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01

Introduction — UX, UI & Design Thinking

Defining UX and UI

UX Design — “User experience encompasses all aspects of the end-user's interaction with the company, its services, and its products.” (Don Norman, co-founder of the Nielsen Norman Group, who coined the term in the 1990s). In practice:

  • Understand user needs, behaviors, and motivations through research
  • Structure a coherent logic and flow for the product
  • Ensure the product is useful, usable, and desirable
  • Applies to digital products AND physical objects

UI Design — The design of visual and interactive elements. In practice:

  • Design every screen and component the user interacts with
  • Create digital products that are aesthetically pleasing AND functional
  • Covers: layout, components (buttons, menus, forms), typography, color, iconography

Key distinction: UX = why and how (structure, flow, logic) · UI = what and with what (appearance, components, style). Metaphor: UX = the skeleton and nervous system · UI = the skin and clothes. The two are inseparable in any successful digital product.

UX vs UI diagram

Core UX Disciplines

Discipline Role
User Research Understand needs, motivations, and behaviors
Business Analysis Align product goals with business strategy
Information Architecture Structure and organize content
Content Strategy Plan and map content (including microcopy)
Interaction Design Define interactions, animations, behaviors
Graphic Design Aesthetics, color, typography, interface quality

Roles in the Industry

Role Responsibilities
UI Designer Hi-fi interfaces, design systems, animations, branding
UX Designer Research, IA, lo-fi wireframes, testing
Product Designer UX+UI hybrid — dominant in the tech industry
UX Researcher Full-time user research (larger teams)
UX Writer Microcopy, navigation labels, error messages
UX Engineer Coded prototypes, design system integration

The boundary between roles depends on team size. On a small team, one person wears several hats.

UX/UI roles

Design Thinking

A human-centered, iterative, non-linear approach. Combines empathy, creativity, and rationality. Aligns what is desirable (users), feasible (technical), and viable (business). It is a mindset, not a rigid process.

# Phase Goal Methods
1 Empathize Understand the users Interviews, observation, empathy maps
2 Define Frame the problem Problem statement, POV
3 Ideate Generate ideas Crazy 8s, SCAMPER, brainstorming
4 Prototype Build and experiment Wireframes, prototypes
5 Test Validate with real users Usability testing
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Non-linear

You loop back as you learn. Testing can send you back to redefining the problem. Iteration is the norm, not the exception.

Design Thinking — 5 phases

Interface Design Tools

Tool Status Notes
Figma Industry standard Real-time collaboration, free (starter plan), web and desktop
Sketch Mac only UI design pioneer (2010), losing ground to Figma
Adobe XD Declining Adobe ended active development in 2023
Penpot Open source Free, self-hostable, rising alternative

The Figma Ecosystem

Tool Category Purpose When to use it
Figma Design Core Primary UI design Wireframes, mockups, prototypes, design systems
FigJam Collaboration Collaborative whiteboard (≈ Miro) Brainstorming, affinity diagrams, user flows, card sorting — early in the process
Figma Slides Presentation Presentation tool (≈ PowerPoint) Present work to clients or the team
Dev Mode Handoff Developer handoff mode Inspect CSS, spacing, colors, export assets
Figma Make AI / Code AI-assisted prompt-to-code Turn a design or a description into a working prototype or app
Figma Sites Publishing Build and publish dynamic websites Launch a site straight from Figma
Figma Draw Illustration Advanced vector tools Illustration, iconography, high-fidelity graphic design
Figma Buzz Marketing Marketing content creation Banners, social media, slides — a Canva alternative
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Why Figma dominates

Real-time multi-user collaboration · Web platform (no local file management) · Rich plugin ecosystem · Components, variants, variables, shared libraries · Dev Mode for developers · Massive community

02

Research & Understanding

UX/UI Brief

A short document that turns a vague request into a clear, actionable problem. Serves as a shared reference between client, designer, and team. A living document — it can be revised as the project unfolds.

Component Description
Context Why this project exists, what the history is
Problem A clear statement of the user or business problem
Target audience Who will use the product
Objectives What the business wants to achieve
KPIs / success metrics Conversion, retention, satisfaction, NPS
Constraints Budget, timeline, technical, legal
Deliverables Wireframes? Prototype? Hi-fi? Design system?
Stakeholders Who decides, who approves, who executes
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Common mistakes

A brief that's too vague (“we want a modern site”) · A feature list with no defined problem · No success metrics · Confusing business goals with user goals

Sample brief — Vinyless App

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Condensed example of a real brief

Project name: Vinyless — Mobile app redesign
Company: Audio streaming service, 300,000+ users, 3 years in business
Need: New mobile app (full design)
Why: Aiming for rapid growth, current app underperforming, need for differentiation in a saturated market
Vision: A trendier visual direction, graphic elements tied to vinyl and audio
Target audience: 18–34 year-olds, disposable income, social media savvy
Platforms: Mobile (priority), desktop (secondary assets)
Deliverables: AI, EPS, PDF files
Deadline: November 6 · Budget: $3,500
Contact: Andy (founder) + Claire (Head of Design)

User Research

Methods for understanding user behaviors, needs, and motivations. Reduces assumptions, validates or invalidates intuitions. Separates what people say from what they do.

Qualitative Quantitative
Nature The “why” The “how many”
Approach Opinions, motivations, feelings, contexts Numerical and statistical, measurable patterns
Methods Interviews, focus groups, observation, ethnography Surveys, analytics, A/B testing, heatmaps
Sample Small, analytical depth Large, generalizable

Other distinctions

Attitudinal (what people say) vs behavioral (what they do) · Generative (discover) vs Evaluative (validate)

User research methods matrix

Analytics tools

Tool Purpose Link
Hotjar Heatmaps, session recordings, surveys — understand real behavior on the product hotjar.com
Google Analytics Web analytics — traffic, conversions, visitor behavior analytics.google.com
Hotjar — heatmaps and session recordings Google Analytics

Interviewing best practices

  • Open, non-leading questions
  • Ask “why” repeatedly to dig deeper
  • 4 to 6 participants, 15–45 minutes each
  • Use a screener to recruit the right people
  • Record (with consent)

STAR Method

Letter Meaning
S Situation — the context
T Task — the objective
A Action — what gets done
R Result — what changes

Competitive Research

A systematic analysis of competing and comparable products. Identifies industry standards, best practices, and differentiation opportunities.

