Mike's Notes
More UI wisdom from NN Group.
Resources
References
Repository
-
Home > Ajabbi Research > Library > Subscriptions > The NN/g Newsletter
-
Home > Handbook >
Last Updated
13/07/2025
The Power Law of Learning: Consistency vs. Innovation in User
Interfaces
By: Raluca Budiu
NNGroup: 30/10/2016
Raluca Budiu is Senior Director, Data Strategy, at Nielsen Norman Group,
where she uses her data-analysis expertise to drive strategic decisions.
She also serves as editor for the articles published on NNgroup.com.
Raluca has coauthored many NN/g reports, as well as the book Mobile
Usability. She holds a Ph.D. from Carnegie Mellon University..
Summary:
Across many tasks, learning curves show an initial learning period,
followed by a plateau of optimal efficiency. New interfaces compete with
much practiced, old ones that have already reached this plateau.
In response to one of our recent articles on centered logos vs.
left-aligned logos, one reader tweeted: “Every @NNgroup newsletter,
summarized: Do things exactly the way every other website already does them,
or your users will be confused.”
Although obviously a hyperbole (we publish articles on a wide variety of
topics), the tweet does identify a big theme in many of our articles and one
of the main principles of user experience: consistency. Consistency is one
of the original 10 usability heuristics and is a corollary of Jakob’s law of
Internet use. As disappointing as it may be for designers to have to follow
the same beaten path, we preach consistency again and again for reasons
deeply rooted in basic human behavior. In this article, we explain the most
fundamental of these reasons: the power law of learning.
In This Article:
-
Learning Studies and Learning Curves
-
The Power Law of Learning
-
Analyzing a Learning Curve
-
Memory and the Power Law of Learning
-
Consistency = Boring, Old Interfaces?
- References
Learning Studies and Learning Curves
The best way to measure how people learn a task or an interface is by
running a learning experiment. In a learning experiment, people come into
the lab and do the same task multiple times. Each time the person does the
task, the experimenter records one or more quantitative metrics (usually,
the time it takes to do that task and the number of errors). If the measures
get better, people have learned from their previous experience, and the
numbers show how much. The repetitions of the same tasks may or may not be
separated by different activities, and sometimes participants are even sent
home between two measurements, and asked to come back after a day, a week,
or a month.
One of the first rigorous learning experiments was described by Hermann
Ebbinghaus in 1885 in his book on human memory. Since then, many other
learning experiments have been reported in the psychology, human-factors,
and HCI literature. All these experiments show that “practice makes
perfect:” when people do the same task over and over again, they get better
and faster. The chart below shows the results from one such study by David
Ahlstrom and colleagues, who were investigating pie menus and comparing them
with other types of menus.
Ahlstrom et al.’s study had participants interact with the same menu
interface for 8 different practice blocks — in each block participants
selected the same 6 items in the menu, and the obtained selection times were
averaged to get the mean time for that block. The learning curve shows that
the mean selection time decreases with practice.
This type of graph that plots the results from a learning experiment is a
learning curve. A learning curve describes how a specific quantitative
measure of the same human behavior changes as a function of time. In the
menu experiment, the measure of interest is the task time — the mean time to
select an option inside the menu. But the measure can vary from one learning
experiment to another: it can be any metric that you’d expect to change as a
result of learning. For example, if we were interested in UX education, we
may ask people with the same background to facilitate a user test once, and
measure how many facilitation errors they make. We would give them feedback
on those errors, and then we would ask them to come a second time to
facilitate a user test. After a few such repetitions, we would plot the
average number of errors made for each test. That graphic of errors over
time would represent a learning curve.
The Power Law of Learning
In the 1980s, Allen Newell, a famous Carnegie Mellon cognitive scientist,
analyzed reaction times for a variety of tasks reported in learning
experiments and he noted that the learning curves obtained in all these
studies had a very similar shape: that of a so-called power law. Power laws
have a nice mathematical property: when you plot them in log-log scale, you
obtain a straight line.
The learning curve in Ahlstrom’s menu experiment is described by a power
law; when plotted in log–log scale, it is well approximated by a straight
line.
Definition: The power law of learning says that (1) the time it takes to
perform a task decreases with the number of repetitions of that task; and
(2) the decrease follows the shape of a power law.
Newell focused primarily on time as the quantitative measure of learning,
but there is evidence that the power law holds for other measures as
well.
Analyzing a Learning Curve
Although learning curves can be described by power laws, they won’t be
described by the same power law.
