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UX Atlas

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The whole library in one place. Filter by type, category or level, or start from a tag if you already know the territory.

485 entries across 12 sections

Or start from what you are designing

14 surfaces, each with the laws, foundations, patterns, components, accessibility requirements and checklists that apply to it.

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Or start from what is going wrong

13 common symptoms, their usual causes, and the entries that address each one. No terminology required.

Design problems

Type
Category
Level

485 entries

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

Law · Decision making

Time to hit a target depends on how far away it is and how big it is, which makes size and distance the two levers you control.

Law · Motor control

People spend most of their time on other products, so they expect yours to work the way those do.

Law · Conventions

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

Law · Memory

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

Law · Complexity

Below roughly 400 milliseconds of system response, people stop waiting on the machine and productivity rises sharply.

Law · Performance

People judge an experience by its most intense moment and its ending, not by the average of the whole thing.

Law · Memory

Items at the start and end of a list are remembered best, which makes the middle of any list the weakest position.

Law · Memory

The item that differs from its neighbours is the one that gets noticed and remembered.

Law · Attention

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

Law · Motivation

People perceive attractive interfaces as easier to use, and forgive small problems in them more readily.

Law · Perception

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

Law · Robustness

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

Law · Behaviour

Effort increases as a visible goal gets nearer, and artificial early progress accelerates the whole journey.

Law · Motivation

Time to complete a task falls as a power function of repetitions, so expert speed depends on the interface staying stable.

Law · Learning

Moving a pointer along a constrained path takes time proportional to the path length divided by its width, which is why nested menus are hard.

Law · Motor control

The eye resolves complex arrangements into the simplest, most stable interpretation available.

Law · Perception

Among competing solutions that meet the requirement, prefer the one with fewest assumptions and moving parts.

Principle · Complexity

A small share of features carries most of the use, which is a prompt to go and measure rather than an excuse to cut.

Principle · Prioritisation

The interface should always tell the user what is going on, through timely and appropriate feedback.

Heuristic · Nielsen heuristics

Users make mistakes and change their minds, so every state needs a clearly marked way out.

Heuristic · Nielsen heuristics

The same thing should look and behave the same way everywhere, and follow platform convention where one exists.

Heuristic · Nielsen heuristics

Better than a good error message is a design in which the error cannot occur.

Heuristic · Nielsen heuristics

Recognising something on screen is far easier than remembering it, so keep the information visible.

Heuristic · Nielsen heuristics

Every extra element competes with the ones that matter, so content should earn its place on the screen.

Heuristic · Nielsen heuristics

Aim for a product that needs no explanation, then write help for the cases where that is impossible.

Heuristic · Nielsen heuristics

Show the common case first and reveal the rest on request, so complexity is available without being present.

Principle · Complexity

Every action needs a perceivable response that says it was received and what it did.

Principle · Interaction

A capability that users cannot find does not exist, no matter how well it is built.

Principle · Interaction

An interface people can explore without fear produces confident users and fewer support tickets.

Principle · Interaction

An affordance is what an object makes possible. A signifier is the cue that tells you so.

Principle · Interaction

Controls should be arranged to match the thing they control, so the relationship needs no explanation.

Principle · Interaction

Restricting what is possible is the cheapest way to prevent an entire class of error.

Principle · Interaction

Working memory is a narrow channel, and interfaces spend it on three kinds of work, only one of which is useful.

Psychology · Attention and memory

More options can reduce satisfaction and completion, but the effect is much less reliable than the popular version suggests.

Psychology · Decision making

Users act on their belief about how the system works, not on how it actually works.

Mental model · Understanding

People learn to ignore anything that looks like an advertisement, including your own content when it looks like one.

Psychology · Attention

Focused attention makes people miss things in plain sight, including changes to the interface they are using.

Psychology · Attention

Absorbed, effortless concentration occurs when challenge and skill are balanced, and interruptions destroy it.

Psychology · Engagement

The first number a person sees shapes every judgement that follows, even when it is obviously arbitrary.

Cognitive bias · Judgement

Losing something feels worse than gaining the same thing feels good, which shapes how people react to change.

Cognitive bias · Judgement

The same fact produces different decisions depending on whether it is expressed as a gain or a loss.

Cognitive bias · Judgement

Most people accept whatever is preselected, which makes defaults the most powerful control in an interface.

Cognitive bias · Judgement

People prefer things to stay as they are, which is why every redesign starts with a deficit.

Cognitive bias · Judgement

People look to others' behaviour when deciding, especially under uncertainty.

