Skip to content
UX Atlas

Design problem

Data-heavy interfaces

Thousands of rows, dozens of columns, and an interface that makes people export to a spreadsheet instead.

How you know you have it

  • The most common workflow is download, then work elsewhere.
  • Filters exist but are not shareable, so people screenshot results.
  • Scrolling loses the header, the row context, or both.
  • The table is unusable on a phone, so mobile users are told to use a laptop.

Do these first

  1. 1Put filter and sort state in the URL.
  2. 2Freeze the identifying column and the header row.
  3. 3Offer a density control rather than choosing for everyone.
  4. 4On narrow screens, switch to a per-record layout instead of shrinking the table.

Why it happens

Reading and comparison treated as the same task

Finding one record and comparing many are different jobs. A single layout rarely serves both well.

State that lives only in the browser session

Filters, sorts and selections that are not in the URL cannot be shared, bookmarked or restored.

Density fixed by the designer rather than chosen by the user

Analysts want more rows. Occasional users want breathing room. A density control settles the argument.

What to read, and why

Table work turns on state, comparison and density, so these entries cover the pattern, the component and the foundations that decide readability.

Why it behaves this way

4

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

  • Recognition Over Recall

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

    HeuristicExpert heuristic

  • Flexibility and Efficiency of Use

    Accelerators that experts use and novices ignore let one interface serve both populations.

    HeuristicExpert heuristic

  • Miller's Law

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

    LawEstablished research

  • Doherty Threshold

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

    LawEstablished research

The craft decisions

6

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

  • 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

  • Alignment

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

    UI foundationCraft convention

  • Readability

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

    UI foundationMixed evidence

  • Contrast

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

    UI foundationCraft convention

  • Grids

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

    UI foundationCraft convention

  • Responsive Layout

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

    UI foundationCraft convention

Patterns that address it

6

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

  • Filtering

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

    PatternCraft convention

  • Sorting

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

    PatternCraft convention

  • Bulk Actions

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

    PatternCraft convention

  • Infinite Scroll and Pagination

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

    PatternCraft convention

  • Comparison

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

    PatternCraft convention

  • Loading States

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

    PatternCraft convention

Components involved

4

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

  • Data Table

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

    ComponentCraft convention

  • Pagination

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

    ComponentCraft convention

  • Checkbox

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

    ComponentCraft convention

  • Menu

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

    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

4

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

  • Keyboard Navigation

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

    AccessibilityCraft convention

  • Screen Readers

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

    AccessibilityCraft convention

  • Reflow and Zoom

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

    AccessibilityCraft convention

  • Focus Indicators

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

    AccessibilityCraft convention

How to find out

2

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

  • Contextual Inquiry

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

    Research methodEstablished research

  • Usability Testing

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

    Research methodEstablished research

Check your work

2

Interactive review passes, with progress saved in your browser.

  • UX Audit Checklist

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

    ChecklistExpert heuristic

  • Mobile UX Checklist

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

    ChecklistCraft convention

Decisions other teams made

2

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.