The Laws of Figure/Ground, Prägnanz, Closure, and Common Fate - Gestalt Principles (Part 3)

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The law of common fate is a principle of Gestalt psychology. It states that when elements move together, humans see them as a group as human nature associates objects that share a common motion (e.g., a flock of birds). Designers apply common fate and leverage the power of motion—both real and implied—to create relationships between screen design elements.
Author, Designer and Educator Mia Cinelli explains the importance of Gestalt principles in visual design and introduces a few of them, including continuity.
Gestalt principles are principles of human perception that describe how we group similar elements, recognize patterns and simplify complex images when we perceive objects. - So, Gestalt principles — sometimes called Gestalt laws — are simply a way of thinking through Gestalt psychology — 'Gestalt' just meaning 'form', is how we're making sense of a visual field. These are ways of parsing out what things mean within a visual space. Gestalt relies first and foremost on the understanding of a visual field and the ability to create
what are called *figure/ground relationships. So, figure/ground relationships are sometimes called 'positive space' and 'negative space'. So, I'm going to talk about them as figure/ground, because when we look at something like this visual field of rectangles, it all looks the same — that is right now our ground. But the first rule of figure/ground relationships is that discontinuity creates figure. So, by changing one thing here, by creating that discontinuity, that draws our attention,
that becomes the thing in which we are focusing on, and that is really essential, because this can manifest through the Law of Similarity, by which visual similarities are read as being more related. And we can do this through color; we can do this through shape; we can do this through size. So, we read these things as being more of a group. Proximity works in a similar way wherein the actual visual or physical proximity of things relative to each other tells us that these are also read as a group.
There's the Law of Continuation, by which our eye wants to follow a particular line. And so, when we read this visual, we don't read it as two lines which have met in the middle and made a hard turn. We read this as two lines flowing over each other, and that's because of continuation. And all of these things — Gestalt principles — influence hierarchy, informational grouping and readability, and they become essential for understanding both concept and content.
The Gestalt law of common fate addresses motion and orientation in designs. According to this principle, when elements in a design show similar movement or behavior, viewers see them as connected. This phenomenon is natural to the human eye—and mind—because people’s brains tend to seek patterns automatically. Because of this, common fate is a staple in graphic design.
“Gestalt” is the German word for “shape” or “form.” It is a psychological theory of visual perception. The Gestalt school consisted of psychologists Kurt Koffka, Wolfgang Köhler and Max Wertheimer, working in 1920s’ Germany. The central point of Gestalt theories is that human beings perceive objects in the world in patterns or whole forms. According to the Gestalt psychologists, people do not visually process their surroundings as a collection of separate parts. Instead, the mind organizes these elements into a cohesive whole.
The Gestalt principles or laws address this tendency of the mind to simplify a complex image so the person sees it in a certain manner. The human inclination to process visual information accounts for how the elements of a seen image form visual relationships with each other. There are numerous Gestalt principles. Notable ones are the principles, or laws, of similarity, prägnanz, common region, figure ground, proximity, closure, and common fate.
The common fate principle provides a unique perspective on how users perceive and interact with digital products or services. Like other visual designers, UX designers who mindfully apply this principle can create works that are engaging—ones that help users in their tasks to achieve goals. They can create interfaces that are visually cohesive, intuitively navigable and intriguing, leading to richer user experiences.
Designers can achieve this if they provide strong visual cues that help users process and digest information fast. Digital products that feature common fate can be aesthetically pleasing. What’s more, they can also serve to help users in busy environments or potentially stressful situations—as they direct attention efficiently. Designers apply the common fate law in:
Web design: When website users perceive elements that move together as related, it helps to foster a sense of cohesion and continuity. In a menu, when users click an option, all elements move together to show they are related. Animations can make multiple elements move at the same time. That’s a factor that can help guide the user's attention to specific parts of the page. So, that way, the interaction becomes more engaging—while it helps users in problem solving—such as selecting an item to buy. Carousels are especially helpful for this.
Volkswagen utilizes carousels to showcase their new releases.
© Volkswagen, Fair Use
Mobile apps: Designers often apply the law of common fate when they use similar animations for user interface (UI) elements that have the same purpose. This creates a visual link between these elements, and makes them appear related. In a travel app, for example, the cards in “Past Trips” can slide together to show they are in the same category. Items that move or point together guide the viewer's eyes along a set path. That ensures a clear flow of information, an essential aid for smartphone users and others.
Infographics: Infographics—with their integration of text and visuals—frequently show the law of common fate in good use. Elements that move or point together guide the viewer's eyes and guarantee a good, clear flow of information. It also gives the readability a boost and makes the information more digestible.
Visual hierarchy: The law of common fate helps designers establish a visual hierarchy within their interfaces. When they group elements with shared movement or behavior, designers can usually communicate relationships and emphasize the importance of specific components.
User guidance: Common fate perception is something that lets designers guide users' attention and direct their focus towards important elements or interactive features. When they use this principle—and do it well—designers can make sure that users can easily navigate and interact with the interface in front of them.
Common fate helps to clearly guide users around menu options.
© Priyanka Jeph, Fair Use
Coherence and consistency: If designers apply the law of common fate well, they’ll enhance the overall coherence and consistency at play in their designs. Elements that share a common fate appear visually connected—and they reinforce a good sense of unity and purpose. That makes for a user experience that has more harmony.
Users scroll through related items via a horizontal slider on Amazon.com. Users can appreciate the related products in the slider and can scroll through them for alternative items.
