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UX Atlas
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A Form

Signup, application, settings or anything else where people type things in.

What this surface turns on

  • Which fields you genuinely need, and what consumes each one.
  • When to validate, and what happens on failure.
  • Whether the flow is one page or several steps, and whether progress survives leaving.
  • How much messy input you accept before rejecting it.

Where these usually go wrong

  • Placeholder text used instead of a label, which disappears the moment someone types.
  • Validation that judges a half-typed value.
  • Entered data lost on validation failure or back navigation.
  • Over-strict format rules that reject valid international input.
  • Fields nobody consumes, kept because removing them was never anyone's job.

Why these

Forms fail on three things: what you ask for, when you tell people they got it wrong, and what survives when they leave. These entries are grouped around those three, which is why validation, error writing and multi-step patterns appear together here rather than in their usual shelves.

Why it works the way it does

The reasoning layer. Read these when a decision needs justifying, or when something is failing and you cannot say why.

Working memory holds a small number of chunks, so the design lever is what counts as a chunk, not the raw item count.

LAW·004

Decision time grows logarithmically with the number of equally likely choices, so the tenth option costs far less than the second.

LAW·001

Be liberal in what you accept and conservative in what you send, which for interfaces means accepting messy input and returning clean output.

LAW·012

Every system has irreducible complexity. The only question is whether the user absorbs it or the product does.

LAW·005

Work expands to fill the time available, which is why open-ended tasks in an interface tend to sprawl.

LAW·013

Unfinished tasks stay mentally active, which is why visible progress pulls people back to complete them.

LAW·010

The craft decisions

The visual and structural foundations that carry most of the weight on this surface.

Things placed close together are read as belonging together, before anything is read.

FND·004

Shared edges create invisible lines that organise a layout and make it feel deliberate.

FND·003

A fixed set of spacing values, so every gap in the product comes from the same vocabulary.

FND·042

Empty space is a design element that groups, emphasises and sets pace, not leftover area.

FND·015

Using size, weight, colour and space to make the structure of text visible before it is read.

FND·032

Difference is what makes anything perceivable, and it is measurable for text against its background.

FND·002

Patterns to reach for

Solutions people already recognise, with the conditions under which each one earns its place.

Checking input at the right moment, which is rarely while the user is still typing.

PAT·007

Breaking a long task into steps, which reduces per-screen load but adds navigation cost and abandonment points.

PAT·016

The screen before there is anything to show, which is a teaching opportunity rather than a gap.

PAT·010

Reversing the last action, which is the single highest-value safety mechanism in most products.

PAT·022

Components you will specify

Each entry covers the states, behaviour and accessibility contract you need to define.

Free-form entry, where the label, the hint and the error placement do most of the work.

CMP·003

Choosing one option from a known set, which is the wrong control below about five options.

CMP·004

One choice from a small visible set, where seeing all the options is the point.

CMP·006

Independent on or off choices, where the label is part of the target.

CMP·005

One of the hardest components to get right, and one where typing is often faster than picking.

CMP·009

Triggers an action. If it navigates somewhere, it should be a link instead.

CMP·001

Accessibility requirements

Not a separate pass. These are the requirements this surface raises, mapped to the decisions that produce them.

Every input needs a persistent label, and format requirements must be stated before the user types.

A11Y·017

Everything must be operable with a keyboard alone, which is the single most load-bearing accessibility requirement.

A11Y·002

Interactive targets need to be large enough and spaced enough to hit reliably.

A11Y·011

The visible marker showing where keyboard focus is, which must never be removed.

A11Y·003

Language and content

The words do more work here than most teams budget for.

The small pieces of text that do most of the work: labels, hints, empty states, errors and confirmations.

WRT·001

Say what happened, why if you know, and what to do next, in that order and in plain language.

WRT·002

Writing that does not exclude, misgender or make assumptions about the person reading it.

WRT·005

Designing so the product can be adapted to other languages and regions without being rebuilt.

WRT·006

How to find out

Research methods suited to the questions this surface raises.

Watching people attempt real tasks, which is the most direct evidence available about whether a design works.

RES·001

Measuring progression through a sequence, where the largest drop is rarely the biggest opportunity.

RES·011

Measuring where people click first, which predicts task success better than almost any other single measure.

RES·007

Check your work

Interactive checklists, with progress saved in your browser.

A review pass for any form, covering structure, labelling, validation, errors and accessibility.

CHK·001

A practical WCAG 2.2 AA review pass, ordered so the checks that find the most problems come first.

CHK·002

Documents you might need

Fillable templates, prefilled so they are usable rather than empty.

Every path through a task, including the error paths and the states most flows forget.

TPL·005

A feature specification that covers states, edge cases and accessibility rather than only the happy path.

TPL·011

Decisions other teams made

Worked cases, including the options that were rejected and why.

Designing something else?

Neighbouring territory. Each surface reuses much of the same material, arranged around the decisions that surface turns on.