Psychology · Influence

People give disproportionate weight to a source that appears authoritative, including visual markers of authority.

Cognitive bias · Influence

People value things more once they own them, and more still once they have put work into them.

Cognitive bias · Judgement

Once you know how something works you cannot accurately imagine not knowing, which is why teams misjudge their own interfaces.

Cognitive bias · Judgement

People seek and weight evidence that supports what they already believe, which quietly corrupts research findings.

Cognitive bias · Research integrity

Analysing only the people who made it through hides everything the failures would have told you.

Cognitive bias · Research integrity

People judge how likely something is by how easily an example comes to mind, which favours the recent and the vivid.

Cognitive bias · Judgement

Adding a deliberately inferior third option changes which of the original two people choose.

Cognitive bias · Judgement

A strong impression in one area spills over into unrelated judgements about the same thing.

Cognitive bias · Judgement

Users start acting immediately rather than reading, even when reading would be faster, so design has to teach through doing.

Psychology · Learning

Interfaces engineered to make users act against their own interest, now regulated in several jurisdictions.

Principle · Ethics

Learning spread over time is retained far better than the same amount of learning crammed into one session.

Psychology · Learning

Repeated exposure to something increases preference for it, which is why redesigns feel wrong before they feel right.

Psychology · Perception

Past investment that cannot be recovered still drives decisions, in users and in product teams alike.

Cognitive bias · Judgement

The claim that decision quality degrades over a sequence of choices. Popular, intuitive, and on much shakier experimental ground than its usage suggests.

Psychology · Attention and effort

Judge a design by the outcome it produces for a person and for the business, not by whether the request was delivered.

Mental model · Product

The order in which elements are noticed, controlled by size, weight, colour, position and space.

UI foundation · Visual design

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

UI foundation · Visual design

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

UI foundation · Visual design

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

UI foundation · Gestalt principles

Elements that look alike are assumed to behave alike, which makes visual language a promise.

UI foundation · Gestalt principles

A shared boundary or background binds elements together more strongly than proximity does.

UI foundation · Gestalt principles

The eye completes incomplete shapes, which is why a partially visible item signals that there is more.

UI foundation · Gestalt principles

Elements arranged along a line or curve are read as a connected sequence.

UI foundation · Gestalt principles

The eye separates an object from its background, and interfaces use that separation to signal layers.

UI foundation · Gestalt principles

Repeating visual treatments builds a language users learn once and apply everywhere.

UI foundation · Visual design

Distributing visual weight so a composition feels stable, whether or not it is symmetrical.

UI foundation · Visual design

Relative size is the fastest signal of importance and the easiest one to overuse.

UI foundation · Visual design

Consistent ratios between sizes make a layout feel considered, without needing any particular mystical ratio.

UI foundation · Visual design

How the parts are arranged on the whole surface, which determines where the eye goes and in what order.

UI foundation · Visual design

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

UI foundation · Visual design

How much information occupies a given area, which should follow the user's expertise and task rather than a house style.

UI foundation · Visual design

Repeating spacing intervals create a pulse that makes long pages feel ordered.

UI foundation · Visual design

Making one thing stand out, which only works if most things do not.

UI foundation · Visual design

The working subset of colour theory for screens: three dimensions, a handful of harmonies, and perceptual colour spaces that behave predictably.

UI foundation · Color

The attribute that names a colour, and the one that carries cultural and semantic meaning.

UI foundation · Color

How pure a colour is, and the dial that most often needs turning down in interface work.

UI foundation · Color

The dimension that determines contrast, hierarchy and whether text can be read at all.

UI foundation · Color

Colours assigned a fixed meaning, which only works if the assignment is consistent and never the only signal.

UI foundation · Color

A brand colour chosen for a logo usually needs adjustment before it can survive as an interface accent.

UI foundation · Color

Most of an interface is neutral, which makes the grey ramp the most used and least discussed part of a palette.

UI foundation · Color

A structured palette of ramps and semantic aliases, so colour decisions are made once rather than per screen.

UI foundation · Color

Not an inversion. A second theme with its own contrast, elevation and saturation rules.

UI foundation · Color

Around one in twelve men has a colour vision deficiency, so colour has to be reinforced by something else.

UI foundation · Color

Charts need three kinds of palette, and the choice between them is determined by the data, not by taste.

UI foundation · Color

Interface typefaces are chosen for legibility at small sizes and complete character coverage, not for character.

