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UX Atlas

Design problem

The interface feels slow

Every action pauses. Whether the numbers are bad or not, the product feels heavy to use.

How you know you have it

  • Spinners appear for operations that complete in under a second.
  • Content jumps as images and panels finish loading.
  • Typing lags behind the keyboard in a search field.
  • People double-submit because nothing acknowledged the first attempt.

Do these first

  1. 1Acknowledge every action immediately, even if the result is not ready.
  2. 2Reserve space for anything that arrives asynchronously.
  3. 3Use optimistic updates where rollback is cheap and honest.
  4. 4Show determinate progress for anything over a couple of seconds.

Why it happens

Unacknowledged actions

Perceived speed is mostly about feedback timing. An action acknowledged in under a tenth of a second feels immediate even when the result takes longer.

Layout that settles after arrival

Reserved space costs nothing and removes the most irritating category of slowness.

Waiting shown without progress

An indeterminate spinner for a long operation gives no information and makes the wait feel longer than it is.

What to read, and why

Perceived performance is an interface problem before it is an engineering one, so these entries cover feedback, skeletons and optimistic updates alongside the measurement work.

Why it behaves this way

5

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

  • Doherty Threshold

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

    LawEstablished research

  • Feedback

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

    PrincipleExpert heuristic

  • Visibility of System Status

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

    HeuristicExpert heuristic

  • Flow

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

    PsychologyEstablished research

  • Peak-End Rule

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

    LawEstablished research

The craft decisions

3

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

  • Motion

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

    UI foundationCraft convention

  • Visual States

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

    UI foundationCraft convention

  • Whitespace

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

    UI foundationCraft convention

Patterns that address it

4

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

  • Loading States

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

    PatternCraft convention

  • Skeleton Screens

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

    PatternMixed evidence

  • Optimistic UI

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

    PatternCraft convention

  • Empty States

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

    PatternCraft convention

Components involved

3

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

  • Progress Indicator

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

    ComponentCraft convention

  • Toast

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

    ComponentCraft convention

  • Button

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

    ComponentCraft convention

Language

1

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

Accessibility requirements

2

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

  • Status Messages and Live Regions

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

    AccessibilityCraft convention

  • Reduced Motion

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

    AccessibilityEstablished research

How to find out

2

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

  • Product Analytics

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

    Research methodCraft convention

  • 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.

  • Pre-Launch Checklist

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

    ChecklistCraft convention

  • Mobile UX Checklist

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

    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.