Competitor type Example
Direct Same product, same audience (Slack vs Microsoft Teams)
Indirect Different product, same need (Slack vs email)
Aspirational Outside the industry but admired for their UX (e.g. Stripe for its docs)

Tools: Mobbin · Page Flows · Behance · Dribbble

Competitive analysis matrix Competitive comparison

Persona

A fictional profile based on real data, representing a target user type. Serves as a shared reference for design decisions (“Who are we designing for?”).

Component Description
Name, photo, age, occupation, context Realistic grounding
Goals / motivations What the user wants to accomplish
Frustrations / pain points What blocks or annoys them
Key behaviors Digital habits and usage context
Representative quote The user's voice in one sentence
Tech level + tools used Skill and environment
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Classic pitfalls

A stereotyped persona with no data → useless fiction · A persona that describes everyone → describes no one · Maximum 4 personas (beyond that they lose their value)

Persona example

User Flow

A visual representation of the path a user takes to complete a task. Shows screens, decisions, actions, and error states. Focus: the sequence of interactions, not emotion.

Symbol Meaning
Rectangles Screens / pages
Diamonds Decision points (yes/no)
Arrows Transitions
Annotations Error or validation states

When to do it: before wireframing, to validate that the path is logical and identify missing screens.

Tools: Whimsical · FigJam · Miro · Lucidchart

User flow example

User Journey

A visual or narrative map of the extended user experience. Covers every stage — before, during, and after the interaction. Includes emotions, touchpoints, channels, and moments of friction. A wider lens than the user flow.

User Flow User Journey
Focus Sequence of actions in the product Overall experience including emotions and context
Content Screens, decisions, branches Stages, touchpoints, thoughts, opportunities
When Before wireframing Service redesign or aligning a team
User Journey vs User Flow User journey map example

Empathy Map

A visual tool for synthesizing what a user says, thinks, does, and feels. Aligns the team on a shared understanding of the user.

Empathy map

SCAMPER

An ideation technique built on systematic questioning. An acronym that forces you to explore an idea from 7 angles. Used to evolve an existing concept.

Letter Move Question
S Substitute What if we replaced X with Y?
C Combine What if we merged X and Y?
A Adapt How could we borrow an idea from another context?
M Modify How could we amplify or reduce it?
P Put to other use What other uses are possible?
E Eliminate What can we remove or simplify?
R Reverse Invert the order, do the opposite?
SCAMPER technique

MVP — Minimum Viable Product

Definition

  • The smallest version of a product that delivers enough value to be tested
  • Lets you learn fast with minimal investment
  • Answers the question: “What is the smallest product that solves the problem?”

Principles

  • Not an incomplete product, but a complete product for a minimal use case
  • Aims to validate a hypothesis, not to please everyone
  • Iterates on real user feedback

MAYA — Most Advanced Yet Acceptable

Definition

  • A principle coined by Raymond Loewy (20th-century industrial designer)
  • “Design for the future, but balance it with where users are today”
  • Offer the most advanced design users are able to accept and adopt
  • A distant cousin of Jakob's Law (users prefer what they already know)

Principles

  • Evolve the design gradually
  • Include familiar patterns in the design
  • Leverage users' current skills and mindset
  • Let users intuitively understand the product
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The tension to manage

Too conservative → a boring, undifferentiated product · Too avant-garde → rejection, too steep a learning curve · MAYA = the balance between innovation and familiarity

Examples

  • Tesla innovated on the driving experience but kept a round steering wheel
  • Slack replaced email but kept the “channels” metaphor
03

Psychological Foundations

Users are not rational — they are biased, distracted, cognitively limited. Understanding how the human brain works = anticipating behavior. The laws and cognitive biases give you a vocabulary to explain and defend design decisions. They provide the theoretical base for heuristics (practical rules) and ethics (avoiding dark patterns). Key references: Laws of UX (lawsofux.com) and Growth.Design

Foundational Laws

Fitts's Law
Bigger and closer = faster

The time to reach a target depends on its size and its distance.

Apply: Primary action buttons ≥ 44×44 px · Avoid tiny 12 px buttons crammed together

Fitts's Law
Hick's Law
More choices = slower decisions

Decision time increases with the number of options available. Can lead to paralysis.

Apply: Keep menus short · Navigation 5–7 items max · Progressive onboarding · See Progressive disclosure

Hick's Law
Miller's Law
Working memory holds 7 ± 2 items

The real limit is closer to 4, but the principle holds.

Apply: Group information in chunks of 5–7 · Chunking · Short multi-step forms

Miller's Law
Jakob's Law
Users prefer what they already know

Formulated by Jakob Nielsen (2000). Users spend most of their time on other sites — they expect yours to work the same way.

Apply: Logo top left · Cart top right · Hamburger menu on mobile · Blue underline on links · Red for errors

Jakob's Law

Essential Cognitive Biases

Bias Definition UI application
Cognitive load The amount of mental effort required to complete a task Clean interface · Recognition over recall · Progressive disclosure
Anchoring bias Disproportionate weight given to the first piece of information seen Crossed-out price + current price · Show the “expensive” plan first for context
Aesthetic-Usability Effect Aesthetically pleasing designs are perceived as easier to use UI is not cosmetic — it's a lever for perceived usability
Serial Position Effect The first and last items in a list are remembered best Put priority items at the ends of the navigation
Recognition over Recall Recognizing is easier than remembering Dropdown menus · Familiar icons · Search history
Social proof People adapt their behavior to what others are doing (Cialdini) Customer reviews · “Best-seller” badges · “10,000+ customers”

Nielsen's 10 Heuristics

10 usability principles for evaluating an interface. Published by Jakob Nielsen in 1994. Used for heuristic evaluation.

