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UX Atlas
Tag109 entries across 10 sections

accessibility

Entries tagged accessibility, drawn from across the library. Tags cut through the section structure, which is where most of the useful connections are.

Type
Category
Level

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

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

Showing 48 of 109

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