© Amazon, Fair Use
Efficient information processing: If designers group related elements based on their movement, they’ll make users' cognitive processing a good deal easier. Users can quickly and intuitively make sense of the relationships and functionalities of elements. That will lead to better efficiency and make things easier to use.
Here are some of the main features where user experience (UX) and user interface (UI) designers apply common fate:
Navigation menus: Dropdown menus or submenus that expand or collapse with a consistent motion create a visual connection between the main menu and its subcategories. Users can anticipate the behavior and understand how the designer has organized the navigation system.
In dropdown menus, when a submenu appears to the right of the first menu, users expect the pattern to continue if they select another subcategory—i.e. it will appear to the right as well.
© Kathryncodonnell, Fair Use
Loading animations: These can employ coherent and synchronized movement. For example, they can be spinning circles or progressing bars. These can convey a sense of progress and continuity. Users perceive these animations as a group—since these indicate that the system is actively working. This lends great predictably to a user or customer experience, and it helps build trust as a design pattern.
List animations: When designers show lists or grids on an interface, they can animate the appearance or disappearance of items with a common movement pattern or direction. This helps users quickly understand the relationship at play between elements. For example, a cascading animation for a list of items carries the idea that these have a shared fate or relationship.
Interactive feedback: Interactive elements—such as buttons or links—can feature visual cues like hover or click animations that show a shared movement pattern at play. This gives users immediate feedback; plus, it reinforces the idea that these elements are indeed related and that they do serve a common purpose.
Apple’s product pages frequently feature animated product images. Users scroll, and pictures of the product and its components move together. This establishes an appealing visual narrative that speaks to the user.
© Apple, Fair Use
Here are some strategic ways that designers incorporate this principle in interfaces:
Guide user focus: Control design elements to guide user focus towards key areas of the interface. This can be a button, a new feature—or anything else a designer wants to highlight and draw attention to. When designers group elements together and make them move in the same direction, it helps users understand an interface structure easily.
Improve navigation: Designers use common fate to improve how easy it is to navigate in an interface. They can group related elements together and make them move in the same direction, to help users understand the interface’s structure more easily. That will promote a smoother navigation experience.
Enhance aesthetics: When designers integrate motion into their designs, it doesn’t just serve functional purposes—it adds a dynamic, visually appealing touch as well. Thoughtful animations, transitions and effects can make for an interface that’s more engaging and enjoyable for users.
Make consistent animations: Designers should make extra sure that elements with a shared fate or purpose exhibit consistent and synchronized animations. This consistency, after all, reinforces the users’ perception of a group—and that helps users to understand the interface and engage with it.
Differentiate visual elements: While designers should visually connect elements with a common fate, it's also essential to differentiate them from unrelated elements. So, they should use effective contrast in color, shape or size to distinguish between groups and prevent users from associating unrelated elements.
The law of common fate in grouping elements is stronger here compared to the law of similarity (another Gestalt principle). Regardless of color scheme, it is important to ensure synchronous movement so that the user can perceive this.
© Jon Hensley, Fair Use
Give clear directional cues: Make sure that the movement or behavior of elements provides clear prompts as to direction. Users should be able to anticipate the trajectory or outcome based on the visual cues—something that facilitates their understanding of the interface.
Conduct user testing and iterate with the feedback: Designers should validate the effectiveness of common fate perception in their designs—doable through user testing and feedback. It’s important to collect insights from users to understand how they interpret and perceive the relationships between elements; this will allow for iterative improvements.
Ensure contextual relevance: Reflect on the specific context and purpose of a design that uses the principle of common fate. Designers should be sure that the shared movement or behavior does indeed fall into line with the overall user journey—and serve a meaningful purpose as it helps the users get to and get through their goals more easily.
Google’s Material Design—The ripple effect features when users click on a button; this is an effect that starts at the point of interaction and connects the action to the outcome visually.
© Google, Fair Use
While common fate is a powerful tool in UX design, it’s not without its limitations—and potential risks. So, it's essential to consider these; here are a few things to bear in mind:
Overuse or misuse: If a designer applies common fate excessively—or inappropriately—it can lead to visual clutter and confusion. So, it’s important to be sure that any use of this principle runs in line with the overall design goals and doesn’t overwhelm or distract users. For example, a digital solution should solve problems; so, what problem does the target audience have—and how much of this Gestalt design is appropriate? Is there enough negative space or white space to help users notice the common fate elements easily?
Cultural and contextual sensitivity: Different cultures and contexts may interpret common fate differently. Think about the target audience and their cultural background, to make sure that the design does effectively communicate the intended message. For example, patterns, symbolism and metaphors can hold different meanings for people from other cultures, as can color meanings and the reading direction for text (in Arabic, for example, it’s right to left). Research is—therefore—essential for any designer or design team looking to cast their brand’s message correctly across the world. UX researchers should apply careful insights that they collect from thorough studies and tools such as user personas, user journey maps and customer journey maps.
Accessibility considerations: Common fate effects that rely solely on visual cues may pose challenges for users with visual impairments or other accessibility needs. Designers should always strive to get information across in way that makes for an inclusive user experience. When designers well and truly understand their users’ needs, they can cater to all abilities.
User familiarity: Users' familiarity with common fate principles may vary. That’s why it’s important for designers to do solid usability testing so they can be sure that users interpret the intended relationships between elements in the right way. Testing is a vital part of any UX design process—and designers who investigate user interactions will get valuable insights out of it. From these, they’ll be able to improve various facets of their designs; that includes the information architecture and overall usability.