1Visibility of system status
The system always keeps the user informed of what's happening through appropriate feedback.
Examples: progress bar, “Message sent”, loader, “You are here”
2Match between system and the real world
Speak the user's language, not technical jargon. Follow real-world conventions.
Examples: trash icon = delete, shopping-cart metaphor
3User control and freedom
Clearly mark emergency exits. Allow undo, back, start over.
Examples: Undo, back button, save for later
4Consistency and standards
Follow platform conventions. Internal and external consistency.
Examples: standard positions for navigation, cart, account
5Error prevention
Preventing the error beats fixing it. Eliminate risky conditions or ask for confirmation.
Examples: autocomplete, real-time validation, disabling impossible dates
6Recognition rather than recall
Make actions and options visible. The user shouldn't have to memorize.
Examples: search suggestions, standard icons, recent lists
7Flexibility and efficiency of use
Offer shortcuts for advanced users while still serving beginners.
Examples: keyboard shortcuts, gestures, customization
8Aesthetic and minimalist design
No superfluous information. Every element must earn its place.
Examples: clean interface, clear visual hierarchy
9Help users recognize, diagnose, and recover from errors
Error messages in plain language. State the problem and the solution precisely.
Examples: “Password too short (8 characters min.)” instead of “Error 403”
10Help and documentation
Ideally unnecessary, but when needed: easy to find, focused, concrete.
Examples: contextual tooltips, onboarding, accessible FAQ

Dark Patterns

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Manipulative by design

Design strategies that push users into actions against their own interests. Increasingly regulated (GDPR, the European DSA, California laws). Ref: deceptive.design

Pattern Description
Roach Motel Easy to sign up, hard to cancel (hidden cancellation)
Confirm Shaming Guilt-tripping copy for declining an option (“No thanks, I'd rather pay more”)
False Scarcity Fake scarcity signals (“Only 2 left in stock!”)
Countdown Fake urgency timers to force the decision
Nagging Repeated, aggressive prompts (insistent popups)
Preselection Option pre-checked in the company's favor (annual subscription)
Hidden Subscription Automatically adds a subscription to a one-time purchase
Hidden Cost Extra fees revealed at the last moment of checkout
Disguised Ads Ads disguised as content or as action buttons
Roach Motel dark pattern Confirm Shaming Nagging / Preselection Dark pattern example

Progressive Disclosure

A design strategy of revealing information in stages. Show the essentials first, expose complexity as needed. Reduces cognitive load (related to Miller and Hick).

Application Example
Step-by-step onboarding One field at a time in a form
“See more” / “Details” Truncated content with a CTA to expand
Contextual menus Options that open on demand
Advanced settings Hidden behind a toggle
Tooltips Appear on hover only

Goal Gradient Effect

Motivation increases as the user gets closer to the goal. Origin: Clark Hull, behavioral psychology, 1932.

UI application Example
Progress bars Checkout, onboarding, profile completion
Numbered steps “Step 3 of 4”
Gamification XP, levels, badges close to the goal
Goal Gradient Effect Goal Gradient — Duolingo example
04

Information Architecture

IA is the invisible skeleton of a digital product. Good IA = users find what they're looking for without thinking. IA comes before wireframing — structure before aesthetics.

Affinity Diagram

A synthesis method that groups raw data into themes. Turns a chaos of observations into actionable patterns. Used after user research or a brainstorm.

Step Action
1 Each observation / quote / insight = one sticky note
2 Put everything on a wall or virtual board
3 Group by similarity, with no predefined categories
4 Groups emerge naturally
5 Name each group with a theme

Tools: Sticky notes + a wall · FigJam · Miro · Mural · Whimsical

Affinity Diagram Affinity Diagram — grouped results

Card Sorting

A method for understanding how users categorize content. Lets you build a user-centered tree structure (not the designer's or the client's opinion). Popularized by Donna Spencer.

Variant Description When
Open Participants create and name their own categories To discover how users think about the information
Closed Predefined categories; participants sort the cards To validate an existing structure
Hybrid Categories are suggested, but participants can create their own A compromise — guides while letting things emerge
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Card Sorting vs Affinity Diagram

Card Sorting: a research method — real users sort content to reveal their mental model.
Affinity Diagram: a synthesis tool — the team groups observations from research.

Tools: Optimal Workshop · Maze · UXtweak

Card Sorting

Copydeck & Page Nomenclature

A copydeck is the master content document listing all copy, labels, microcopy, and placeholders for every page — created after the tree structure is validated, before Figma design begins.

Code Level Example
0.0 Global 0.0 — Header, Footer
1.0 Main page 1.0 — About
1.1 Sub-page 1.1 — About → Team
1.1.1 Sub-sub-page 1.1.1 — About → Team → Member

This convention travels consistently: tree structure → sitemap → copydeck → Figma page naming.

Tree Structure / Sitemap

A hierarchical representation of a product's pages, sections, and subsections. Also called a sitemap. The skeleton of the navigation.

Rule Recommendation
Depth 3 clicks max to reach any content
Width 5 to 7 items at the top level (Miller's Law)
Mobile The nav must fit in a hamburger menu or bottom nav
Numbering Hierarchical (1.0, 1.1, 1.1.1)

Tools: Whimsical · FigJam · Octopus.do · Miro · Lucidchart

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Tree structure vs Sitemap

The two terms are often used interchangeably. Tree structure = the hierarchical structure of the pages. Sitemap = the visual representation of that structure, sometimes enriched with content annotations. In professional practice, “sitemap” usually refers to the deliverable document (visual, or XML for SEO).

Tree structure example

Augmented Sitemap

An evolution of the simple tree structure: content or mini-wireframes are added to each box. The bridge between sitemap and wireframing. Lets you validate the amount of content per page before wireframing.

