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UX Atlas

Design problem

Weak visual hierarchy

The screen is tidy and unreadable: nothing leads, everything competes, and scanning fails.

How you know you have it

  • People miss the primary action and use a secondary one instead.
  • Headings and body text differ by two pixels and one shade of grey.
  • Two buttons on the same screen are both styled as primary.
  • A squint test produces an even grey field with no shape.

Do these first

  1. 1Rank the content into three levels and write the ranking down.
  2. 2Apply two levers per level, not one, and keep the type scale small.
  3. 3Test in greyscale, then at a squint.
  4. 4Reduce everything that is not level one before you enlarge level one.

Why it happens

One lever doing all the work

Size alone rarely produces hierarchy. Weight, colour, space and position together do, and cost less type size.

Ranking never decided

If the team has not agreed which element is first, second and third, the design cannot express it.

Contrast spent on decoration

Borders, shadows and tints applied evenly consume the contrast budget that emphasis needed.

What to read, and why

Hierarchy is produced by contrast across several channels at once, so this collects the typography, colour, spacing and layout entries that supply those channels.

Why it behaves this way

4

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

  • Law of Prägnanz

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

    LawEstablished research

  • Von Restorff Effect

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

    LawEstablished research

  • Selective Attention

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

    PsychologyEstablished research

  • Aesthetic and Minimalist Design

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

    HeuristicExpert heuristic

The craft decisions

11

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

  • Visual Hierarchy

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

    UI foundationCraft convention

  • Contrast

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

    UI foundationCraft convention

  • Emphasis

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

    UI foundationCraft convention

  • Scale

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

    UI foundationCraft convention

  • Whitespace

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

    UI foundationCraft convention

  • Proximity

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

    UI foundationEstablished research

  • Similarity

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

    UI foundationEstablished research

  • Typographic Hierarchy

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

    UI foundationCraft convention

  • Font Weight

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

    UI foundationCraft convention

  • Type Scale

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

    UI foundationCraft convention

  • Semantic Color

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

    UI foundationCraft convention

Patterns that address it

2

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

  • Empty States

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

    PatternCraft convention

  • Comparison

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

    PatternCraft convention

Components involved

3

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

  • Button

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

    ComponentCraft convention

  • Card

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

    ComponentCraft convention

  • Badge and Tag

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

    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

3

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

  • Heading Structure

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

    AccessibilityCraft convention

  • Contrast

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

    UI foundationCraft convention

  • Use of Color

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

    AccessibilityCraft convention

How to find out

2

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

  • Five-Second Test

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

    Research methodCraft convention

  • Eye Tracking

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

    Research methodEstablished research

Check your work

1

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

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.