These fish are “on board” in the same direction, moving naturally, as a school.
© Saif Ali Khan, Fair Use
The law of common fate is just one of the many tools in a designer’s toolkit. Given its popularity, such as in the form of carousels, it’s worth considering early on and in wireframing. It’s one of various Gestalt principles that can help craft user-friendly interfaces that are effective. Conduct user research and use it with discretion to help guide users around. One way to envision common fate is to see it as a well-signposted escalator to assist target users to the next level of engagement with the brand’s web page or app screen.
Take our course Gestalt Psychology and Web Design: The Ultimate Guide.
Find some fascinating insights in our piece The Laws of Figure/Ground, Prägnanz, Closure, and Common Fate – Gestalt Principles (Part 3).
Read more about the Law of Common Fate in The Law of Common Fate: Designing for Motion and Animation by Incharprasad.
Find further details in this piece: Gestalt and Design: Continuity and Common Fate by Kathryncodonnell.
See more in-depth insights in this article: Improve Your Design With The Principles of Continuation And Common Fate (Part Three) by Jon Hensley.
When they leverage this principle—and well—designers can bring a sense of unity and coherence into their designs. They can guide the viewer's attention to certain areas in a more effective way.
For instance, in a website design, arrows that point in the same direction can suggest a sequence of actions for the user—like scrolling down or moving to the next page. Similarly, elements like icons or text that share a directional orientation can subtly indicate how to navigate through content. This is something that can improve usability and the user experience.
When designers weave the law of common fate into their design work, they’ll find it can help establish a visual hierarchy. That’s since it emphasizes the relatedness of certain elements over others. This doesn’t just organize information in a way that's visually appealing but does it so it intuitively guides users through a design, too. That makes interactions smoother—and more predictable.
Designers can apply this principle if they line up elements in a way that supports the main action they want users to take. For example, if they align call-to-action buttons along a common axis or use consistent directional cues across a website, it can reinforce the path users should follow, and make the design more effective and user-friendly, too.
Designers can also leverage other Gestalt principles—such as proximity—to help with hierarchy. Watch this video, where creative director and CEO of Hype4, Michal Malewicz, explains proximity as a tool for visual hierarchy:
To create a proper hierarchy. We're going to use one of the gestalt rules called proximity. And of course, if you know the Gestalt rules, you should try to follow all of them. But I believe proximity is the most important one, because in many cases we're using very simple shapes. So the distance between those shapes is what actually makes the entire layout. And this rule says that objects placed close to each other are automatically understood as a group.
So in our case, how many groups do we have here? So we have the group of 12 bluish green circles. Then we have a group of three in green circles and then another group of three green circles. But then we also have a group of all the circles combined. And this is how this grouping and proximity works. You need to be aware that there are groups within groups and there can be groups within groups. So let's take one of our examples from before.
And if we add grouping on top of it, you'll see that we can just by proximity, establish a couple of groups here. The emoji is one group, then the text and the other text is the second group. And then the pattern with the other clickable element is the third group. And of course, you can also consider the emoji being one group and all of the content is being another group. It's not just how you approach it and how you're actually going to work it in.
Additional examples of this design, because it's not just going to be just this one version, but the thing is that we should be able to consistently replicate those groups in other versions of that screen. So if we created those groups and those distances between the groups, they need to be consistent. And this is what you should use basically to create that consistency. So if you have a distance between the two groups, which are just the whole windows, the distance should always be bigger than the distance
between individual elements within the groups, within a group. So the further down we go in a group, the smaller the distance can be. That allows our brain to process it naturally and really quickly. And we'll see that. Okay, we have two separate big groups of things and then they are divided into smaller groups. And then you can use that rule to organize it further. So you can use another smaller square to
place between elements within those groups. Or you can even use the same one because you can see you could use the Red Square here between the large title and the text as well and the bottom and the smaller text underneath. And that would still fit so that or a smaller one would work here. And this is really important because that's the whole rule of clarity and layout that is really important to follow. So those distances cannot be random. They need to be based on something and they need to be based on
the natural hierarchy. So we quickly understand that, okay, this is a group and this is a group within a group, and these things are together as well because that's going to make it a lot easier. Grouping is also important with the distances. For example, this is one of the largest, like more common problems that I've seen in many forms designed by junior designers is not having enough space between the label and the previous field. And that creates an effect where if there is a longer
a forum where coming it through with our eyes and we don't really know which field that label belongs to, so just increase the distance by two or three times between the fields and then four or six times between the title and the form. And by having that consistency with all the other elements on the site, so like if smaller distances extend, the larger one is to extend keep the X and to X across all of the other things to keep that consistent grading of all of those elements.
In UI design, if designers overlook the principle of common fate, it can lead to a disjointed user experience. Here are critical mistakes to avoid:
Inconsistent animation speeds: Elements that users should perceive together should animate at the same speed. Variations can confuse users—and make it hard to understand which elements are actually related.
Misaligned directional cues: Make sure that all elements intended for grouping together move or point in the same direction. Contradictory cues can disrupt the user's understanding of the interface's structure.
Overuse of motion: While motion can guide attention, excessive or irrelevant movement can distract and annoy users, and undermine the sense of common fate.
Ignorance of hierarchical structure: Common fate can also apply to the visual hierarchy. Elements related in function or importance should visually correspond to each other to reinforce their connection.