Dedicated tools: Octopus.do · FlowMapp

Augmented sitemap

Wireframing

A schematic representation of an interface, without visual design. Focus on structure, hierarchy, and functionality.

Fidelity Characteristics When Tools
Lo-Fi Paper or whiteboard sketches. Very fast, cheap. Encourages structural feedback. Group exploration, rapid iteration Paper · Procreate · FigJam · Balsamiq
Mid-Fi Digital grayscale wireframes. Clear structure, correct proportions. The professional standard. Validate the structure Figma · Sketch · Adobe XD
Hi-Fi Complete mockups with color, type, imagery. The final representation of the design. Client validation, dev handoff Figma
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Rule of thumb

Lo-fi to explore · Mid-fi to validate structure · Hi-fi to deliver. Don't increase fidelity until the previous level is validated. Going hi-fi too early = feedback stuck on colors instead of structure.

Wireframe fidelity levels
05

Visual Design

Branding & Identity

Branding and Personality

Branding is a brand's overall identity: values, tone, personality, aesthetics. Interface design must translate that identity visually. A digital product is a major touchpoint between brand and user. Bad branding = a forgettable product, even a well-designed one.

Why a UI designer must understand branding

  • Every visual decision (color, type, tone) must serve the brand
  • Without a clear brand direction, you end up generic
  • Tied to MAYA and Jakob's Law: the balance between a distinct identity and familiar conventions

Brand guide — typical components

The reference document that codifies a brand's visual and verbal identity. Shared by the whole team (design, marketing, dev, content). Guarantees consistency across every channel.

  • Logo and usage rules
  • Color palette (primary, secondary, neutral, semantic)
  • Typography (families, hierarchy)
  • Imagery and photography (style, treatment)
  • Iconography
  • Tone of voice and writing rules
  • Usage examples (do's and don'ts)

Brand archetypes (Jung / Mark & Pearson)

12 universal archetypes from Jungian psychology. Popularized by Margaret Mark and Carol Pearson (The Hero and the Outlaw, 2001). Each archetype has a personality, values, and a tone. They help answer design questions (“would a hero use this color?”).

Archetype Brand examples
The Innocent Dove
The Sage Google, Harvard
The Explorer Patagonia, Jeep
The Outlaw Harley-Davidson
The Magician Disney, Apple
The Hero Nike, BMW
The Lover Chanel, Häagen-Dazs
The Jester Old Spice, Skittles
The Everyman IKEA, Levi's
The Caregiver Johnson & Johnson, Volvo
The Creator Adobe, LEGO
The Ruler Mercedes, Rolex

Quick method — no big branding budget

For projects without a big branding budget (a frequent case for a UI designer):

  • Pick 3–4 adjectives that describe the brand
  • Define their defensible opposite (what you do not want to be)
  • Example: “Trustworthy vs casual”, “Geeky vs boring”, “Humble vs all-knowing”
  • Test every visual decision against those adjectives

Moodboard

A visual collection of references expressing an aesthetic direction. Aligns client, designer, and team on the intended feel. A divergence step before converging on the design.

What goes in it

  • Screenshots of inspiring sites/apps
  • Mood photos
  • Color palettes
  • Type samples
  • Textures and patterns
  • Illustrations or graphic elements
  • Keywords and adjectives

Best practices

  • One direction per moodboard (otherwise it's a grab bag)
  • 15–30 references are enough
  • Annotate why each reference is relevant
  • Present 2–3 distinct directions to the client (not just 1)
  • Distinguish the moodboard (overall mood) from UI references (specific components)

Tools: Pinterest · Milanote · FigJam · Behance · Dribbble · Mobbin

Style Tile

The bridge between moodboard (inspiration) and mockup (application). Shows type, colors, buttons, and textures applied to a sample page — without composing a full page yet. Validates the visual direction before going hi-fi.

Color
Color psychology — brand examples by color

The HSB Model

More intuitive than RGB or HEX for adjusting a color in UI. Lets you create consistent variations (same hue, different saturation/brightness).

Component Description Usage
H — Hue The base color (0–360°) Keep stable to maintain brand consistency
S — Saturation Vividness (0 = gray, 100 = pure) Adjust for vivid or muted versions
B — Brightness Lightness (0 = black, 100 = white) Adjust for light/dark variations

Color Schemes

Scheme Description Character
Monochromatic Variations of a single hue Elegant, understated, safe
Complementary Opposite colors on the wheel High contrast, use sparingly
Analogous Adjacent colors on the wheel Harmonious, calm
Triadic Three equidistant colors Vibrant, energetic, demanding to balance
Color schemes — color wheel and palette examples

The 60-30-10 Rule

Proportion Role
60% Dominant color (often neutral, structural)
30% Secondary color (often the brand color)
10% Accent color (for CTAs and important actions)
The 60-30-10 rule 60-30-10 — sample palette (Batman)

Color Types in a UI Palette

Type Role
Primary Dominant brand color(s)
Secondary Support the primary
Neutrals Grays, off-white, soft black — structure the interface (70–80% of the UI)
Semantic Red → error · Green → success · Yellow/orange → warning · Blue → info
🎨
Gray: the most important color

70–80% of an interface is gray. Never pure black (#000000) — too harsh, tiring. Prefer a gray slightly tinted with the brand color. Gray is what makes color shine.

Color and Accessibility

Situation Minimum ratio (WCAG AA)
Normal text 4.5:1
Large text (18pt+ or bold 14pt) 3:1
UI elements (buttons, icons, borders) 3:1

Never rely on color alone to convey information — pair it with icons and labels. 8% of men have some form of color blindness.

Tools: WebAIM Contrast Checker · Stark plugin in Figma

Dark Mode

  • Standard since ~2019 on most platforms
  • Not a simple color inversion
  • Prefer a very dark gray background (never pure black, except OLED)
  • Slightly increase color saturation in dark mode
  • Test every component in both modes
Typography

Typeface vs Font

The two terms are often confused. The distinction goes back to metal typesetting: the typeface was the overall design — the complete graphic family, e.g. Helvetica, Inter — while the font was the physical material actually “cast” to print that design at a specific size and weight.