Let’s assume that we were interested in analyzing the learnability of three
different interfaces A, B, and C for the same task (e.g., answering a
customer query in a call center). For each design, we ask participants to
complete the task in different, repeated trials and we measure the task time
for every trial. Then we plot the average task time corresponding to each
repetition and we obtain three learning curves like the ones in the figure
below.
Three learning curves for three different interfaces
Notice that in the first trial participants take roughly the same amount of
time with all designs. But by the second repetition, design A is much faster
than designs B or C. By the 3rd repetition design A speeds up even more, and
after the 4th repetition the reaction times reach a plateau: the curve
flattens out and the users have learned the interface as much as possible.
There are no more improvements to be expected, and extra repetitions will
only decrease the reaction time insignificantly. We can say that, with
design A, learning is saturated after the 4th repetition (or that 4 is the
saturation point for design A).
The learning curve for design C also flattens, but the plateau is reached
later, by approximately the 10th or 11th repetition. So design C requires
more practice to stabilize the performance. In other words, it takes people
more trials to learn how to use design C than design A.
Moreover, design A exhibits more improvement: the difference between the
highest and the lowest points on the learning curve is approximately 20s (22
for repetition 1 and 2 for repetition 15), whereas for design C this
difference is approximately 19s. So with design C participants don’t speed
up as much as they do with design A.
Design B also reaches saturation later than design A (approximately by
repetition 11), but the improvement is bigger. More importantly, the
expected task time after the interface has been learned is lower for design
B than for design A (1s vs. 2s). In other words, design B takes longer to
learn than design A, but once it has been learned, people are faster at
using it.
The choice between A and C is easy: A is better in every way, with an
earlier saturation point, a greater speedup, and a superior task time once
the interface has been learned. But the choice between A and B depends on
whether in real life users will be exposed to enough repetitions to reach
the saturation plateau. If, for instance, you expect people to use the
interface every day as part of their work, then it makes sense to go with
design B, because in the long run it will save more time. (During the first
week of use, A will be better, but halfway through the second work week B
becomes better, and then it stays better forever.) However, if your users
will use the design occasionally, with large intervals of time between two
different sessions, then design A will be better because it will help people
learn the interface faster.
Let’s consider two enterprise software examples:
The employee directory: assuming that most people use it once a day, we
should prefer a user interface like design B for this type of
application.
Reclaiming value-added taxes for foreign travel in expense reporting: we
should prefer a user interface like design A if most people go on, say, at
most one business trip abroad each year.
The ratio between the improvement and the saturation point indicates the
slope of the learning curve: if the curve drops a lot and fast, then it
means that the interface is highly learnable. If the curve drops only a
little, or it takes many trials to reach the saturation point, the interface
is less learnable. So the term “steep learning curve” is actually a misnomer
— in reality, steep learning curves are good. They mean that the improvement
is substantial and that it happens fast.
Memory and the Power Law of Learning
Romans used to say that “repetition is the mother of learning” — the more
we rehearse a piece of information, the more likely we’ll be to remember it.
Not only that, but we’ll also be faster at retrieving it from memory. When
applied to human memory, the power law of learning says that the time it
takes to retrieve a piece of information from memory depends on how much
we’ve used that information in the past, and this dependence follows a power
law. Thus, we are fluent with concepts and patterns that we use every day in
our work, yet high-school math (such as the definition of logarithms) or
other facts that we don’t often encounter are hard to remember, because we
haven’t used them often enough.
In an experiment reported by Peter Pirolli and John R. Anderson (1985), the
time it took participants to recognize facts that they had studied decreased
with the number of days they had practiced those facts. The curve follows a
power law and reaches a saturation level approximately around day 12.
Items that are practiced a lot acquire a high activation in our memory and
are retrieved faster. Whenever we’re trying to solve a problem or recall a
piece of information, the first things that come to mind are those items in
our memory that have a raised activation. Let’s say you want to navigate to
the homepage of a site. You may have encountered multiple solutions to this
problem in the past — for example, clicking the logo or clicking a Home
link. All these solutions will compete in a “race” in your memory and you
will select the one that gets to the finish line first. But, based on the
power law of learning, the one that wins the race is the one that’s been
practiced most often. Of course, if the first winning solution doesn’t work,
people will try the next best. But they will also start feeling annoyed and
perceive the problem as harder, and the site as less usable.
The key implications of this research are as follows:
The power law of learning is real: it’s been proven in countless
experiments during a very long period (the 19th, 20th, and 21st centuries).
It’s the way the human brain works, and no degree of wishful thinking or new
gadgets will change this. Design for it.
Learning is not a dichotomy (as a simplistic model might have assumed),
where either you know something or you don’t. The more something is
practiced, and the more recently it was practiced, the better it’s
known.