UI foundation · Typography

A fixed set of sizes derived from one ratio, so type decisions become selections rather than inventions.

UI foundation · Typography

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

UI foundation · Typography

The most space-efficient hierarchy lever, and the one most often limited by the typeface.

UI foundation · Typography

The space between lines, which governs whether a paragraph is readable and is a WCAG requirement.

UI foundation · Typography

Small adjustments that matter most at the extremes of size, and that should be left alone in between.

UI foundation · Typography

How easily continuous text can be read, governed mostly by size, line length, leading and contrast.

UI foundation · Typography

One file containing a continuous range of weights and widths, usually smaller than the static weights it replaces.

UI foundation · Typography

Type that adapts to viewport and container without breaking user zoom or the accessible minimum.

UI foundation · Typography

A shared structure that makes alignment automatic and layout decisions repeatable.

UI foundation · Layout

How many vertical divisions the content occupies, which affects scanning as much as it affects fit.

UI foundation · Layout

The constraint that stops content spreading to unusable widths, and increasingly the unit that components respond to.

UI foundation · Layout

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

UI foundation · Layout

One layout that reflows across sizes, ideally driven by content limits rather than by device categories.

UI foundation · Layout

Distinct layouts for distinct contexts, justified when the task genuinely differs rather than merely the screen size.

UI foundation · Layout

The widths at which the layout changes, chosen from where the content breaks rather than from a device list.

UI foundation · Layout

Corner treatment and silhouette carry tone, and a product should commit to one system rather than mixing several.

UI foundation · Form and depth

Lines that separate, which should be the second choice after space rather than the first.

UI foundation · Form and depth

A system of layers that says what sits above what, expressed visually and enforced in code.

UI foundation · Form and depth

Simulated light, which reads as physical only when it follows one consistent light source.

UI foundation · Form and depth

Icons speed recognition for concepts users already know and create guesswork for everything else.

UI foundation · Form and depth

Images either carry information or they do not, and the ones that do not are costing you load time.

UI foundation · Form and depth

Animation should explain a change, and anything that does not explain something is delay.

UI foundation · Form and depth

Every interactive element needs a defined appearance for every state it can be in, and most designs specify only two.

UI foundation · Form and depth

The structure that tells people what exists and where they are, which is an information architecture problem before it is a layout one.

Pattern · Structure

The escape hatch from navigation, and often the primary path for users who know what they want.

Pattern · Finding

Suggestions as the user types, which turns recall into recognition when it is fast enough.

Pattern · Finding

Narrowing a large set by attributes, which is what makes large catalogues navigable at all.

Pattern · Finding

Reordering a set, where the default order is the decision that matters most.

Pattern · Finding

Putting options side by side so differences can be seen rather than remembered.

Pattern · Deciding

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

Pattern · Forms

An interruption that should be reserved for genuinely irreversible actions, because it stops being read when it is routine.

Pattern · Safety

Actions that remove or destroy, which need separation in space, distinct styling and a recovery path.

Pattern · Safety

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

Pattern · Content states

What to show while waiting, chosen by how long the wait is and whether its length is known.

Pattern · Content states

Grey placeholders in the shape of the content that is coming, which reads as progress rather than as waiting.

Pattern · Content states

Apply the change immediately and reconcile with the server afterwards, so the interface never waits on the network.

Pattern · Content states

Getting someone to their first real outcome, which is a very different goal from explaining the interface.

Pattern · Adoption

Telling users something happened, where the default should be not to interrupt.

Pattern · Communication

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

Pattern · Forms

Acting on many items at once, which is the difference between a tool and a chore for anyone working at volume.

Pattern · Efficiency

A searchable list of every action, which serves novices as discovery and experts as an accelerator.

Pattern · Efficiency

A chronological record of what happened, which needs grouping and filtering to stay readable.

Pattern · Communication

User-contributed evaluations, which build trust only when the negative ones are visible too.

Pattern · Trust

Three ways to handle long result sets, each with a different cost, and the right choice depends on the task.

Pattern · Finding

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

Pattern · Safety

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

Component · Actions

Navigates to a destination, and must look different from surrounding text.

Component · Actions

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

Component · Forms

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

Component · Forms

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

Component · Forms

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

Component · Forms

An immediate on or off setting, which must actually take effect immediately.

Component · Forms

Selecting from a continuous range, which is imprecise by nature and needs a numeric partner.

Component · Forms

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

Component · Forms

Blocks everything else, which is why it should be reserved for things that genuinely cannot wait.

