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UX Atlas

Design problem

Too many options

People stall, pick nothing, or pick the first thing they see rather than the right thing.

How you know you have it

  • Support asks which plan or setting they should choose, repeatedly.
  • A menu or settings page grows every quarter and nothing is ever removed.
  • Analytics show a long tail of options nobody uses, and one option carrying most of the traffic.
  • People abandon at the moment of choosing rather than at the moment of paying.

Do these first

  1. 1Set a real default, and say why it is the default.
  2. 2Group options by the decision they belong to, not by feature area.
  3. 3Move rarely used options behind a disclosure rather than deleting them outright.
  4. 4Check whether two options actually differ in outcome. If not, it is one option.

Why it happens

Every option is presented at the same weight

When nothing is recommended, defaulted or grouped, the reader has to evaluate the whole set. The cost is not the number of options on its own, it is the number of comparisons they imply.

Options that differ on hidden dimensions

Three plans that differ on eight attributes are not three choices. People cope by picking on the one attribute they understand, usually price.

Internal structure leaking into the interface

Settings grouped by which team built them, not by what the reader is trying to change.

What to read, and why

Choice problems are decision-time problems first and layout problems second, so the reasoning entries come before the patterns that implement a fix.

Why it behaves this way

8

The mechanism underneath the symptom. Read these when the fix needs justifying to somebody else.

  • Hick's Law

    Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.

    LawEstablished research

  • Choice Overload

    More options can reduce satisfaction and completion, but the effect is much less reliable than the popular version suggests.

    PsychologyMixed evidence

  • Decision Fatigue

    The claim that decision quality degrades over a sequence of choices. Popular, intuitive, and on much shakier experimental ground than its usage suggests.

    PsychologyMixed evidence

  • Miller's Law

    Working memory holds a small number of chunks, so the design lever is what counts as a chunk, not the raw item count.

    LawEstablished research

  • Default Effect

    Most people accept whatever is preselected, which makes defaults the most powerful control in an interface.

    Cognitive biasEstablished research

  • Decoy Effect

    Adding a deliberately inferior third option changes which of the original two people choose.

    Cognitive biasEstablished research

  • Occam's Razor

    Among competing solutions that meet the requirement, prefer the one with fewest assumptions and moving parts.

    PrincipleCraft convention

  • Pareto Principle

    A small share of features carries most of the use, which is a prompt to go and measure rather than an excuse to cut.

    PrincipleCraft convention

The craft decisions

4

The visual and structural levers that produce or relieve this problem.

  • Visual Hierarchy

    The order in which elements are noticed, controlled by size, weight, colour, position and space.

    UI foundationCraft convention

  • Emphasis

    Making one thing stand out, which only works if most things do not.

    UI foundationCraft convention

  • Common Region

    A shared boundary or background binds elements together more strongly than proximity does.

    UI foundationEstablished research

  • Proximity

    Things placed close together are read as belonging together, before anything is read.

    UI foundationEstablished research

Patterns that address it

4

Recognised solutions, with the conditions under which each earns its place.

  • Progressive Disclosure

    Show the common case first and reveal the rest on request, so complexity is available without being present.

    PrincipleExpert heuristic

  • Filtering

    Narrowing a large set by attributes, which is what makes large catalogues navigable at all.

    PatternCraft convention

  • Comparison

    Putting options side by side so differences can be seen rather than remembered.

    PatternCraft convention

  • Command Palette

    A searchable list of every action, which serves novices as discovery and experts as an accelerator.

    PatternCraft convention

Components involved

3

States, behaviour and the accessibility contract you will need to specify.

  • Select

    Choosing one option from a known set, which is the wrong control below about five options.

    ComponentCraft convention

  • Radio Group

    One choice from a small visible set, where seeing all the options is the point.

    ComponentCraft convention

  • Menu

    A list of actions revealed on demand, which is where infrequent operations belong.

    ComponentCraft convention

Language

2

Where the words carry more of the fix than the layout does.

  • Microcopy

    The small pieces of text that do most of the work: labels, hints, empty states, errors and confirmations.

    UX writingCraft convention

  • Content Design

    Deciding what content a user needs and in what order, which is a design activity rather than a writing one.

    UX writingCraft convention

Accessibility requirements

2

The requirements this problem raises, mapped to the decisions that produce them.

  • Keyboard Navigation

    Everything must be operable with a keyboard alone, which is the single most load-bearing accessibility requirement.

    AccessibilityCraft convention

  • Labels and Instructions

    Every input needs a persistent label, and format requirements must be stated before the user types.

    AccessibilityCraft convention

How to find out

3

Methods suited to confirming the cause before you commit to a fix.

  • Card Sorting

    Asking users to group content, which reveals their mental model of a domain rather than your org chart.

    Research methodEstablished research

  • Tree Testing

    Testing whether people can find things in a structure, with no visual design to confound the result.

    Research methodEstablished research

  • A/B Testing

    Comparing variants with real traffic, which tells you what happened without telling you why.

    Research methodEstablished research

Check your work

2

Interactive review passes, with progress saved in your browser.

  • UX Audit Checklist

    A structured pass across the whole product, organised by the same categories as the audit tool.

    ChecklistExpert heuristic

  • SaaS Product Checklist

    Accounts, teams, permissions, billing and the surfaces every SaaS product needs and few design well.

    ChecklistCraft convention

Decisions other teams made

1

Worked cases, including the options that were rejected.

Where this usually shows up

The same material, organised around the surface you are building rather than the symptom you are fixing.