Just showing users a tutorial or help screen isn’t enough to make them
learn something well.
Doing something often is the way to strong learning.
Consistency = Boring, Old Interfaces?
We’ve seen that every repetition helps users practice a concept or an
action. So, by being consistent with other sites, you’re giving users one
more repetition of a highly common UI element, and you’re also reaping the
benefits of practice on all these other websites. Remember Jakob’s law: your
users spend most of their time on other websites.
Learning curves for two different interfaces: when the new interface is
introduced, the old one is already at saturation level (repetition 1 for the
new interface corresponds to repetition 5 for the old one). It’s going to
take a lot more time and good will for the user to put up with the new
suboptimal interface than to continue using the old one.
As shown in the graph above, when you are creating a new design pattern
that goes against an old, familiar one (e.g., logo on the right of the page
instead of on the left, horizontal scrolling instead of vertical scrolling
on desktop, hamburger menu instead of a navigation bar on desktop), the
learning curve for the new pattern will be in the steep, high part of the
first repetitions, while the learning curve for the competing old
alternative will have already reached saturation. It’s going to take more
than a few repetitions for your new design to also reach saturation and
perhaps prove better than the competing one. Unless your users are captive
and you can force them to practice, chances are that they will give up and
go elsewhere instead of putting up with a harder to use design: users hate
change.
So that means there’s no hope for innovation, right? We are doomed to have
the search box in the top right corner, the logo on the left, and the
navigation in a bar?
Any type of innovation will incur a cost for users and for designers. For
users, because it will be a new pattern that they must learn and that takes
them on an untrodden, slow path. For designers, because they must provide
extra scaffolds such as contextual tips and progressive disclosure to help
users navigate on the new path. The cost of implementing these tools can be
significant. Think twice at what you are trying to achieve — is it worth
departing from the well-beaten path? Does it make sense to innovate or will
you be just as well served by a traditional design?
It also means that innovation is easier push when you have a captive
audience or when the perceived value of a brand is a lot bigger than the
cost of using a new design pattern. That’s why traditionally, big companies
with a large user base (think Apple and iOS or Google and Android, to a
lesser extent) can afford to innovate — because people who are already using
these platforms will have to put up with the new interface (especially if
the company is pushing updates aggressively, like Apple does with iOS, or
the innovation happens in an enterprise, where users don’t have a choice to
go back to an older version of the interface).
It’s also easier to innovate if your users will experience the new
interface very often, perhaps several times a day. That means that people
will get faster to the saturation part of the learning curve because they
will have quite a few opportunities to practice. (Yet, if the saturation
point is too far in the future, people may actually never get there. Windows
8 is a live proof of that: Microsoft ended up changing the design instead of
waiting for users to reach the saturation plateau.)
Innovation can also happen if designers adopt it en masse and create a new
standard. If all websites rebelled tomorrow and started placing the logo in
the top right corner, then users would get the repetitions needed to reach
saturation relatively fast, everywhere. Usually, this process takes time,
but it did happen with design elements such as the swipe-to-delete gesture
in iOS or the hamburger menu on mobile.
We can make a simple decision tree for whether to introduce a deviant user
interface in cases where a conventional design is already well
established:
Will the new design perform much better than the old, once users have
“descended” the learning curve? If not, don’t even try.
Is it credible that users will be willing to try the new design again and
again, until they have learned it well enough to realize those long-term
benefits? If people are likely to give up (e.g., leave a website for a
competing, familiar design), then don’t introduce the new design.
Can you speed up learning, either by exposing users to the new design more
often or by making it easier to learn? If yes, you will increase the
proportion of users who will be willing to embrace the new design.
So yes, consistency is the curse of innovation in design. If you’re
convinced that, once your users will have learned the interface, they will
save time over the status quo, then it can be worth trying. But remember
that the path to innovation is circuitous and costly, and if your users
won’t have many learning opportunities, they may never reach that
optimal-performance plateau accessible only after learning has
happened.
References
David Ahlstrom, Andy Cockburn, Carl Gutwin, Pourang Irani (2010). Why It’s
Quick to Be Square: Modelling New and Existing Hierarchical Menu Designs.
CHI 2010.
Hermann Ebbinghaus, (1885). Memory: A contribution to experimental
psychology. New York: Dover.
Allen Newell, Paul Rosenbloom (1980). Mechanisms of skill acquisition and
the law of practice. Technical Report. School of Computer Science, Carnegie
Mellon University.
Peter Pirolli, John R. Anderson, J. R. (1985). The role of practice in fact
retrieval. Journal of Experimental Psychology: Learning, Memory, &
Cognition, 11, 136-153.