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Principles
The manifesto's ten principles, in their canonical order.
Ten principles for making decisions
The principles do not describe decorative aspirations. Each one must be capable of changing a decision, stopping an implementation or requiring additional evidence. A sentence with no practical consequences serves no function within the framework.
P01The user's progress is the unit of designP02Experience is also functionalityP03Complexity belongs to the systemP04Simple to begin with, deep when neededP05The interface must not become another taskP06Attention is a product resourceP07Trust is designedP08Quality lives in the accumulation of detailsP09Time and continuity are part of the interfaceP10The person retains control and ownership
Go deeper: Ten principles for making decisions
N
Principle
Main consequence
1
The user's progress is the unit of design
Ties every decision to its product foundation and uses Job Stories when they express the situation better
2
Experience is also functionality
Includes effort, emotion and friction in the definition of quality
3
Complexity belongs to the system
Avoids passing the internal model on to the user
4
Simple to begin with, deep when needed
Reveals power in context without limiting the expert user
5
The interface must not become another task
Reduces incidental learning and custom conventions
6
Attention is a product resource
Justifies every element and every decision requested
7
Trust is designed
Makes state, consequences, control and recovery visible
8
Quality lives in the accumulation of details
Treats micro-decisions and edge states as part of the product
9
Time and continuity are part of the interface
Integrates performance, availability and preservation of work
10
The person retains control and ownership
Subordinates assistance and automation to human intent