own words. We are not claiming that Bell Labs, IBM, Icom or Yaesu shared a doctrine, or that the principles below are a checklist any of them used.

InfluenceWhat we take from it
Bell LabsUnderstandable structure: small mechanisms with clear contracts, composable parts, behavior you can inspect. The 1978 Bell System Technical Journal foreword on Unix put part of it as "make each program do one thing well" and "expect the output of every program to become the input to another" (McIlroy, Pinson and Tague, BSTJ 57(6)).
IBM Model M keyboardCertainty at the point of action: deliberate operation, keys that stay where your hands expect them, and feedback that leaves no doubt the press registered.
Icom and Yaesu radiosInstrument-panel control: one dominant tuning control, operating state readable at a glance, coarse and fine adjustment, and continuous monitoring while you adjust.

The Model M lesson for software is dependable feedback, not a keyboard click sound on a website. A button responds at once, focus stays where expected, a saved record is actually saved, and pressing a key twice doesn't charge someone twice. The Bell Labs lesson is that a polished interface should rest on mechanisms an engineer can explain when they fail, so an operator knows what to do next. The radio lesson is that an operator should never lose sight of what is happening while changing it.

What the radios actually do

We checked the radio principles against two operating manuals: Icom's IC-7300 full manual, an HF and 50 MHz base station (Icom download page, August 2024 edition), and Yaesu's VX-5R operating manual, a triband handheld (Vertex Standard, 2004). Both are paraphrased here, not reproduced; Icom's terms allow individual use only, so get the manual from Icom.

PrincipleIcom IC-7300Yaesu VX-5R
30 A dominant primary controlOne large main dial, with a friction adjuster for how stiffly it turns.One top-panel dial that tunes, picks menu items and sets the squelch.
31 Coarse and fine adjustmentA tuning step per mode (10 Hz for SSB and CW, 1 kHz for AM, 10 kHz for FM by default), a 1 Hz fine step, a mode that slows the dial to a quarter speed, an automatic step that grows with how fast you spin, and direct entry on a keypad.Each band has its own channel step; press the function key first and the same dial moves in 1 MHz jumps.
32, 41 Operate while observing; overview and detailA spectrum scope shows activity and relative signal strength across the band, with a waterfall, centred or fixed-edge views, and a mini scope that leaves room for the rest. Touch the scope to zoom in, then touch a signal to tune to it.A spectrum analyzer shows relative strength on the channels either side of the one you are on.
35 Calibrated displaysOne meter that switches between output power, SWR, ALC, compression, voltage and current, with guidance on what reading to aim for when setting mic gain.An S and power meter, with a choice of how it is drawn.
39 Operator presetsMemory channels that store frequency and settings, and can be copied back to the dial for adjustment.A one-touch HOME channel per band that stores frequency, tones, repeater offset and power.
40 Protection against accidental adjustmentA dial lock that stops accidental frequency changes, with an icon on screen while it is on.Lock modes for the keys, the dial, the transmit button or any combination, explicitly to prevent accidental frequency changes or transmissions, with an "L" icon on the display.
34 Persistent operating contextIcons for every active function (lock, quick tuning step, quarter-speed tuning, RIT, transmit) around the frequency readout.Icons along the bottom of one small display for lock, repeater shift and tone squelch, so the radio shows how it will transmit.

So the radio column is no longer only our reading: seven of its sixteen principles are features both makers built and documented, a dozen years apart and in very different radios. The rest (semantic color, quiet normal operation, readable legends and the others) remain our interpretation.

Principles for tools worth depending on

The governing idea: make the system understandable, the action unmistakable, and the result dependable. Principles 1 to 28 come from the Bell Labs and Model M side; 29 to 44 add the radio panel.

Correct and predictable

#PrincipleWhat it requires
1Correctness before clevernessProduce the right result. Elegance and speed matter after that.
2Predictable behaviorThe same action under the same conditions produces the same outcome. Make exceptions explicit.
3Unambiguous feedbackUsers can tell whether an action was accepted, is pending, succeeded or failed.
4Honest controlsAppearance suggests actual behavior. A control that looks available works; a disabled control explains why.
5Deliberate actuationMake intended actions easy and accidental ones unlikely. Give consequential operations appropriate resistance.
6Stable spatial relationshipsKeep controls and information in dependable places, so people develop muscle memory.
7Low operating effortReduce repeated reaching, clicking, typing, remembering and context switching. Optimize the work people do all day.
8Complete keyboard operationLogical focus order, visible focus, reliable shortcuts, and an escape path from every interaction.
9Useful information densityShow enough to decide without extra navigation; use grouping and typography to keep it legible.
10Visible system stateMake mode, selection, scope, connection status and unsaved changes apparent.
11Minimal hidden modesAvoid making the same input do different things because of an inconspicuous state change.
12Consistent semanticsA word, symbol, color or gesture keeps its meaning throughout the system.