Component · Overlays

A panel that slides in from an edge, keeping context visible while offering more room than a popover.

Component · Overlays

A small panel anchored to a trigger, for interactive content that does not deserve a modal.

Component · Overlays

A short description on hover or focus, which must never be the only place information lives.

Component · Overlays

A brief confirmation that disappears, which makes it unsuitable for anything the user must act on.

Component · Feedback

A persistent message tied to a context, which is where anything requiring action belongs.

Component · Feedback

Parallel views in one space, which works only when users never need to compare across them.

Component · Navigation

Collapsible sections that shorten a page, at the cost of hiding content from scanning and from search.

Component · Navigation

A list of actions revealed on demand, which is where infrequent operations belong.

Component · Navigation

Content revealed below a trigger, a term that covers three different components and causes confusion.

Component · Navigation

A trail showing where you are in a hierarchy, useful when the hierarchy is deeper than two levels.

Component · Navigation

Splitting results into pages, which preserves position and keeps the footer reachable.

Component · Navigation

A container that groups content about one object, and the most over-applied component in modern UI.

Component · Containers

A small marker of status, category or count, which must not look like something you can press.

Component · Containers

A visual identifier for a person or entity, which needs a name alongside it more often than not.

Component · Containers

The right tool for comparing many records across many attributes, and a large amount of behaviour to specify.

Component · Data

Communicating how far through something the user is, which requires honesty about what you can measure.

Component · Feedback

Rotating content in one space, which performs poorly for anything the user needs to see.

Component · Containers

A visual encoding of data, which is only useful if the encoding matches the question being asked.

Component · Data

Signing in is a gate in front of the thing people came for, so every decision is about removing steps without removing safety.

Pattern · Account

The most scrutinised form in any product: total cost visible early, card entry forgiving, and failure states specific.

Pattern · Commerce

Group by the question people are trying to answer, decide one convention for saving, and treat defaults as the real design.

Pattern · Account

Multiple people in one document raises three questions: who else is here, who can do what, and what happens when two people change the same thing.

Pattern · Structure

The conventions phones have settled on, what each one is actually for, and where they break.

Pattern · Structure

A dashboard earns its place by supporting a decision. If nobody can name the decision, it is a report with a layout.

Pattern · Data

Shows where the reader is in a sequence, how much is left, and whether they can move between steps.

Component · Navigation

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

Research method · Evaluative

Experts reviewing an interface against a defined set of principles, which is fast and cheap but not a substitute for users.

Research method · Evaluative

Structured conversations about what people actually did, which is far more reliable than what they say they will do.

Research method · Generative

Good for measuring how widespread something is, and poor for discovering what that something is.

Research method · Quantitative

Asking users to group content, which reveals their mental model of a domain rather than your org chart.

Research method · Information architecture

Testing whether people can find things in a structure, with no visual design to confound the result.

Research method · Information architecture

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

Research method · Evaluative

Showing a design briefly and asking what people remember, which tests hierarchy and clarity of message.

Research method · Evaluative

Comparing variants with real traffic, which tells you what happened without telling you why.

Research method · Quantitative

Measuring what people do at scale, which tells you where problems are and never why they exist.

Research method · Quantitative

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

Research method · Quantitative

Watching people work in their own environment, which surfaces the context that interviews miss.

Research method · Generative

Participants record their own experience over time, which captures things a single session cannot.

Research method · Generative

Turning raw observations into findings, which is where most of the value and most of the bias enters.

Research method · Analysis

Organising, labelling and structuring content so people can find it, which determines navigation rather than following from it.

Research method · Information architecture

Fast, informal testing with whoever is available, which is far better than no testing and worse than proper recruitment.

Research method · Evaluative

Measuring where people look, which is expensive, frequently over-interpreted, and occasionally irreplaceable.

Research method · Evaluative

Framing user needs as the progress someone is trying to make, which separates the need from any particular solution.

Research method · Generative

Study how others solved the same problem to learn the conventions your users already hold, not to assemble a feature list.

Research method · Evaluative

Group individual observations until themes emerge from the data instead of from the categories you brought with you.

Research method · Analysis

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

UX writing · UX writing

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

UX writing · UX writing

Voice is who you are and stays constant. Tone is how you speak in a moment and must change with the situation.

UX writing · UX writing

Deciding what content a user needs and in what order, which is a design activity rather than a writing one.

UX writing · UX writing

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

UX writing · UX writing

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

UX writing · Localisation

Making content findable by search engines, which overlaps almost entirely with making it good for people.