To strengthen common fate in UI design, think about how elements can visually—and behaviorally—run in line to show what their relationship is to users. This alignment helps go towards a UI that’s cohesive and intuitive.
Consider how a good design pattern can help establish a stronger connection with users. Watch as senior UX consultant Vitaly Friedman explains UI patterns:
User Interface Design Patterns are recurring components which designers use to solve common problems in interfaces. like, for example, when we think about those regular things that often are repeating themselves to kind of appear in, you know, in complex environments We need to show things that matter to people when they matter and nothing else. Right. it's just really sad what we see. Like, for example, if you look at Sears, right? Sears is just one of the many e-commerce sites, you know, nothing groundbreaking here. So you click on one of the filters and then the entire interface freezes
and then there is a refresh and you're being scrolled up. And I always ask myself, is this really the best we can do? Is really the best kind of interface for filtering that we can come up with, or can we do it a bit better? Because we can do it a bit better. So this is a great example where you have galaxies and then galaxies, you have all this filters which are in rows. Sometimes they take three rows, sometimes four or sometimes five rows. That's okay. Show people filters, show people buttons if they important show them.
Right. But what's important here, what I really like is we do not automatically refresh. Instead, we go ahead and say, "Hey, choose asmany filters as you like", right? And then whenever you click on show results, it's only then when you actually get an update coming up in the back. Which I think is perfectly fine. You don't need to auto update all the time. And that's especially critical when you're actually talking about the mobile view. The filter. Sure, why not? Slide in, slide out, although I probably prefer accordions instead.
And you just click on show products and it's only then when you return back to the other selection of filters and only when you click okay, show all products, then you actually get to load all the products, right? Designing good UI patterns is important because it leads to a better user experience, reduces usability issues, and ultimately contributes to the success of a product or application. It's a critical aspect of user centered design and product development.
Designers can test the effectiveness of common fate in their designs through several user testing methodologies that ensure elements perceived as part of a group do function as intended:
A/B testing: Implement A/B testing by creating two versions of a design—one that applies the common fate principle strongly and another that doesn’t. Analyze metrics such as user engagement, task completion time, and error rate to assess which design performs better in terms of user understanding and interaction.
Eye tracking: Use eye-tracking technology to see how users visually navigate the design. Eye-tracking can reveal whether elements that users should perceive as being together capture attention as a group—which indicates the effective application of common fate.
Heatmaps: Apply heatmap tools to analyze where users click, touch, or hover most frequently. Heatmaps can show if users group elements together based on their movement or directional cues. This will provide insight into how well the common fate principle is at play.
Take our Conducting Usability Testing course for in-depth insights into how to test the effectiveness of UI designs. Watch this video as CEO of Experience Dynamics, Frank Spillers explains:
When you create something, you design something, you need to know if it works for your users. And you need to get that design in front of them. And the only way that you can make sure that it meets their expectations is to have them actually *play with it*. Usability testing is *the number one* technique for determining how usable your product is. We want to see how *successful* our users are, see if they're on the right track and if we're getting the reactions that we *want* from a design.
'Ah... I'm not really sure what the users will think!' *Better test it.* 'Uh... too much fighting with our team internally over what to do!' *Better test it!* Usability testing helps you check in with your user expectations. And it's a way of you making sure that you're not just stuck in your own ideas about a design and actually bringing in an end-user from the outside to get some *more clarity and focus*. And the reason why this class is going to help you is you'll benefit from the 15 years of my
personal experience and *hundreds and hundreds of usability tests* that I've conducted over the years. We're going to start from the very beginning of *how to create a test plan and recruit participants*, and then go into *moderation skills, tips and techniques*. You'll also learn *how to report on tests* so you can take that data and represent it in a way that makes sense, you can communicate to your team and learn how to *change your design based on the data that you get from usability tests*,
most importantly. I hope you can join me on this class. I look forward to working with you!
The Gestalt law of common fate interacts closely with other Gestalt principles to enhance visual perception and design coherence.
For example, it works hand in hand with the law of similarity—which suggests that users will perceive objects that look similar as part of the same group. When elements share both direction and appearance, this strengthens their perceived connection, and it makes it easier for users to understand and navigate design layouts.
What’s more, the law of common fate complements the law of proximity—which states that users see objects that are close to each other as a unit. Together, these laws can guide viewers' attention toward or away from specific design elements. This can help to create focal points and organize information hierarchically.
Watch this video, where creative director and CEO of Hype4, Michal Malewicz, explains proximity as a tool for visual hierarchy:
To create a proper hierarchy. We're going to use one of the gestalt rules called proximity. And of course, if you know the Gestalt rules, you should try to follow all of them. But I believe proximity is the most important one, because in many cases we're using very simple shapes. So the distance between those shapes is what actually makes the entire layout. And this rule says that objects placed close to each other are automatically understood as a group.
So in our case, how many groups do we have here? So we have the group of 12 bluish green circles. Then we have a group of three in green circles and then another group of three green circles. But then we also have a group of all the circles combined. And this is how this grouping and proximity works. You need to be aware that there are groups within groups and there can be groups within groups. So let's take one of our examples from before.
And if we add grouping on top of it, you'll see that we can just by proximity, establish a couple of groups here. The emoji is one group, then the text and the other text is the second group. And then the pattern with the other clickable element is the third group. And of course, you can also consider the emoji being one group and all of the content is being another group. It's not just how you approach it and how you're actually going to work it in.