In digital work, the font is the computer file that instantiates the typeface: Arial Regular and Arial Bold are two fonts of the same typeface (Inter-Bold.woff2 is a font of the Inter typeface). Not to be confused with typography either — the art and technique of composing and laying out text, the broader field that encompasses the design and use of typefaces.

Typeface vs font — anatomy

Typeface Classification

Family Subcategory Character
SANS
No serifs. Modernity, neutrality. Dominant in UI.
Humanist Sans Friendly, natural, readable, warm
Grotesque (clean) Neutral, practical, professional
Geometric (clean) Modern, minimalist, structured
Rounded Sans Soft, playful, approachable
SERIF
With serifs. Tradition, authority. Dominant in print & editorial.
Humanist (Old Style) Traditional, warm, literary
Transitional Classic, authoritative, editorial
Modern (Didone) Luxury, fashion, dramatic, high contrast
SLAB
Thick rectangular serifs.
Humanist Slab Friendly but solid, readable
Grotesque Slab Strong, bold, newspaper style
OTHER Monospace Technical, code, mechanical
Script / Handwritten Personal, expressive, informal
Typeface classification

Quick Pairing Guide

Heading typeface Body typeface Why it works
Geometric Sans Humanist Serif Modern contrast + readable
Neo-Grotesque Sans Transitional Serif Editorial / professional
Slab Serif Humanist Sans Strong heading + clean text
Modern Serif Minimal Sans Luxury / fashion aesthetic

Typographic Hierarchy

Level Size Usage
H1 32–64 px Main page title
H2 24–40 px Section heading
H3 20–28 px Subsection heading
Body 16–18 px (never < 14 px on the web) Running text
Caption / Small 12–14 px Captions, notes
Label / Overline 12–14 px, often uppercase Field labels, tags
Typographic hierarchy — with and without hierarchy

Readability Rules

Property Recommendation
Line length 45–75 characters per line (ideal: 60–70)
Line height 1.4 to 1.6× for body · 1.1 to 1.3× for headings
Letter spacing 0 on body (let the font breathe) · Positive on uppercase
Font weight Skip at least 2 weights for contrast (400→600, not 400→500)

Modular Scale

A mathematical system for consistent sizes. Multiply the body size by a ratio.

Ratio Name Effect
1.125 Major Second Very subtle
1.250 Major Third Balanced
1.333 Perfect Fourth Pronounced
1.500 Perfect Fifth High contrast
1.618 Golden Ratio Dramatic

Pixels vs rem

The rem (Root EM) is a relative unit based on the font size of the root html element (16px by default in browsers). Unlike the pixel (a fixed unit), rem adapts to the user's accessibility preferences and makes global interface scaling easy.

Unit Type Recommended usage
px Absolute Borders, shadows, strictly fixed-size elements
rem Relative (root) Text sizes, spacing — respects user preferences
em Relative (parent) Padding/margin relative to the local component's size
% Relative (parent) Layouts, responsive widths
Pixels vs rem — comparison CSS measurement units
Composition Principles

Visual Hierarchy

The order in which the eye perceives elements. Always guide the user toward the most important action.

Gestalt Principles

A theory from the psychology of perception (German school, early 20th century). The Gestalt principles describe how the brain automatically groups visual elements.

Proximity
Elements close together = perceived as related
Similarity
Elements that look alike = perceived as grouped
Common Region
Elements inside a shared boundary = related
Closure
The brain completes incomplete shapes
Continuity
The eye follows lines and curves
Figure/Ground
Foreground / background distinction
Symmetry & Order
Symmetrical arrangements = calm and stable
Prägnanz
The brain prefers simple shapes
Gestalt principles visual examples

The CRAP Principles

Letter Principle Application
C Contrast Make what's different look different. Don't be afraid of bold contrast.
R Repetition Reuse visual elements to create consistency (colors, shapes, spacing).
A Alignment Nothing placed arbitrarily. Everything aligned to a grid or to another element.
P Proximity Group what's related, separate what isn't.

Balance and White Space

Concept Description
Symmetrical balance Elements balanced on both sides of an axis. Formal, stable.
Asymmetrical balance Balance through visual weight, not mirroring. Dynamic, modern.
White space Empty space isn't really empty — it structures. The more you add, the more the content breathes. Classic mistake: not adding enough.

Grids

Type Description
Column grid Standard 12 columns for the web (divisible by 1, 2, 3, 4, 6)
Baseline grid Vertical rhythm for typography
8pt grid All spacing in multiples of 8. The industry standard since Material Design. Mobile can use 4pt for finer precision.
🧪
The squint test

Squint at your design (or apply a blur). If the hierarchy still reads → good. If everything blends together → rework the hierarchy.

Rule of Thirds & Golden Ratio

The rule of thirds divides space into a 3×3 grid. Placing key elements at the intersections naturally captures attention. Apply: place the primary CTA in the upper-right third · use the third lines to build visual hierarchy.

The golden ratio (φ ≈ 1.618) produces naturally harmonious proportions. Apply: sidebar/content ratio (38/62%) · spacing between sections · typographic proportions.

📐
Starting points, not laws

These principles are guides, not absolute rules. They help you make defensible decisions — but context, content, and intent can justify departing from them.

Rule of thirds and UI composition Grids — composition
06

Components & Interactions

UI Elements
UI elements — overview

UI Element Categories

Category Elements
Input Text field · Textarea · Checkbox · Radio button · Toggle/Switch · Dropdown · Date picker
Action Button (primary, secondary, tertiary, ghost) · Link · Icon button
Navigation Navbar · Sidebar · Breadcrumb · Tabs · Pagination · Hamburger menu
Content display Card · List · Table · Accordion · Carousel · Tooltip · Badge · Avatar
Feedback Toast / Snackbar · Modal / Dialog · Alert / Banner · Progress bar · Spinner

Conventions (Jakob's Law)

  • Logo top left → returns to home
  • Search at the top · Account/profile top right
  • Cart top right (e-commerce)
  • Horizontal main navigation (desktop) or hamburger/bottom nav (mobile)
  • Primary button on the right in action pairs (Western web)
  • Footer for secondary and legal links
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Touch targets

Minimum 44 × 44 px on mobile (Apple HIG recommendation, WCAG 2.2). Enough spacing between clickable targets. Related to Fitts's Law.

