JM Family Design System

Design Principles

Sixteen principles that guide every design and engineering decision at JM Family. They are organized from foundational mindset to specific craft, grounded in established UX laws, and written to be actionable — not aspirational.

How to use these principles

These are not slogans. Each principle includes a concrete application note that connects it to the tools, tokens, and processes in this design system. When a design review surfaces a disagreement, these principles are the tiebreaker.

Principles are numbered, not ranked
The numbering is for reference, not priority. In practice, principles interact and sometimes tension arises between them (simplicity vs. control, consistency vs. innovation). When that happens, the principle that better serves the validated user need wins.
01

User-centered foundation

01

Focus on the user

Every design decision should be grounded in validated user needs, not personal preference, stakeholder opinion, or technical convenience. When in doubt, go back to the research.

Jakob’s Law
In practice
Before proposing a solution, confirm you can name the user need it serves. If you cannot, the feature does not belong in the backlog yet.
02

Identify the problem first

Conduct research before proposing solutions. A well-defined problem eliminates half the wrong answers before design begins. Skip this step and you risk building the right solution to the wrong problem.

In practice
The UX Workflow starts with Empathize and Define before Ideate. Start with the evidence you have, then fill the gaps before the team commits to a direction.
03

Iterate based on evidence

Treat every release as a hypothesis. Measure behavior, identify friction, and iterate. Design is never finished — it converges toward the right answer through cycles of build, measure, and learn.

Doherty Threshold
In practice
The Implement stage feeds the next loop. Use analytics, usability tests, and support tickets as inputs for the next round of empathy and definition.
02

Clarity and comprehension

04

Don’t make users think

Interfaces should follow established conventions so users never have to wonder whether something is clickable, where navigation lives, or what happens next. Cognitive effort spent on the interface is effort stolen from the task.

Jakob’s LawKrug’s First Law
In practice
Use standard patterns from this design system. A custom interaction must be dramatically better than the convention it replaces — not just different.
05

Use simple language

Interface copy should be as clear and concise as possible. Avoid jargon, internal acronyms, and technical terminology that assumes domain expertise the user may not have.

In practice
Follow the Content guidelines for voice, tone, and terminology. If a label needs a tooltip to explain it, the label is wrong.
06

Make content easy to digest

Users scan before they read. Prioritize scannability through clear headings, short paragraphs, bullet lists, and visual cues that let users find what they need without reading everything.

Miller’s Law
In practice
Structure pages with a clear heading hierarchy (H1 → H2 → H3). Front-load the most important information. Use the type scale to create visual rhythm.
07

Leverage existing mental models

Users bring expectations from every other product they have used. Respect those assumptions for basic interactions — reserve innovation for solving real problems, not reinventing the back button.

Jakob’s Law
In practice
When evaluating a new pattern, ask: does this match how users already expect this to work? If not, the learning cost must be justified by a measurable gain.
03

Visual design

08

Establish visual hierarchy

Guide user attention through deliberate ordering. Size, color, weight, spacing, and position all communicate importance. If everything looks the same, nothing stands out and users cannot scan.

Von Restorff Effect
In practice
Use the type scale and spacing tokens to create consistent hierarchy. Primary actions use the action-primary token; secondary actions recede. Never give two elements equal visual weight unless they are genuinely equal in importance.
09

Understand visual grammar

Points, lines, and planes create relationships. Proximity groups related items. Similarity signals shared function. Closure lets users fill in gaps. These are not aesthetic choices — they are how the brain parses layout.

Gestalt Principles
In practice
Use spacing tokens to group related elements and separate unrelated ones. Consistent alignment, padding, and margins communicate structure without needing borders or dividers.
10

Be consistent

Similar elements should behave and look the same throughout the product. Consistency reduces learning cost, builds trust, and makes the interface predictable. It operates at three levels: visual (same styles), functional (same behavior), and external (same conventions as the platform).

Jakob’s LawAesthetic–Usability Effect
In practice
Use components and tokens from this system. If you need something new, propose it through the governance process so it can be reviewed, documented, and reused — not reinvented per team.
11

Embrace white space

White space is not empty space — it is a structural tool. It improves readability, directs attention, and gives the interface room to breathe. Crowded layouts feel overwhelming even when each element is well-designed.

