Before moving on to convenient lists and reasoning about UI standards, immediately serve us with a spoiler: there are no common standards. There are recommendations. 

The standard and the objective criterion are two big differences. Using an objective criterion assumes that you do not appeal to personal preferences but use some pre-agreed and agreed with the other party document describing the user interface requirements. Therefore, the objective criterion may well be Microsoft's recommendations, although they do not have the status of a standard.

Problem is that usability is often not limited to what is written in this recommendations-everything is done so that the requirements are met, and it is still inconvenient to use. Therefore, first of all, you need to focus on users and listen to their opinion

We comb through all the lists of UI standards, and decided to make our list. What for? Because we can.

KISS Principle

It stands for "Keep it simple, stupid". The interface should be simple and clear, and tasks should be solved with a minimum number of actions; everything should be clear and conspicuous.

Don't make me think

You need to avoid complex actions that make users feel.

Payment interface by Dstudio
Designed by DStudio

We Remove the Obvious

It is unnecessary to show prominent interface elements, and you need to focus only on the vital things.

Signal-to-noise Ratio

Each interface has essential elements (signals) and unimportant or even meaningless for a specific part of the system (noise). You need to focus on the signals and avoid noise.

Proven Is Better than Fashionable

You should not cling to fashion and do something just because others do it. It is better to choose already tested and working interface elements so that you do not suffer later.

Familiar Controls

There are many controls in any modern interface, and it will be better to use the standard elements and visual images.

People Don't Read

People browse. Users don't like to read large amounts of text, so don't force them to do it.

DESIGNED BY PLAYGROUND

Principle of Smart Borrowing

Don't reinvent the wheel for standard stuff.

Miller's Wallet

A single function block cannot contain more than 5-7 elements. Otherwise, the user will not be able to hold information in short-term memory.

Principle of Grouping

It is desirable to divide the information on the page into logical blocks (groups), so it is easier for the user to navigate.

Intuitive Clarity

Understanding is better than memorizing.

Everything Useful Is in Plain Sight

All-important interface elements should be visible and highlighted accordingly.

3-click Principle

There should be no more than 3 clicks to go from one section to another. The same rule applies to the main page: any critical information should be available in no more than 3 clicks.

DESIGNED BY OUTCROWD

Uniformity

In large projects, there is often a uniform functionality in different parts of the site (for example, comments). It should not differ. The same goes for style.

Ways to Solve the Problem

Users need to be offered ways to solve their problems using the interface, and these ways should be obvious.

Principle of Bridge Railings

This principle is also called "foolproof"; users need to be protected from accidental actions. 

Micro interaction - add and cancel button
MICRO INTERACTION BY SALMAN SHAH

Correct Copywriting

Interface design is largely copywriting, every letter is essential, especially the headings.

Principle of Unity

Settings and controls should be tried not to hide in separate sections, but to allow you to manage from one place, if appropriate.

Trends

It is necessary to consider current trends so that the interface does not become outdated even before the project is released, but approach it thoughtfully.