Interaction Design & States

Interaction Design (IxD)

The discipline that studies how users interact with a product. Covers: behaviors, transitions, animations, response times, feedback. The interface's “behavior”, as opposed to its static appearance.

The 5 dimensions of IxD (Crampton Smith / Silver)

Dimension Examples
Words Labels, microcopy
Visual representations Icons, graphics
Physical objects / space Mouse, touchscreen, gestures
Time Animation, sound, duration
Behavior The system's response

Component States

A component is not a static image — it's a set of states. Beginners design the “default” and forget the rest. Every state must be designed, documented, and handed off to the dev.

State Description
Default Resting state
Hover Cursor over the element (desktop only)
Active / Pressed During the click
Focus Keyboard-selected — critical for accessibility
Disabled Unavailable
Loading Processing
Error Error state (form fields)
Success Validation state
Selected / Checked For selectable elements
Component states

Microinteractions

Small functional animations that respond to an action. Formalized by Dan Saffer (Microinteractions, 2013). They bring the interface to life, provide feedback, and create delight.

Component Description
Trigger What sets it off
Rules What happens
Feedback What the user sees / hears / feels
Loops & Modes What happens over time

Examples: A switch toggle that slides · An animated “like” button · Pull-to-refresh · Real-time validation · Haptic feedback on a successful payment

Best practices: Fast (200–400 ms) · Not distracting · Functional before decorative

Transitions and Animation

Provide a sense of continuity and place. Principles: easing (never linear) · duration · direction. References: Material Design and the Apple HIG document motion standards.

Atomic Design & Design Systems

Atomic Design

A methodology for structuring an interface system proposed by Brad Frost (Atomic Design, 2013). Inspired by chemistry — interfaces are built from combinable elements.

Level Definition Examples
1. Atoms Indivisible blocks Button, label, input, icon, color, font
2. Molecules A combination of a few atoms Search field (input + button) · Form field (label + input + error)
3. Organisms Complex, self-contained sections Header · Footer · Card grid · Complete form
4. Templates Organisms arranged into a page structure Layout with placeholder content
5. Pages Concrete instances of templates Real content — where you test whether the system works
Atomic Design methodology diagram

Design Systems

A complete set of standards, components, principles, and documentation for designing consistently. Broader than a component library — it includes usage rules and philosophy. The single source of truth for designers and developers.

Layer Contents
Foundations Colors · Typography · Spacing (8pt) · Grids · Iconography · Elevation · Motion
Components Buttons, inputs · Cards, modals, accordions · Patterns (forms, tables, nav) — all with variants and states
Documentation When and how to use · Do's and don'ts · Accessibility notes (ARIA) · Code examples

Design Tokens

The lowest abstraction layer of a design system. Values named semantically rather than literally.

  • color-primary-500 instead of #3B82F6
  • space-4 instead of 16px
  • Enables theming (dark mode, multi-brand) and cross-platform consistency
  • Key rule: never a raw value in a component — always a token

Reference Design Systems

System Company Specialty
Material Design Google The most complete, multi-platform
Human Interface Guidelines Apple iOS, macOS
Carbon IBM Enterprise
Polaris Shopify E-commerce
Atlassian Design System Atlassian SaaS / productivity
Fluent Microsoft Enterprise, Office
Design System
07

Accessibility & Universal Design

Roughly 15–20% of the population lives with a permanent or temporary disability (WHO). The “curb-cut effect”: what helps people with disabilities improves the experience for everyone.

WCAG 2.2 Level AA

Definition

WCAG = Web Content Accessibility Guidelines · Published by the W3C · Current version: WCAG 2.2 (October 2023) · The legal standard in most jurisdictions.

Level Description
A Minimum — often legally insufficient
AA The legal standard in most countries. The default target level.
AAA Excellence — hard to achieve across the board

The 4 POUR Principles

PPerceivable
Information must be perceivable by every sense.
Alt text · Captions · Sufficient contrast · Don't rely on color alone
OOperable
The interface must be operable by everyone.
Keyboard navigation · No flashing content · Enough time · Touch targets ≥ 44×44 px
UUnderstandable
Content and interactions must be understandable.
Plain language · Predictable behavior · Clear validation · Consistent navigation
RRobust
Content must work with current and future technologies.
Screen readers · Semantic HTML · ARIA when necessary

Essential Criteria in UI Design

Criterion Rule
Contrast — normal text Minimum ratio 4.5:1
Contrast — large text Minimum ratio 3:1 (18pt+ or bold 14pt)
Contrast — UI elements Minimum ratio 3:1
Text size Minimum 16 px for body text on the web
Touch targets Minimum 44 × 44 px
Visible focus Criterion 2.4.7 (AA) — visible focus indicator. New in 2.2: 2.4.11 “Focus Not Obscured”
Keyboard navigation Every action reachable without a mouse · Logical tab order · Skip links
Heading structure Correct H1→H2→H3 hierarchy, no skipping
Alt text On all informative images · Decorative images: alt=""
Color alone Never use color alone — color + icon + text
Resizing Content readable at 200% zoom without breaking
Motion Respect prefers-reduced-motion · No flashing > 3×/sec
WCAG color contrast

WCAG Resources

Legal Obligations

Law Territory
EAA (European Accessibility Act) EU — in force since June 2025
ADA USA — federal and state laws (California is strict)
AODA Ontario — compliance required
LAA / Law 25 Quebec — protection and accessibility
The 7 Principles of Universal Design

An inclusive design approach that aims to design for user diversity from the very start. More philosophical than WCAG, but complementary. Key difference: accessibility makes a product accessible after the fact — universal design designs for diversity from the beginning.