UX writing · Content

Label the outcome, not the mechanism, and make the label make sense read on its own.

UX writing · UX writing

Say what the field wants, why it is needed, and what format is acceptable, before the reader gets it wrong.

UX writing · UX writing

Say why it is empty, and give exactly one thing to do about it.

UX writing · UX writing

Say what is happening, how long it will take if you know, and whether it is safe to leave.

UX writing · UX writing

Name the object, the scope and the reversibility, then label the button with the action rather than with agreement.

UX writing · UX writing

Front-load the specific thing that happened, because most notifications are read as a truncated line on a lock screen.

UX writing · UX writing

Ask at the moment the permission is needed, say what it enables, and make declining survivable.

UX writing · UX writing

Explain the thing that cannot be made obvious, and put the explanation where the decision happens.

UX writing · UX writing

Teach one thing at the moment it is needed, in the reader's words, and get out of the way.

UX writing · UX writing

What the standard is, which version applies, and how the levels translate into design decisions.

Accessibility · Standards

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

Accessibility · Operable

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

Accessibility · Operable

Deliberately moving focus when the interface changes, so keyboard and screen reader users are not stranded.

Accessibility · Operable

Software that reads the interface aloud, navigating by structure rather than by layout.

Accessibility · Perceivable

Headings are the table of contents screen reader users navigate by, so levels must follow structure rather than appearance.

Accessibility · Perceivable

The text equivalent of an image, which depends on the image's purpose in that specific context.

Accessibility · Perceivable

What assistive technology announces for a control, which must match what a user would call it.

Accessibility · Robust

Colour may reinforce meaning but must never be the only thing carrying it.

Accessibility · Perceivable

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

Accessibility · Operable

Large-scale motion can cause nausea and dizziness, so the system preference must be honoured.

Accessibility · Operable

Content must work at 400 percent zoom without horizontal scrolling, which is the same as working at 320 pixels wide.

Accessibility · Perceivable

Text must scale to 200 percent without breaking, which means never sizing type in absolute units.

Accessibility · Perceivable

Users must be able to increase spacing without content being clipped or lost.

Accessibility · Perceivable

Errors must be identified in text, described specifically, and accompanied by a suggested fix where one is known.

Accessibility · Understandable

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

Accessibility · Understandable

Content that appears on hover or focus must be dismissible, hoverable and persistent.

Accessibility · Perceivable

Single-character shortcuts must be switchable off, remappable, or active only on focus.

Accessibility · Operable

Named values that carry design decisions, so a change happens once rather than in every consuming file.

Design system · Foundations

The props a component exposes determine whether it gets used correctly or forked, which is the main failure mode of design systems.

Design system · Components

Documentation is the product. An undocumented system is a component library nobody can adopt correctly.

Design system · Practice

Who decides what goes in, how changes are proposed, and how the system stays coherent as more people touch it.

Design system · Practice

A system nobody uses is a cost centre, and adoption is won by making the system the easiest path rather than by mandate.

Design system · Practice

How work gets from a product team into the shared system without either blocking the team or degrading the system.

Design system · Practice

Supporting several visual identities from one system, which is a token architecture problem before it is a design problem.

Design system · Foundations

Two libraries claiming to be the same system will diverge. Decide where truth lives, and make the other side derive from it.

Design system · Practice

Count what is actually in production before deciding what the system should contain.

Design system · Practice

Structured feedback against stated objectives, which is a different activity from a decision meeting.

Workflow · Practice

Getting a design built correctly, which works better as a conversation than as a document.

Workflow · Practice

Checking the built thing against the intent, before release rather than after.

Workflow · Practice

A structured assessment against WCAG, combining automated tooling with the manual testing that finds most real problems.

Workflow · Practice

Working out what problem to solve before deciding how, which is where most product failure is actually prevented.

Workflow · Practice

Speed is a usability property, and the metrics that matter are the ones measured on real devices.

UI foundation · Performance

Choosing how finished a prototype needs to look, which is decided by the question you are asking rather than by taste.

Workflow · Practice

Deciding what to fix first, using evidence rather than the volume of the most recent complaint.

Workflow · Practice

Turn a pile of research into one statement narrow enough to design against and wide enough to allow more than one answer.

Workflow · Process

Generate enough distinct options that the first idea has to compete, then converge deliberately rather than by exhaustion.

Workflow · Process

Map the decisions, states and exits before drawing screens, because most missing work hides in the branches nobody drew.