Additional examples of this design, because it's not just going to be just this one version, but the thing is that we should be able to consistently replicate those groups in other versions of that screen. So if we created those groups and those distances between the groups, they need to be consistent. And this is what you should use basically to create that consistency. So if you have a distance between the two groups, which are just the whole windows, the distance should always be bigger than the distance
between individual elements within the groups, within a group. So the further down we go in a group, the smaller the distance can be. That allows our brain to process it naturally and really quickly. And we'll see that. Okay, we have two separate big groups of things and then they are divided into smaller groups. And then you can use that rule to organize it further. So you can use another smaller square to
place between elements within those groups. Or you can even use the same one because you can see you could use the Red Square here between the large title and the text as well and the bottom and the smaller text underneath. And that would still fit so that or a smaller one would work here. And this is really important because that's the whole rule of clarity and layout that is really important to follow. So those distances cannot be random. They need to be based on something and they need to be based on
the natural hierarchy. So we quickly understand that, okay, this is a group and this is a group within a group, and these things are together as well because that's going to make it a lot easier. Grouping is also important with the distances. For example, this is one of the largest, like more common problems that I've seen in many forms designed by junior designers is not having enough space between the label and the previous field. And that creates an effect where if there is a longer
a forum where coming it through with our eyes and we don't really know which field that label belongs to, so just increase the distance by two or three times between the fields and then four or six times between the title and the form. And by having that consistency with all the other elements on the site, so like if smaller distances extend, the larger one is to extend keep the X and to X across all of the other things to keep that consistent grading of all of those elements.
The interaction between the law of common fate and the law of closure—where users’ minds fill in missing information to see a complete object—is something that plays a crucial role, too. This can lead to dynamic interactions in design, where implied movement or alignment suggests a complete form or directs the viewer’s gaze through a narrative sequence within the design.
What’s more, the law of common fate can enhance the principle of figure-ground. That involves users distinguishing between foreground and background elements. When they align movement or directional cues, designers can make certain elements stand out as the “figure” against a less dynamic “ground”—that can improve legibility and emphasis.
In mobile app design, designers need to carefully think about how they apply the Gestalt law of common fate so they can be sure of a cohesive and intuitive experience for their users. Key considerations include these:
Screen size limitations: Thanks to the smaller screen sizes of mobile devices, it's crucial to manage the movement and direction of elements wisely. So, designers should make certain that animations and transitions guide users and don’t overwhelm the limited space.
User interaction: Consider how touch interactions—such as when users swipe or scroll—can serve to reinforce the common fate principle. Elements that move together in response to user actions can enhance their perception of how related these are.
Performance: Mobile apps have to remain responsive and fast—so, animations and movements that apply common fate shouldn’t compromise the app's performance in any way. It’s best to optimize animations and be sure that they’re smooth and don’t cause delays.
Contextual relevance: Make sure when you apply the law of common fate, it falls into line with the app's purpose and the users’ tasks. Movement and grouping should always aim to simplify navigation and understanding—and not just serve as an aesthetic choice.
Cultural considerations: Users from different cultures may interpret directional movements differently. Designers must consider these differences to make sure that the common fate principle effectively gets the intended relationships between elements across to all users.
Watch this video as CEO of Experience Dynamics, Frank Spillers explains Mobile UI design patterns, and see how these can be helpful:
All right, so now it's time to take a look at some common UI patterns and how to use them. So, we use UI patterns as a way to help users not have to relearn, and there's a really great example here from Down Dog. And in particular, their onboarding, their visual design, their affordances, their contrast, it's all just beautifully executed.
It's actually one of the most popular apps for yoga and other types of fitness training. *Gestures* – of course, this is a gesture-based medium. But gestures are classically difficult to learn. And so, they've kind of become standardized on all mobile operating systems, more or less. There may be some unique gestures, and there are some gesture hints you can give. So, you can say, "Swipe up to begin." So, you can give like a hint like that. But just be familiar with the fact that gestures in the very beginning of mobile
had all these different variances across operating systems and most users just did not learn and did not take the time; they don't care. So, the most basic – you know – tap, swipe. There are some gestures like the Tinder gesture that was made famous, like was it: swipe left, swipe right. The other pattern is *integration*, that if you send them to email to validate and they click on email, it should take them back to the app, hopefully.
So, there's a little bit of technology there in terms of opening the container. Some apps do it really well; other apps don't. They send you to a website. Click on another button; then that launches the container. I think that's okay, too, as long as it makes the connection and the app actually opens. But you should have seamlessness between notifications, the websites or email and the app itself so that if anyone is on any of those touchpoints, they're fluidly able to jump in between.
