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·002Law · Motor control
Entries tagged accessibility, drawn from across the library. Tags cut through the section structure, which is where most of the useful connections are.
109 entries
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·002Law · Motor control
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·016Law · Motor control
The interface should always tell the user what is going on, through timely and appropriate feedback.
HEUR·001Heuristic · Nielsen heuristics
Error messages should say what happened, why, and what to do next, in plain language.
HEUR·009Heuristic · Nielsen heuristics
Every action needs a perceivable response that says it was received and what it did.
PRIN·004Principle · Interaction
An affordance is what an object makes possible. A signifier is the cue that tells you so.
PRIN·007Principle · Interaction
Focused attention makes people miss things in plain sight, including changes to the interface they are using.
PSY·004Psychology · Attention
Difference is what makes anything perceivable, and it is measurable for text against its background.
FND·002UI foundation · Visual design
The attribute that names a colour, and the one that carries cultural and semantic meaning.
FND·020UI foundation · Color
The dimension that determines contrast, hierarchy and whether text can be read at all.
FND·022UI foundation · Color
Colours assigned a fixed meaning, which only works if the assignment is consistent and never the only signal.
FND·023UI foundation · Color
A brand colour chosen for a logo usually needs adjustment before it can survive as an interface accent.
FND·024UI foundation · Color
Not an inversion. A second theme with its own contrast, elevation and saturation rules.
FND·027UI foundation · Color
Around one in twelve men has a colour vision deficiency, so colour has to be reinforced by something else.
FND·028UI foundation · Color
Charts need three kinds of palette, and the choice between them is determined by the data, not by taste.
FND·029UI foundation · Color
A fixed set of sizes derived from one ratio, so type decisions become selections rather than inventions.
FND·031UI foundation · Typography
Using size, weight, colour and space to make the structure of text visible before it is read.
FND·032UI foundation · Typography
The space between lines, which governs whether a paragraph is readable and is a WCAG requirement.
FND·034UI foundation · Typography
Small adjustments that matter most at the extremes of size, and that should be left alone in between.
FND·035UI foundation · Typography
How easily continuous text can be read, governed mostly by size, line length, leading and contrast.
FND·036UI foundation · Typography
Type that adapts to viewport and container without breaking user zoom or the accessible minimum.
FND·038UI foundation · Typography
One layout that reflows across sizes, ideally driven by content limits rather than by device categories.
FND·043UI foundation · Layout
Icons speed recognition for concepts users already know and create guesswork for everything else.
FND·050UI foundation · Form and depth
Images either carry information or they do not, and the ones that do not are costing you load time.
FND·051UI foundation · Form and depth
Animation should explain a change, and anything that does not explain something is delay.
FND·052UI foundation · Form and depth
Every interactive element needs a defined appearance for every state it can be in, and most designs specify only two.
FND·053UI 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.
PAT·001Pattern · Structure
The escape hatch from navigation, and often the primary path for users who know what they want.
PAT·002Pattern · Finding
Suggestions as the user types, which turns recall into recognition when it is fast enough.
PAT·003Pattern · Finding
Reordering a set, where the default order is the decision that matters most.
PAT·005Pattern · Finding
Checking input at the right moment, which is rarely while the user is still typing.
PAT·007Pattern · Forms
What to show while waiting, chosen by how long the wait is and whether its length is known.
PAT·011Pattern · Content states
Grey placeholders in the shape of the content that is coming, which reads as progress rather than as waiting.
PAT·012Pattern · Content states
Telling users something happened, where the default should be not to interrupt.
PAT·015Pattern · Communication
Breaking a long task into steps, which reduces per-screen load but adds navigation cost and abandonment points.
PAT·016Pattern · Forms
Three ways to handle long result sets, each with a different cost, and the right choice depends on the task.
PAT·021Pattern · Finding
Triggers an action. If it navigates somewhere, it should be a link instead.
CMP·001Component · Actions
Navigates to a destination, and must look different from surrounding text.
CMP·002Component · Actions
Free-form entry, where the label, the hint and the error placement do most of the work.
CMP·003Component · Forms
Choosing one option from a known set, which is the wrong control below about five options.
CMP·004Component · Forms
Independent on or off choices, where the label is part of the target.
CMP·005Component · Forms
One choice from a small visible set, where seeing all the options is the point.
CMP·006Component · Forms
An immediate on or off setting, which must actually take effect immediately.
CMP·007Component · Forms
Selecting from a continuous range, which is imprecise by nature and needs a numeric partner.
CMP·008Component · Forms
One of the hardest components to get right, and one where typing is often faster than picking.
CMP·009Component · Forms
Blocks everything else, which is why it should be reserved for things that genuinely cannot wait.
CMP·010Component · Overlays
A panel that slides in from an edge, keeping context visible while offering more room than a popover.
CMP·011Component · Overlays
A small panel anchored to a trigger, for interactive content that does not deserve a modal.
CMP·012Component · Overlays
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