Workflow · Process

Work out structure and priority while changes are still cheap, and stop before the fidelity starts answering questions you have not asked.

Workflow · Process

Pick one behavioural measure per goal, pair it with a quality measure, and decide the threshold before you look.

Workflow · Process

Using a vision model for a first-pass heuristic review, which is good at obvious defects and blind to context.

AI workflow · Evaluation

Turning a requirements document into a draft flow, which is most useful for the edge cases the document forgot.

AI workflow · Definition

Assisted coding of qualitative data, which speeds up the first pass and must not replace the analysis.

AI workflow · Research

Expanding a rough idea into a structured specification, which is mainly useful as a completeness check.

AI workflow · Definition

Using a model alongside automated tooling, which extends coverage a little and does not approach a real audit.

AI workflow · Evaluation

Generating and reviewing interface copy, which works well for volume and badly for voice.

AI workflow · Content

Drafting component documentation from code, which handles the mechanical parts and not the judgement.

AI workflow · Design systems

Use a model as a fast first reviewer against a named framework, then treat every point as a hypothesis rather than a finding.

AI workflow · Review

Models produce working interfaces quickly, and default to generic components with missing states. Supply the system, then review the parts they always get wrong.

AI workflow · Build

A payments product added security badges and lost conversion, then recovered it by removing them and explaining what actually happens to the money.

Case study · Fintech

Hiding columns on small screens made the table tidy and removed the data field staff had opened it to see.

Case study · Data products

A retention gauntlet kept subscribers for one more month and produced public complaints, regulatory attention and worse reactivation.

Case study · Subscriptions

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

Checklist · Forms

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

Checklist · Accessibility

Touch targets, reach, input, performance and the assumptions that only fail on a phone.

Checklist · Mobile

Whether a dashboard answers a question or just displays numbers.

Checklist · Data products

Whether a new user reaches real value, and how much you make them do before they get there.

Checklist · Adoption

Product pages, cart and checkout, covering the decisions that determine whether people buy.

Checklist · Ecommerce

Accounts, teams, permissions, billing and the surfaces every SaaS product needs and few design well.

Checklist · SaaS

A structured pass across the whole product, organised by the same categories as the audit tool.

Checklist · Evaluation

The pass before shipping, covering states, edge cases, accessibility, performance and the things that only break in production.

Checklist · Release

Whether the design serves the user's interest, including where that now overlaps with legal obligation.

Checklist · Ethics

A review pass for anything that lives at a URL: addressability, navigation, performance, content and the browser behaviours people expect.

Checklist · Web

Defines the question, the method and the decision the research will inform, before any data is collected.

Template · Research

A structured set of questions anchored in past behaviour rather than in hypothetical intention.

Template · Research

A research-grounded description of a user type, focused on goals and behaviour rather than demographics.

Template · Research

The stages a person moves through, with what they do, think and feel, and where the experience breaks.

Template · Research

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

Template · Definition

The user's activities across the top, the supporting detail beneath, sliced into releases that each work end to end.

Template · Definition

A session script with tasks phrased as goals, and moderator prompts that do not lead.

Template · Research

A recording sheet for expert review, with severity rated from frequency, impact and persistence.

Template · Evaluation

A report structure that leads with themes and priorities rather than an undifferentiated list of issues.

Template · Evaluation

The problem, the constraints and the success measures, agreed before design starts.

Template · Definition

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

Template · Definition

A session structure that produces useful feedback instead of opinions, with the framing written in advance.

Template · Practice

The default interface design tool for most product teams, built around multiplayer editing in the browser.

Tool · design

The tool that defined modern interface design, now a native macOS app with a web companion.

Tool · design

Open-source design and prototyping, self-hostable, built on open web standards.

Tool · design

Design tool that publishes real websites, with genuine interaction and animation capability.

Tool · design

Visual web development producing production sites, with a CMS and a real understanding of the box model.

Tool · design

Figma's whiteboard, useful mainly because it sits next to the design files.

Tool · whiteboard

The most widely adopted collaborative whiteboard, with heavy facilitation and template support.

Tool · whiteboard

Whiteboard with a strong emphasis on structured facilitation methods.

Tool · whiteboard

Deliberately rough-looking diagramming, which keeps early sketches from reading as decided.

Tool · whiteboard

A fast open-source canvas, notable for being embeddable in other products.

Tool · whiteboard

High-fidelity prototyping with real conditional logic, variables and device sensors, without code.

Tool · prototyping

Long-established tool for complex, data-driven prototypes and detailed specifications.