*Back buttons* are important. It's important that the back buttons act like back buttons and a user can go back to previous content or to a previous section, and that they're *not lost*. And that's actually another point about if you're using accordions and the accordion opens up, the user might get lost inside of the accordion menu. So, you want users to be able to control where they left off, especially if it's a lot of content and to be able to go back and kind of have
more control over that. There's nothing wrong with accordions – they're great – but they can lose their robustness in terms of lost in navigation. Also remember *contrast and affordance* so that – you know – the open / close, whether it's an arrow or plus minus sign, however you illustrate that affordance, that that's visible as well; unless you're deliberately giving the user some kind of focus where they need to be like on that particular page,
it's better if you show navigation and let them quickly bail out because remember you're in that micro interaction, that clipped attention span. *Hamburger menus* can do without actually the three bars is what the research showed, so a menu with a square around it. And putting that little square or that line around it really helps. Be sure to *test*, of course, to make sure your users can get in there. Be sure to *tag* it from an accessibility standpoint, in other words, so that
a screen reader can know that it's a menu that can be opened. *Use search diligently* – in other words, let users search your mobile app or your mobile site, but if you're letting them drill into a search – say that it's for this section, so this is a news search or this is an archive search or this is – you know – so a lot of sites will just use search and just assume that users know, when really it's like a global search. The key to using different UI controls such as presenting information in a carousel
or in a bigger menu like a mega menu for mobile is to give people visibility. Don't make them look at each single item. Let them actually get a glance of it and so that they can go on to the next screen. *Videos*, of course, are popular content, but videos force users to sit and watch them.
So, maybe tell them what the video is about and let them scan it quickly, so you might put *markers* in the videos. Make sure those videos are *captioned* for accessibility, for deaf and hard of hearing users. And the same with *infographics*; if you use infographics, make sure that the infographics have good described by Aria tags. So, Aria is perfect for mobile and can be used on mobile to make it more accessible. So, it's really important, that customization, personalization.
Giving users *control* of their data is a really good idea. Be *careful of random features*. Make sure that your features are based on desirability and from observed user behavior. Remember *touch target size and placement and tappability signifiers* so that users know they can tap certain objects and *watch out for accidental touches*.
You know, you can support undo or you can have good error handling to deal with that. Think about how you can help take a user to their task, give them what they need, build motivation, build momentum and have them, you know, essentially convert or engage if it's not an e-commerce or transactional type of thing.
To enhance the principle of common fate in UI design, designers use a variety of tools and techniques. Here are some effective strategies to keep in mind:
Animation and motion: Utilize animation tools within design software like Adobe After Effects, Figma or Sketch—to create smooth transitions and movements that guide users' attention and group elements together visually.
Consistent visual cues: Apply consistent visual cues—such as color, shape or size—to group elements and make sure that their synchronous motion or transformation reinforces the effect. This visual consistency helps users perceive them as being related or performing a similar function.
Directional alignment: Make sure elements that users are supposed to associate move or point in the same direction. Do this through layout adjustments and motion design that guide the user's eye in a unified direction.
Timing and easing: Use timing and easing functions within animation tools to synchronize the speed and flow of moving elements. This makes sure that all related elements do share the same dynamics—and reinforces the point that they’re connected.
Prototyping tools: Use prototyping tools like Axure, InVision or Principle to test and refine how elements move together in real-time scenarios. Prototyping lets designers experiment with different approaches to common fate—and see how effective they are before the final implementation becomes a reality.
Watch as author and human-computer interaction (HCI) expert Alan Dix explains the importance of prototyping:
So, why do you need prototyping? Well, we never get things right first time. It's about getting things *better* when they're not perfect and also *starting in a good place*. Maybe if I'm going to make a wall for a house, I know exactly how big the wall should be. I can work out how many bricks I need. I can make it exactly the right size.
So, I can get it right first time. It's important to. I don't want to knock the wall down and retry it several times. However, there I have a very clear idea of what I'm actually creating. With people involved, when you're designing something for people, people are not quite as predictable as brick walls. So, we *don't* get things right first time. So, there's a sort of classic cycle – you design something, you prototype it,
and that prototyping might be, you might sort of get a pad of paper out and start to sketch your design of what your interface is going to be like and talk through it with somebody. That might be your prototype. It might be making something out of blue foam or out of cardboard. Or it might be actually creating something on a device that isn't the final system but is a "make-do" version, something that will help people understand.
But, anyway, you make some sort of prototype. You give it to real users. You talk to the real users who are likely to be using that about it. You evaluate that prototype. You find out what's wrong. You redesign it. You fix the bugs. You fix the problems. You mend the prototype, or you make a different prototype. Perhaps you make a better prototype, a higher-fidelity prototype – one that's closer to the real thing. You test it again, evaluate it with people, round and round and round. Eventually, you decide it's good enough. "Good enough" probably doesn't mean "perfect", because we're not going to get things perfect, ever.
But "good enough" – and then you decide you're going to ship it. That's the story. In certain cases in web interfaces, you might actually release what in the past might have been thought of as "a prototype" because you know you can fix it, and there might not be an end point to this. So, you might in delivering something – and this is true of any product, actually – when you've "finished" it, you haven't really finished, because you'll see other problems with it, and you might update it
and create new versions and create updates. So, in some sense, this process never stops. In one way, it's easy to get so caught up with this *iteration* – that is an essential thing – that you can forget about actually designing it well in the first place. Now, that seems like a silly thing to say, but it is easy to do that. You know you're going to iterate anyhow. So, you try something – and there are sometimes good reasons for doing this –
you might have *so little* understanding of a domain that you try something out to start with. However, then what you're doing is creating a *technology probe*. You're doing something in order to find out. Of course, what's easy then to think about is to treat that as if it was your first prototype – to try and make it better and better and better. The trouble is – if it didn't start good, it might not end up very good at the end, despite iteration. And the reason for that is a phenomenon that's called *local maxima*.