# Principle UI application
1 Equitable use One experience that works for everyone
2 Flexibility in use Customization, settings, alternatives (scroll speed, text size)
3 Simple and intuitive Clear hierarchy, plain language, conventions respected
4 Perceptible information Color + text + icon · Captions · Alt text
5 Tolerance for error Undo · Confirmation before deletion · Real-time validation
6 Low physical effort Autocomplete · Shortcuts · Smart defaults
7 Size and space Touch targets ≥ 44 px · Zoom · Enough spacing between targets

Figma Accessibility Plugins

  • Stark — The standard. Contrast, color-blindness simulation, low vision
  • A11y Annotation Kit — Annotate accessibility considerations for handoff
  • Able — Quick contrast checking
  • Color Blind Simulator — Test palettes in color-blind modes
08

Testing & Validation

A design is never finished when the designer thinks it's done — it's finished when users validate it. 5 users uncover roughly 85% of usability problems (Jakob Nielsen).

Usability Testing

Definition

Representative users complete specific tasks with a prototype or product. You observe what they do, listen to what they say, and measure the results.

Variant Description Advantages
Moderated A facilitator guides the session, asks questions Analytical depth, can probe the “why”
Unmoderated The user completes tasks alone Faster, cheaper, more participants
Remote Via Zoom + screen sharing More accessible, scalable, less biased
In person In a lab or at the user's location Observe body language and the real environment

How to Structure a Test

Step Action
1. Objective What do we want to validate? Hypotheses to test. Tasks to complete.
2. Recruiting 5 representative users per profile (Nielsen) · A clear screener · Compensation
3. Protocol Scenario-based tasks (“You want to buy a gift…”) · Pre- and post-test questions
4. Session Think-aloud method · Observe without helping · 30–60 min
5. Analysis Friction patterns · Quotes · Metrics · Prioritize by severity

Usability Metrics

Metric Description
Task success rate % of users who complete the task
Time on task Time to complete a task
Error rate Number of errors per task
SUS System Usability Scale — 10 questions, scored out of 100. The standard since 1986.
SEQ Single Ease Question — 1 question (perceived ease), 1–7 scale. Fast and reliable.
NPS Net Promoter Score — likelihood to recommend, 0–10 scale.

Tools: Maze · UserTesting · Lookback · Useberry · Optimal Workshop

Heuristic Evaluation & Spider Graph

Heuristic Evaluation

An expert review method (not user-based). Uses Nielsen's 10 heuristics as the analysis grid. Fast, inexpensive, and complementary to user testing. Popularized by Nielsen and Molich (1990).

Severity Description
0 Not a problem
1 Cosmetic problem
2 Minor problem
3 Major problem, high priority
4 Catastrophe, must absolutely be fixed

Radar Chart (Spider Graph)

A visualization of the results — 10 axes (one per heuristic), scored 0 to 5. The polygon shape reveals strengths and weaknesses at a glance. Useful for fast visual communication, before/after comparisons, and competitive benchmarks.

Spider Graph — heuristic evaluation
Structural Tests

Tree Testing

Validates a tree structure without any visual interface. The user navigates the label structure to find a target item. Lets you test the IA before wireframing.

Metric Description
Success rate % of users who found the right location
Directness % who found it without backtracking
Time Time to find it

Tools: Treejack · UXtweak · Maze

🔁
Card Sorting vs Tree Testing

Card sorting = build the tree (generative)
Tree testing = validate the tree (evaluative)

First-Click Test

Measures where users click first to complete a task. The first click is critical: if it's right, the user has an 87% chance of completing the task (Bailey, 2008). If it's wrong, the odds drop to 46%.

5-Second Test

Show a page for 5 seconds, then hide it. Ask what the user remembers. Evaluates clarity and first impression. Especially useful for landing pages and value propositions.

Behavioral Data

Session Recording

Tools that automatically record what real users do on the production product. Passive, unscripted observation. A source of quantitative and qualitative behavioral data.

Type Description
Heatmaps — Click maps Most-clicked areas
Heatmaps — Scroll maps How far users scroll
Heatmaps — Move maps Where the mouse moves (a proxy for attention)
Session recordings Anonymous session video — detects rage clicks, dead clicks, erratic scrolling
Funnels Conversion path tracking — identifies drop-offs at each step
Form analytics Which fields take time or cause drop-off

Tools: Hotjar · FullStory · Microsoft Clarity (free) · Smartlook · Mouseflow

⚖️
Ethical considerations

Comply with GDPR / Law 25 · Mandatory anonymization · Disclosure in the privacy policy · Allow opt-out

09

Figma

Frames, Groups & Auto Layout

Frame vs Group

Frame Group
Self-contained container Simple grouping
Accepts Auto Layout No Auto Layout
Accepts constraints No constraints
Can clip content No clipping
Can have fill, stroke, radius Neutral appearance
Required for responsive work Reserved for temporary grouping
💡
Rule

Almost always a Frame, except for specific temporary grouping cases.

Sizing Modes

Mode Behavior Typical case
Fixed Fixed size in pixels Sidebar (fixed 320px width)
Hug contents Size adapts to the content A button that “hugs” its text
Fill container Fills the parent An element that takes the full width

Auto Layout — Core Concepts

Figma's most powerful tool. Mirrors the logic of CSS Flexbox. Essential for reusable components and responsive work.