Hick’s Law
In practice
Use the spacing scale (4px base unit) to create breathing room. Resist the urge to fill every pixel. The spacing tokens exist to enforce consistent, generous white space.
04

Interaction and control

12

Provide useful feedback

Every user action must produce clear feedback about what happened and what to do next. Silence is the worst response an interface can give — it forces users to guess whether their action worked.

Doherty Threshold
In practice
Loading states, success confirmations, error messages, and progress indicators are required, not optional. Use the feedback color tokens (success, warning, error, info) consistently.
13

Put the user in control

Users should feel empowered to undo actions, navigate back, and exit processes without penalty. Feeling trapped erodes trust and increases error anxiety, which slows people down.

Peak–End Rule
In practice
Every destructive action needs a confirmation step or undo. Every multi-step flow needs a back button and a clear exit. Autosave is preferred over manual save.
14

Design for error prevention and recovery

Anticipate mistakes through constrained inputs, sensible defaults, and inline validation. When errors do occur, explain what went wrong in plain language and tell the user exactly how to fix it.

Postel’s Law
In practice
Validate on blur, not just on submit. Disable impossible actions rather than showing errors after the fact. Error messages must name the field, state the problem, and suggest a fix.
15

Apply progressive disclosure

Show users only the information and options they need at each step. Advanced features should be available but not in the way. Simplicity on the surface, power underneath.

Hick’s LawMiller’s Law
In practice
Default form states should show required fields only. Advanced options go behind an expandable section or secondary screen. Navigation depth should match task frequency.
05

Inclusion

16

Design for accessibility

Accessibility is not a feature — it is a quality of the work. Products must be usable by everyone, including people with visual, motor, cognitive, and auditory disabilities. WCAG 2.2 AA is the minimum standard, not the aspiration.

WCAG 2.2 AA
In practice
Every component in this system meets AA contrast ratios, supports keyboard navigation, includes ARIA semantics, and is tested with a screen reader. When you build on top of the system, maintain those guarantees.

UX laws reference

The principles above are grounded in these established laws and heuristics. Understanding the research behind a principle makes it easier to apply in novel situations and defend in reviews.

Jakob’s Law
Users spend most of their time on other sites. They prefer your site to work the same way as the sites they already know.
Follow platform conventions. Custom patterns require proportionally higher usability gains.
Fitts’s Law
The time to reach a target is a function of the distance to and size of the target.
Make primary actions large and close to where the user already is. Touch targets: 44×44px minimum.
Hick’s Law
Decision time increases logarithmically with the number of choices.
Reduce options at each decision point. Progressive disclosure and smart defaults are the antidote.
Miller’s Law
The average person can hold about 7 (±2) items in working memory.
Chunk information into groups of 5–9. Navigation menus, form sections, and step indicators all benefit.
Gestalt Principles
The brain organizes visual elements by proximity, similarity, closure, continuity, and common fate.
Spacing and alignment communicate relationships more effectively than borders and boxes.
Doherty Threshold
Productivity soars when a system responds in under 400ms.
Perceived performance matters. Use skeleton screens, optimistic updates, and loading indicators to keep the interface feeling alive.
Von Restorff Effect
When multiple similar objects are present, the one that differs from the rest is most likely to be remembered.
Make the primary action visually distinct. Call-to-action buttons, alerts, and key data points should break the visual pattern.
Aesthetic–Usability Effect
Users perceive aesthetically pleasing designs as easier to use, even when they are not objectively more usable.
Visual polish is not vanity — it builds trust and increases tolerance for minor usability friction.
Postel’s Law
Be conservative in what you send, be liberal in what you accept.
Accept varied input formats (dates, phone numbers). Output in a strict, predictable format. Validate gracefully.
Peak–End Rule
People judge an experience largely based on how they felt at its most intense point and at its end.
Invest in success states and completion moments. A frustrating middle is forgiven if the ending is satisfying.

Further reading

  • Steve Krug, Don’t Make Me Think (principles 4, 6, 7)
  • Don Norman, The Design of Everyday Things (principles 1, 8, 12, 14)
  • Jon Yablonski, Laws of UX (all ten UX laws above)
  • WCAG 2.2 specification (principle 16)
  • Nielsen Norman Group, 10 Usability Heuristics for User Interface Design