Perception & hierarchy — router
This plugin holds the principles that govern how the eye organizes a composition: what gets seen first, what groups with what, what reads as noise, what reads as quality. They are framework-agnostic; the same principle applies to a shadcn/ui card, a Material chip, a Figma slide, a poster, or a printed report.
How to route
Read the task and identify the principles that decide it. Most non-trivial perception tasks are dominated by 3–6 principles. Read those principles' skills in full; treat the rest as background.
Principles in this plugin
The list below is the full inventory of perception-related principles from Universal Principles of Design covered by this plugin. Each principle has its own skill (and where useful, sub-aspect skills) under skills/. Principles marked [full] have reference-grade skill files; the others are planned and will be added in subsequent passes.
Visual hierarchy and emphasis
hierarchy[full] — the ranking of importance among visible elements; size, weight, color, position.- Sub-skills:
hierarchy-typographic,hierarchy-spatial,hierarchy-color-and-tone.
- Sub-skills:
alignment— elements share an invisible axis; misalignment reads as disorder.area-alignment— alignment by visual mass rather than bounding box.signal-to-noise-ratio[full] — the ratio of meaningful information to decoration.- Sub-skills:
snr-densification,snr-decoration-removal,snr-emphasis-economy.
- Sub-skills:
highlighting— emphasis works only when sparing.von-restorff-effect— the item that differs is remembered and noticed first.red-effect— red attracts disproportionate attention; reserve for genuine urgency.horror-vacui— the impulse to fill empty space; whitespace is a feature.layering— distinct visual planes (z, elevation) reduce noise.gutenberg-diagram— Z-pattern reading on uniform layouts.
Gestalt grouping
proximity[full] — nearby items are perceived as a group.- Sub-skills:
proximity-form-fields,proximity-data-tables,proximity-navigation.
- Sub-skills:
similarity— items that look alike are perceived as related.closure— the eye completes incomplete shapes.common-fate— elements moving together are perceived as related.figure-ground-relationship— every composition has a focused figure and a recessive ground.good-continuation— aligned edges read as connected.uniform-connectedness— a shared region binds elements more strongly than proximity alone.law-of-pragnanz— the eye prefers the simplest valid interpretation.contour-bias— sharp angles feel hostile; rounded corners feel friendly.
Proportion, rhythm, and depth
golden-ratio— 1:1.618; useful as a starting proportion for hero compositions.fibonacci-sequence— successive Fibonacci ratios produce natural-feeling spacing scales.rule-of-thirds— split a composition into thirds; place focal points on intersections.symmetry— bilateral, radial, or translational; stable but can feel static.self-similarity— fractal repetition at multiple scales creates coherence.cathedral-effect— high "ceilings" (whitespace) invite expansive thinking; low ones invite focus.three-dimensional-projection— subtle depth cues (shadow, scale) clarify layering.
Typography and color
legibility— character distinctness; a property of typeface and rendering.readability— sustained reading speed; a property of layout (length, leading, contrast).color— hue, saturation, value; cultural meaning; accessibility.gloss-bias— glossy surfaces read as desirable.top-down-lighting-bias— humans assume light from above; shadows below = raised, shadows above = recessed.
Attention quirks
inattentional-blindness— focused users don't see unexpected elements.threat-detection— sharp angles, snake-like shapes, angry faces detected fast.orientation-sensitivity— vertical and horizontal lines processed faster than oblique.
Heuristic for which to read first
- Designing a page or screen layout →
hierarchy,alignment,proximity,signal-to-noise-ratio. - Reviewing a "busy" or "noisy" UI →
signal-to-noise-ratio,highlighting,horror-vacui. - Form layout →
proximity,alignment,good-continuation,gutenberg-diagram. - Data table or dashboard →
hierarchy,signal-to-noise-ratio,legibility,gestalt similarity. - Marketing / hero surface →
hierarchy,golden-ratioorrule-of-thirds,gloss-bias,cathedral-effect. - Empty / loading / error states →
hierarchy,horror-vacui,figure-ground-relationship. - Brand / visual-identity decisions →
contour-bias,color,symmetry,self-similarity. - Choosing color tokens →
color,red-effect,top-down-lighting-bias, plus accessibility checks (seeprocess-and-robustness-principles).
Working method
- Name the surface in concrete terms: "B2B SaaS settings page with three sections," not "settings page."
- Pick 3–6 decisive principles from the list above. Most surfaces are dominated by Hierarchy, Proximity, Alignment, and Signal-to-Noise.
- Read those skills. Each principle skill includes a definition, when-to-apply guidance, anti-patterns, and worked examples.
- Make the decision and name the trade-off. Most principles trade against another.
Cross-plugin pointers
- For learnability (mental models, complexity, defaults, recognition), see
cognition-and-learnability-principles. - For behavior (affordance, feedback, errors, control), see
interaction-and-control-principles. - For brand and tone, see
aesthetics-and-emotion-principles. - For accessibility and edge cases, see
process-and-robustness-principles.