So, what I've got here is a picture. You can imagine this is a sort of terrain somewhere. And one way to get to somewhere high if you're dumped in the middle of a mountainous place – if you just keep walking uphill, you'll end up somewhere high. And, actually, you can do the opposite as well. If you're stuck in the mountains and you want to get down, the obvious thing is to walk downhill. And sometimes that works, and sometimes you get stuck in a gully somewhere. So, imagine we're starting at this position over on the left. You start to walk uphill and you walk uphill and you walk uphill.
And, eventually, you get onto the top of that little knoll there. It wasn't very high. Now, of course, if you'd started on the right of this picture, near the *big* mountain, and you go uphill and you go uphill and you go uphill and you get uphill, you eventually end up at the top of the big mountain. Now, that's true of mountains – that's fairly obvious. It's also true of user interfaces. *If you start off* with a really dreadful design and you fix the obvious errors,
*then you end up* with something that's probably still pretty dreadful. If you start off with something that's in the right area to start with, you do better. So, the example I've put on the slide is the Malverns. The Malverns are a set of hills in the middle of the UK – somewhere to the southwest of Birmingham. And the highest point in these hills is about 900 feet. But there's nothing higher than that for miles and miles and miles and miles.
So, it is the highest point, but it's not *the* highest point, certainly in Britain, let alone the world. If you want to go really high, you want to go to Switzerland and climb up the Matterhorn or to Tibet and go up Mount Everest, up in the Himalayas, you'll start somewhere better, right? So, if you start – or on the island I live on, on Tiree, the highest point is 120 meters. So, if you start on Tiree and keep on walking upwards, you don't get very high.
You need to start in the *right* sort of area, and similarly with a user interface, you need to start with the *right* kind of system. So, there are two things you need for an iterative process. You need a *very good starting point*. It doesn't have to be the best interface to start with, but it has to be in the right area. It has to be something that when you improve it, it will get really good. And also – and this is sort of obvious but actually is easy to get wrong – you need to understand *what's wrong*. So, when you evaluate something, you really need to understand the problem.
Otherwise, what you do is you just try something to "fix the obvious problem" and end up maybe not even fixing the problem but certainly potentially breaking other things as well, making it worse. So, just like if you're trying to climb mountains, you need to start off in a good area. Start off in the Himalayas, not on Tiree. You also need to know which direction is up.
If you just walk in random directions, you won't end up in a very high place. If you keep walking uphill, you will. So, you need to *understand where to start* and *understand which way is up*. For prototyping your user interface, you need a *really rich understanding* of *your users*, of the nature of *design*, of the nature of the *technology* you're using, in order to start in a good place. Then, when you evaluate things with people,
you need to try and *really deeply* understand what's going on with them in order to actually *make things better* and possibly even to get to a point where you stand back and think: "Actually, all these little changes I'm making are not making really a sufficient difference at all. I'm going around in circles." Sometimes, you have to stand right back and make a *radical change* to your design. That's a bit like I'm climbing up a mountain
and I've suddenly realized that I've got stuck up a little peak. And I look out over there, and there's a bigger place. And I might have to go downhill and start again somewhere else. So, iteration is absolutely crucial. You won't get things right first time. You *alway*s need to iterate. So, prototyping – all sorts of prototypes, from paper prototypes to really running code – is very, very important. However, *crucial to design is having a deep and thorough understanding of your users*,
*a deep and thorough understanding of your technology and how you put them together*.
Prioritize clarity: Use common fate to group related elements, and make sure they move or align in a way that clearly indicates their relationship. However, don’t let this grouping clutter the interface. Whitespace around these groups can help maintain clarity and focus.
Maintain hierarchy: Use whitespace to establish a visual hierarchy—to emphasize important elements or groups. This helps users navigate the interface more intuitively—they can understand which elements are related and which are most important at a glance.
Enhance usability: Whitespace can improve readability and interaction comfort as it prevents information overload. Use it to separate groups of elements that common fate governs—and that will make the interface more approachable and easier to use.
Optimize for different screens: Be mindful of how common fate and whitespace work together on various devices. A balanced design should adapt seamlessly across screen sizes, and maintain usability and aesthetic appeal.
Watch CEO of Experience Dynamics, Frank Spillers explain how responsive design achieves this:
Now, just to start off by saying responsive is a default. Responsive is not an option – *do it*. And the reason is because that's where the world is at. Everyone expects things to be mobile-optimized, and responsive just means that if I switch from my laptop to my tablet to my phone, the site's going to fit to that resolution; it's going to kind of follow me.
And we know that users do that; that's the default. So, by doing responsive design, you're supporting device switching, and that's why it's important. You're also potentially making things a little bit more accessible and SEO-friendly, which is a factor for Google's algorithm that prioritizes responsive sites.
Test and iterate: Do user testing to find the right balance between common fate and whitespace. Observe real users interacting with the design; it can provide valuable insights into how effectively the design communicates group relationships and prioritizes content.
Take our Masterclass on usability testing, with Cory Lebson, Principal and owner – Lebsontech LLC.
Yes, the Gestalt law of common fate significantly improves UI accessibility. This principle can improve interfaces’ usability for a wide range of users—including users with disabilities. Here are some ways and reasons:
Enhanced visual organization: When designers group related elements through motion or direction using common fate, it helps users with cognitive disabilities understand the interface's structure and functionality more easily.
Reduced cognitive load: For users who are neurodiverse, interfaces that apply common fate can simplify information processing—that’s because they clearly indicate which elements are related and how they function together.
Improved navigability: Users with motor impairments benefit from interfaces where related controls or information move together. It makes it easier to predict where to click, tap, or focus next.