Tool · prototyping

Node-based prototyping for precise interaction and motion behaviour.

Tool · prototyping

Research repository for storing, tagging and searching qualitative data across studies.

Tool · research

Research analysis and repository tooling focused on the synthesis step itself.

Tool · research

Participant recruitment from a panel, plus tooling for managing your own participant pool.

Tool · research

Recruitment with a stronger focus on professional and B2B participants.

Tool · research

Unmoderated testing on prototypes and live sites, with quantitative task metrics.

Tool · testing

Panel-based video testing at scale, with fast turnaround.

Tool · testing

Quick preference, five-second and first-click tests, formerly UsabilityHub.

Tool · testing

The standard toolkit for card sorting, tree testing and first-click studies.

Tool · testing

Moderated remote sessions with observer rooms and mobile screen recording.

Tool · testing

Product analytics built around funnels, retention and cohort behaviour.

Tool · analytics

Event analytics with strong ad hoc exploration.

Tool · analytics

Open-source product analytics with session replay, experiments and feature flags in one place.

Tool · analytics

Session replay, heat maps and on-site surveys for behavioural context.

Tool · analytics

Session replay and behavioural analytics with retroactive search across sessions.

Tool · analytics

Privacy-focused web analytics, self-hostable, with full data ownership.

Tool · analytics

The most widely used automated accessibility testing engine, available in browsers and in CI.

Tool · accessibility

Visual accessibility evaluation that annotates the page itself.

Tool · accessibility

Built into Chrome, covering performance, accessibility, SEO and best practices in one run.

Tool · accessibility

Detailed performance testing from real devices and locations, with filmstrips that show what the page looked like while it loaded.

Tool · testing

Accessibility checks inside the design tool, before anything is built.

Tool · accessibility

Free, widely used Windows screen reader, and the most practical starting point for manual testing.

Tool · accessibility

Built into every Apple device, and the primary screen reader on iOS.

Tool · accessibility

The standard workshop for developing and documenting components in isolation.

Tool · design-systems

Design system documentation aimed at the whole team, not only engineers.

Tool · design-systems

Design system platform with token pipelines and documentation generation.

Tool · design-systems

Open-source build tool that transforms one token source into every platform format.

Tool · design-systems

Visual regression testing and review built on Storybook.

Tool · design-systems

Inspection, measurements and code references for developers working from Figma files.

Tool · handoff

Handoff workspace that organises designs by screen and flow for implementation.

Tool · handoff

Flexible documents and databases, used by many teams as a lightweight research repository.

Tool · collaboration

Enterprise documentation, usually chosen because the organisation already runs Jira.

Tool · collaboration

Issue tracking with a strong keyboard-first interface, frequently cited as a craft benchmark.

Tool · collaboration

The most widely deployed issue tracker in enterprise software.

Tool · collaboration

Async screen recording, useful for walking through designs across time zones.

Tool · collaboration

General assistant with strong long-document handling, useful for synthesis, writing and structured review.

Tool · ai

General assistant with a broad tool and plugin ecosystem.

Tool · ai

Generates React and Tailwind interface code from prompts and images.

Tool · ai

AI-assisted code editor, increasingly used by designers building real prototypes.

Tool · ai

Whether people can actually do what they came to do, without too much trouble.

Term · UX

What something lets you do, whether or not you can tell.

Term · Interaction design

The visual hint that tells you something is clickable.

Term · Interaction design

A rule that is usually right, used to spot problems quickly.

Term · UX

How hard your brain has to work to get something done.

Term · UX

Breaking a long string into groups so it is easier to remember.

Term · UX

What someone believes is going on inside the product.

Term · UX

How the designers wish you would think the product works.

Term · UX

The agreed set of categories things get filed under.

Term · UX

Information about the content rather than the content itself.

Term · UX

Whether people can find the thing.

Term · UX

Designing everything around the product, including the parts staff use.

Term · UX

Any moment where someone deals with the company.

Term · UX

Research that tells you why, usually by watching or talking to people.

Term · Research

Checking a finding more than one way before believing it.

Term · Research

How many people you studied.

Term · Research

How big the difference actually is.

Term · Research

Asking people to say what they are thinking as they use something.

Term · Research

A researcher is there and can ask follow-up questions.

Term · Research

The participant does it on their own, with no researcher present.

Term · Research

A starting measurement so you can tell whether things improved.

Term · Research

The one number the whole team is trying to move.

Term · Product management

A number that looks good and tells you nothing.