Built from understandable parts

#PrincipleWhat it requires
13Simple parts with clear responsibilitiesEach component has a coherent purpose and an explicit boundary.
14Composition over entanglementComponents work together through clear interfaces, without knowing each other's internals.
15Explicit contractsDefine valid inputs, outputs, invariants, ownership and failure behavior.
16Preserve the operator's workProtect entered data, drafts, selections and progress through failures and interruptions.
17Recoverable operationsUndo, cancel, retry, or a documented recovery path wherever feasible.
18Bounded failureContain faults. One broken integration should not disable unrelated functions.
19Graceful degradationKeep useful capabilities when a dependency, connection or advanced feature fails, and say clearly what is reduced.
20Inspectable operationBehavior is diagnosable through status, logs, history and reproducible steps.
21ServiceabilityFaults are easy to isolate and parts easy to replace. Maintenance is designed in.
22Measured performanceBudgets for latency, throughput, memory and resources, measured under realistic and worst-case conditions.
23Fast response, truthful completionAcknowledge input promptly. Never confuse acknowledging a request with completing it.
24Durable interfacesPreserve learned behavior and integration contracts. Make necessary changes deliberate and migration manageable.
25User ownershipUsable export formats, documented interfaces and practical ways to leave or replace the system.
26Accessible operationSupport different bodies, senses, abilities and input methods without removing expert efficiency.
27Purposeful materials and effectsEvery border, animation, sound and visual treatment communicates, guides or gives meaningful character.
28Proof through useVerify against real tasks, repetition, mistakes, interruptions and maintenance, not just the demo.

Radio-grade control

#PrincipleApplication to software
29Instrument-panel clarityKeep the current operating state, primary controls and critical measurements visible together.
30A dominant primary controlGive the main task a clear focal point. Secondary features support it without competing for attention.
31Coarse and fine adjustmentQuick movement across a range and precise adjustment within it: presets, direct entry, increments, keyboard modifiers.
32Operate while observingAdjust a setting while seeing its effect. Avoid trips between configuration and monitoring screens.
33Stable control geographyNavigation, primary work, monitoring and secondary settings live in consistent regions.
34Persistent operating contextKeep the active target, mode, scope and connection visible. People always know what their next action will affect.
35Calibrated displaysShow units, scales, timestamps and meaningful precision. Distinguish measured values, estimates and stale readings.
36Signal before decorationEmphasis reveals changes, exceptions and relationships. Decorative motion never competes with operational information.
37Semantic colorColors have stable meanings and are paired with text or shape. Urgent treatments are reserved for urgent conditions.
38Readable legends and iconsRecognizable symbols, with labels where ambiguity matters. An unfamiliar icon is never the only explanation of an important action.
39Operator presetsNamed, inspectable configurations for recurring work, with the active preset and unsaved deviations apparent.
40Protection against accidental adjustmentLocks or guards for critical settings, clearly showing what is locked and how to release it.
41Simultaneous overview and detailA broad operational picture alongside precise inspection of the selected item, keeping context while investigating.
42Quiet normal operationRoutine status stays calm. Alerts are actionable, graded by severity, and don't nag about unchanged conditions.
43Expert depth without hidden essentialsFrequent operations are directly accessible; specialist adjustments sit in predictable layers.
44A complete control loopObserve, adjust, get feedback and verify, without losing your place.

Visually, this should feel like a well-made instrument: disciplined alignment, compact but readable spacing, strong numeric typography with tabular numerals for values that change, explicit units, restrained color, and clear boundaries between controls and readings. It should not become a decorative radio dashboard. An on-screen rotary knob earns its place only if it controls better than a slider, a number field or the keyboard; density earns its place only when it helps the operator decide.

Tensions, and how to resolve them

Several principles pull against each other, and so do several of the UX laws. Name the tension instead of letting the agent pick a side silently.