Watch our video to appreciate how important accessibility is as a consideration in UI and UX design:
Accessibility ensures that digital products, websites, applications, services and other interactive interfaces are designed and developed to be easy to use and understand by people with disabilities. 1.85 billion folks around the world who live with a disability or might live with more than one and are navigating the world through assistive technology or other augmentations to kind of assist with that with your interactions with the world around you. Meaning folks who live with disability, but also their caretakers,
their loved ones, their friends. All of this relates to the purchasing power of this community. Disability isn't a stagnant thing. We all have our life cycle. As you age, things change, your eyesight adjusts. All of these relate to disability. Designing accessibility is also designing for your future self. People with disabilities want beautiful designs as well. They want a slick interface. They want it to be smooth and an enjoyable experience. And so if you feel like
your design has gotten worse after you've included accessibility, it's time to start actually iterating and think, How do I actually make this an enjoyable interface to interact with while also making sure it's sets expectations and it actually gives people the amount of information they need. And in a way that they can digest it just as everyone else wants to digest that information for screen reader users a lot of it boils down to making sure you're always labeling
your interactive elements, whether it be buttons, links, slider components. Just making sure that you're giving enough information that people know how to interact with your website, with your design, with whatever that interaction looks like. Also, dark mode is something that came out of this community. So if you're someone who leverages that quite frequently. Font is a huge kind of aspect to think about in your design. A thin font that meets color contrast
can still be a really poor readability experience because of that pixelation aspect or because of how your eye actually perceives the text. What are some tangible things you can start doing to help this user group? Create inclusive and user-friendly experiences for all individuals.
Dinh, K. (2022). Building mobile user interface by applying design principles (Bachelor’s thesis, LAB University of Applied Sciences). Supervisor: Aki Vainio, Lecturer, LAB UAS.
Khanh Dinh's thesis—"Building Mobile User Interface by Applying Design Principles"—investigates the application of six design principles (visual hierarchy, similarity, proximity, common region, common fate and symmetry) to enhance mobile user interface design and user perception of quality. Utilizing a qualitative research method, deductive reasoning, and design science research, this study creates two mobile interfaces for a food application menu to test these principles. The findings reveal that incorporating design principles not only improves the aesthetic appeal and functionality of mobile interfaces but also aids users in efficiently completing tasks and enhances visual satisfaction. This research underscores the significance of design principles in the development of user-friendly mobile interfaces, contributing to the field of Business Information Technology.
Malone, E. (2023). A Guide to Gestalt Principles for UX Designers: A mini visual design guide to help user experience designers leverage gestalt principles for better designs. 8 paw press.
This book offers a concise exploration of Gestalt principles in UX design. Erin Malone provides a practical guide, applying these principles to digital interfaces with a focus on mobile and web examples. The book delves into visual hierarchy, animation, and microinteractions. It aims to help readers improve design skills. It also includes downloadable templates for design documentation. This makes it a hands-on resource for UX designers.
Johnson, J. (2020). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines 3rd Edition. Morgan Kaufmann.
Designing with the Mind in Mind by Jeff Johnson offers user interface (UI) designers a foundation in cognitive psychology—essential for understanding the rationale behind UI design guidelines. Initially grounded in cognitive psychology, early HCI principles strove to optimize problem-solving, memory and language in interfaces. However—as the field’s diversified—practitioners often come from varied backgrounds, and not all deeply versed in cognitive psychology. This book empowers designers with the science behind design rules—and facilitates educated choices amid project constraints and enhancing the ability to justify design decisions. It includes Gestalt laws. The updated edition expands on topics such as persuasion, cognitive economics, emotional design, trust, habit formation and speech interfaces—which makes it a vital resource for contemporary UI design.
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Here's the entire UX literature on the Law of Common Fate by the Interaction Design Foundation, collated in one place:
Take a deep dive into Law of Common Fate with our course Gestalt Psychology and Web Design: The Ultimate Guide .
One of the key ingredients to a successful product is the creation of effective, efficient and visually pleasing displays. In order to produce such high-quality displays, whether they are graphical (e.g., websites) or tangible (e.g., remote controls), an understanding of human vision is required, along with the knowledge of visual perception. By observing, researching, and identifying examples of our perceptual abilities, we can design products according to these unifying qualities. In order to spread such skills within the world of interaction design, we have developed “Gestalt Psychology and Web Design: The Ultimate Guide.”
Gestalt psychology is a theory of mind which has been applied to a number of different aspects of human thought, action, and perception. In particular, Gestalt theorists and researchers attempt to understand visual perception in terms of the way in which underlying processes are organized and how they help us make sense of the world. The organization of these cognitive processes is important to our understanding of how we interpret the constant stream of visual information entering our eyes and how it becomes a cohesive, meaningful and usable representation of the world. Over the last twenty years, the work of Gestalt psychologists has been adopted by interaction designers and other professionals involved in the development of products for human users.
Within this course, we have compiled and consolidated some of the best resources currently available on the subject of Gestalt psychology and visual perception. To help you appreciate how you can apply Gestalt psychology to web design, we have provided many different examples from existing designs. These draw attention to the exact qualities, quirks, and features of visual perception. Moreover, they discuss how these have been accommodated and, on a number of occasions, exploited so as to support either the user's intentions or those of the designer or client.
The application of Gestalt thinking to design provides us with insights and new ways of approaching problems and challenges. By cementing in our own minds the many ways we organize visual information, we can improve our designs for all users.
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