Term · Product management

A tiny interaction like a toggle switching or a like button filling in.

Term · Interaction design

What condition something is currently in.

Term · UI

A reusable building block of the interface.

Term · Design systems

A rough sketch of what goes where.

Term · UI

A picture of what it will look like, but you cannot click it.

Term · UI

Something you can click through to test an idea.

Term · UI

How finished something looks or behaves.

Term · UI

The width where the layout switches to a different arrangement.

Term · UI

The part of the page you can see without scrolling.

Term · UI

A box that takes over the screen until you deal with it.

Term · UI

A small message that pops up and then goes away.

Term · UI

What you see when there is nothing there yet.

Term · UI

Showing the result straight away and fixing it if the request fails.

Term · Interaction design

What your eye notices first, second and third.

Term · Visual design

The empty space between things, which is doing a job.

Term · Visual design

The rules your eye follows automatically when grouping things.

Term · Visual design

A number saying how easy text is to read against its background.

Term · Visual design

The fixed list of text sizes a design is allowed to use.

Term · Typography

The space between lines of text.

Term · Typography

How tightly the letters sit together.

Term · Typography

Fine-tuning the gap between two particular letters.

Term · Typography

How long each line of text is.

Term · Typography

One font file that contains every weight instead of separate files.

Term · Typography

A way of writing colours where equal numbers look equally different.

Term · Color

How high something appears to float above the page.

Term · Visual design

The invisible columns that things line up to.

Term · Layout

The gap between columns.

Term · Layout

A rule that responds to how much space a component actually has.

Term · Layout

A named value like a colour or spacing step, defined once and used everywhere.

Term · Design systems

The official rules for making digital content accessible.

Term · Accessibility

Extra code labels that tell screen readers what something is.

Term · Accessibility

Software that reads the screen aloud.

Term · Accessibility

The order things get selected as you press Tab.

Term · Accessibility

Focus gets stuck inside one part of the page.

Term · Accessibility

A part of the page that screen readers announce when it updates.

Term · Accessibility

A description of an image for people who cannot see it.

Term · Accessibility

Designing so more people can use it, not just the average user.

Term · Accessibility

Designing one thing that works for everyone rather than a special version.

Term · Accessibility

The shared toolkit and rules a team designs and builds with.

Term · Design systems

A way of naming components by how small or composite they are.

Term · Design systems

Changing the look without changing the components.

Term · Design systems

Announcing that something is going away and helping people move off it.

Term · Design systems

Version numbers that tell you whether an update will break things.

Term · Design systems

The smallest thing you can build to find out whether the idea works.

Term · Product management

What someone is really trying to get done.

Term · Product management

A one-line description of something a user needs and why.

Term · Product management

The list that says when something is actually done.

Term · Product management

The team's agreed checklist for finishing anything.

Term · Product management

Shortcuts taken now that cost more to fix later.

Term · Product management

The mess that builds up when design decisions are rushed or never revisited.

Term · Product management

A switch that turns a feature on for some people.

Term · Product management

Showing two versions to different people and comparing the results.

Term · Research

A group of users who started at the same time.

Term · Research

How many people leave.

Term · Product management

The moment a new user actually gets something out of the product.

Term · Product management

How many people keep coming back.

Term · Product management

How many people did the thing you wanted, out of everyone who could have.

Term · Product management

A design that tricks you into doing something you did not mean to.

Term · Ethics

Someone actively agreeing, knowing what they are agreeing to.

Term · Ethics

The EU law about handling people's personal data.

Term · Ethics

A model that says explore widely, then narrow down, twice.

Term · Process

A meeting where people give useful feedback on design work.

Term · Process

Passing designs to developers to build.

Term · Process

Checking that what got built matches what was designed.

Term · Process

How bad a problem is, so you know what to fix first.

Term · Research

A short profile of a typical user, based on real research.

Term · Research

A map of what someone goes through, start to finish.

Term · Research

The path someone takes through a task, including the wrong turns.

Term · Definition

The version where everything works.

Term · Definition

An unusual situation that still happens to real people.

Term · Definition

Google's three measurements of whether a page feels fast and stable.

Term · Performance

Only loading images when you scroll near them.

Term · Performance

Making your content findable in search results.

Term · Content

Extra code that tells search engines what the content is.

Term · Content

The little bits of text that tell you what to do.

Term · Content

How the product talks, and how that changes depending on the situation.

Term · Content

Browse by tag

Tags cut across shelves, which is where most of the interesting connections are. Useful when you know the territory but not the name of the entry.

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