TensionResolution
Simplicity versus professional capabilitySimplify the underlying concepts; keep the capabilities the work requires.
Dense professional workflows versus beginner simplicityDesign for the daily user first; help newcomers with labels, examples and defaults rather than by removing controls.
Density versus readabilityOrganize information around decisions and relationships. Offer comfortable display options.
Speed versus safetyKeep routine work fast; add friction where the cost of a mistake warrants it.
Familiarity versus improvementKeep valuable learned behavior; change it when a demonstrated benefit justifies relearning.
Distinctive branding versus familiar behaviorExpress the brand in type, color and voice; keep links, forms and navigation behaving the way people expect.
Automation versus controlAutomate predictable work; expose consequential assumptions, exceptions and recovery.
Beauty versus utilityMake visual quality reinforce structure, meaning and confidence.

Running example: a service-department route sheet

A service adviser at a dealership spends the day on one screen: a route sheet of today's repair orders, each with a status, a technician, customer messages, approvals for extra work, and payment. Here is how the ideas above become something an agent can build and check.

What not to tell Claude

Apply Hick's law and progressive disclosure to the repair-order screen.

This invites the agent to hide actions and strip the screen down, which is exactly wrong for an adviser who uses it eight hours a day.

What to tell Claude instead

On the repair-order screen, make the next action appropriate to each order's
current status easy to find. Keep frequent actions visible, group uncommon
actions under labeled controls, and show approval and payment status without
opening another panel.

Verify that a service adviser can find the next blocked order, understand
the blocker, and take the correct action.

What the screen looks like as an instrument

Acceptance checks, written before the code

A repeatable workflow

  1. Observe the task. Who uses the screen, how often, under what pressure, and what they are trying to get done.
  2. Identify the friction. Where people hesitate, misread, mis-click, lose work or lose their place. Name the principle only after naming the problem.
  3. Propose a change as a design decision plus the check that would prove it wrong.
  4. Implement the smallest change that passes the check.
  5. Evaluate with real tasks: completion, time, errors and recovery. Keep what helped, and revert what didn't.

Here is a block you can paste into an agent's instructions, the closest thing on this page to the Markdown the video promised. The full version, with a check for every rule, is instrument-design.md.

## Interface work

- Start from the user's task and the friction you observed, not from a named UX law.
  Name a principle only as the reason for a specific, checkable decision.
- Treat UX "laws" as hypotheses. Don't remove controls a frequent user needs,
  don't hide essential actions behind disclosure, don't guess ambiguous input.
- Every action shows pending, success and failure honestly. Acknowledge input
  within ~0.1 s; show real progress past ~10 s; never show success before it happened.
- Keep the operating context visible: what is selected, what mode, what the next
  action will affect. Keep the overview while showing detail.
- Full keyboard operation with visible focus. WCAG 2.2 AA, including 2.5.8
  target size (24x24 CSS px or its exceptions).
- Preserve the user's work through errors, reloads and failed dependencies.
- Consequential actions are deliberate, reviewable, and can't fire twice.
- Write acceptance checks before the code, as tasks a real user performs,
  and report completion, errors and recovery separately from appearance.

The standard to hold the result to: Could a skilled person use this eight hours a day, trust it under pressure, see what is happening, make a precise intervention, verify its effect, and know how to recover when it breaks?

How we checked

Every factual claim on this page links to the source we read on 20 October 2026, using our own research toolkit, apps/intel, with honest sources only: official APIs and pages whose robots.txt allows reading.

Still not verified, and labelled where used: the numbers from the Kurosu and Kashimura study (full text behind the ACM library's bot wall, which we don't get around); the charts in the IBM brief; Thadhani's 1981 paper; the German originals of Wertheimer and von Restorff; Ebbinghaus; the Tesler interview; and nine of the sixteen radio principles, which have no counterpart we checked in the two manuals. We have added no conversion figures, and no historical claims about how Bell Labs, IBM, Icom or Yaesu designed things beyond what the BSTJ foreword, IBM's patent and the two radio manuals say; the three influences are our own design reading. The effect sizes quoted are each study's own, and IBM's 180 versus 371 transactions an hour is IBM's own claim. We did not see the video creator's promised Markdown instructions.


Provided as is, for information only, with no warranty and no liability. Not legal or professional advice. Security and radio material is for authorized, lawful use only. Full disclaimer.

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