Skip to content
UX Atlas

Design problem

Confusing settings

Settings have grown by accretion. Nobody can predict which page a given option lives on.

How you know you have it

  • Support answers “where is that setting” several times a week.
  • Two settings contradict each other and the interface does not say which wins.
  • Changes save silently, or require a save button in some places and not others.
  • Destructive options sit in the same list as cosmetic ones.

Do these first

  1. 1Group settings by the question they answer, and name them in the reader's words.
  2. 2Pick one convention for saving, and make deferred saves visibly deferred.
  3. 3Separate destructive and account-level actions from everyday preferences.
  4. 4Add search across settings once the list passes about twenty items.

Why it happens

Grouping by system object rather than by intent

People look for the outcome they want, not for the entity that stores it.

No convention for when a change takes effect

Immediate for some controls, deferred for others, with no visual difference between them.

Defaults nobody revisited

Defaults carry more weight than any label, and they are usually set once and never reviewed.

What to read, and why

Settings problems are architecture and defaults problems, so the reasoning entries deal with both before the components appear.

Why it behaves this way

6

The mechanism underneath the symptom. Read these when the fix needs justifying to somebody else.

  • Default Effect

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

    Cognitive biasEstablished research

  • Recognition Over Recall

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

    HeuristicExpert heuristic

  • Match Between System and the Real World

    Use the words, concepts and order that your users already have, not the ones your database has.

    HeuristicExpert heuristic

  • Hick's Law

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

    LawEstablished research

  • Status Quo Bias

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

    Cognitive biasEstablished research

  • User Control and Freedom

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

    HeuristicExpert heuristic

The craft decisions

4

The visual and structural levers that produce or relieve this problem.

  • Common Region

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

    UI foundationEstablished research

  • Proximity

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

    UI foundationEstablished research

  • Visual Hierarchy

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

    UI foundationCraft convention

  • Density

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

    UI foundationCraft convention

Patterns that address it

4

Recognised solutions, with the conditions under which each earns its place.

  • Progressive Disclosure

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

    PrincipleExpert heuristic

  • Search

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

    PatternCraft convention

  • Confirmation

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

    PatternExpert heuristic

  • Destructive Actions

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

    PatternExpert heuristic

Components involved

4

States, behaviour and the accessibility contract you will need to specify.

  • Toggle Switch

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

    ComponentCraft convention

  • Select

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

    ComponentCraft convention

  • Checkbox

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

    ComponentCraft convention

  • Tabs

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

    ComponentCraft convention

Language

2

Where the words carry more of the fix than the layout does.

  • Microcopy

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

    UX writingCraft convention

  • Content Design

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

    UX writingCraft convention

Accessibility requirements

3

The requirements this problem raises, mapped to the decisions that produce them.

  • Labels and Instructions

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

    AccessibilityCraft convention

  • Status Messages and Live Regions

    Telling assistive technology that something changed, when focus did not move to say so.

    AccessibilityCraft convention

  • Keyboard Navigation

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

    AccessibilityCraft convention

How to find out

2

Methods suited to confirming the cause before you commit to a fix.

  • Card Sorting

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

    Research methodEstablished research

  • Tree Testing

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

    Research methodEstablished research

Check your work

2

Interactive review passes, with progress saved in your browser.

  • SaaS Product Checklist

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

    ChecklistCraft convention

  • Design Ethics Checklist

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

    ChecklistCraft convention

Decisions other teams made

1

Worked cases, including the options that were rejected.

Where this usually shows up

The same material, organised around the surface you are building rather than the symptom you are fixing.