Property Description
Direction Horizontal (row) · Vertical (column) · Wrap (flows to next line)
Padding The frame's inner space (top/right/bottom/left)
Gap Space between child elements (can be negative)
Alignment 9 possible positions
Distribution Packed (together + gap) vs Space Between (spread across the full width)

Typical practical cases

Element Sizing
Button Hug × Hug (adapts to its text)
Header Fill × Hug (full width, height adapts)
Sidebar Fixed × Fill (fixed width, takes full height)
Card Fixed × Hug (width 320, height from content)

Essential Mental Models

Concept What it is Why it matters
Frames vs. Groups Frames behave like browser viewports — they clip content, define responsive constraints, and are required for Auto Layout. Groups are just organizational folders. Use frames by default.
Auto Layout Figma's implementation of CSS flexbox. Set the direction (row/column), gap, and padding. Child elements resize and reflow predictably. Every component should use Auto Layout — it's the only way designs hold up at different content lengths. Master it first.
Components & Instances A component is the source of truth. Instances inherit changes but can override individual properties (text, color, visibility). Edit the component → every instance updates. Override an instance → it keeps its override. That's the whole logic of a design system.
Styles & Variables Styles store reusable values. Variables (2023+) are the design token layer — they support modes (light/dark) and enable semantic naming. Use variables for anything that must change across themes or breakpoints. Exportable for developer handoff.
Prototype flows Connections between frames triggered by interactions. Set the trigger (click, hover), the animation (Smart Animate, dissolve), and the destination. Smart Animate interpolates between matching layer names — name layers consistently or transitions break.
Components, Variants & Properties

Terminology

Notion Description
Component (Main) The source component — solid purple diamond
Component Set A group of variants of the same component
Instance A copy linked to the main component — hollow diamond
Detached instance An instance that lost its link — to be avoided

The 4 Property Types

Type Usage Example
Boolean Toggles an element on / off Show/hide an icon inside a button
Instance Swap Replace a nested instance Change a button's icon without diving into it
Text Edit text from the panel A button's label
Variant Pick among predefined variants Choose a button's Size or Style

Essential Shortcuts

Shift A Auto Layout
Cmd Opt K Create component
Alt + drag Duplicate
Hold Alt Show spacing
Shift R Rulers
Cmd 2 Zoom to selection
Shift X Swap fill/stroke
Cmd Shift L Lock layer
Opt Cmd C/V Copy/paste style
Cmd G Group
Cmd Opt G Frame selection
Cmd P Pixel preview
Ctrl C / I Color eyedropper
Cmd Enter Present prototype
Space + Drag Pan
F Frame tool
T Text tool
V Move tool
R Rectangle
Cmd D Duplicate
Cmd R Rename
Cmd / Quick actions
Variables, Styles & Libraries

Styles vs Variables

Styles Variables
Predate variables Introduced in 2023
Fills, text, effects, grids Atomic values (color, number, string, boolean)
No modes Modes (light/dark, mobile/desktop, languages)
No aliases Aliases (a variable pointing to another)

Layered Architecture (Semantic Aliasing)

Layer Example
Primitives (raw values) blue-500: #3B82F6 · gray-100: #F3F4F6
Semantic (roles) color-primary: blue-500 · color-background: gray-100
Component (very specific) button-primary-bg: color-primary

Changing a primitive updates the whole chain. Enables dark mode without duplication. Clear design ↔ dev communication.

Modes — Light/Dark Example

  1. Create a “Colors” collection
  2. Add modes: Light, Dark
  3. Create semantic variables (background, text-primary, border…)
  4. Set different values per mode
  5. Apply them to components
  6. Switch the mode on the root frame → the whole interface flips
Prototyping

Interactions

Triggers Actions
On click / tap · On hover · On press · While hovering · Mouse enter/leave · After delay · Key press Navigate to · Change to (state) · Open overlay · Close overlay · Back · Scroll to · Open link · Set variable · Conditional

Animations

Animation Usage
Smart Animate Automatically interpolates between elements with matching names. Very powerful for microinteractions.
Dissolve Crossfade between two frames
Move in / out · Push · Slide Directional transitions
⏱️
Recommended durations

Microinteractions: 200–400 ms · Page transitions: 300–500 ms · Easing: always ease-in-out or spring — never linear.

Glossary

Resources

Every link and source cited on this site, grouped by category.

References & Readings

Resource Topic
NN/g — 10 Usability Heuristics Nielsen’s 10 heuristics (1994)
NN/g — Heuristic Evaluation Summary (PDF) PDF summary of the heuristics
NN/g — UX Mapping Cheat Sheet Personas, journey maps, experience maps, mental models
NN/g — UX vs UI Video — the UX / UI distinction
Laws of UX Psychological laws applied to design
Growth.Design — Psychology Cognitive biases illustrated with case studies
deceptive.design Catalog of dark patterns
DAPDE — Dark Patterns Types and examples of dark patterns
Really Good Designs — Gestalt Gestalt principles in UI/UX
CareerFoundry — UX vs UI UX / UI difference in plain language
CareerFoundry — SCAMPER SCAMPER ideation technique (video ▶)
UX Design Institute — STAR Method Research planning framework
Maze — Affinity Diagrams Affinity diagram guide
Digital Learning Institute — CRAP Contrast, Repetition, Alignment, Proximity
Twine — Example UX Project Brief A real UX brief example
99designs — Typeface vs Font The typeface / font / typography distinction
Figma Blog — Config 2025 Make, Sites, Draw, Buzz announcements
Shopify — Web Components API Advanced design-system → code resource

Design Tools

Tool Purpose
Figma Industry standard — UI, prototyping, design systems
Sketch UI design pioneer (Mac only)
Adobe XD Sunset since 2023
Penpot Open-source, self-hostable alternative
Typescale Modular type scale generator

Research, Testing & Analytics

Tool Purpose
Maze Unmoderated usability testing
Optimal Workshop · Treejack Card sorting, tree testing
Hotjar Heatmaps, session recordings, surveys
Google Analytics Web analytics — traffic, conversions
Microsoft Clarity Heatmaps and recordings (free)
Mobbin Mobile app patterns, sortable by screen
Page Flows Videos of real user flows
Octopus.do Sitemaps and augmented sitemaps
FlowMapp Sitemaps, user flows, UX planning

Reference Design Systems

System Company
Material Design 3 Google — the most complete, multi-platform
Human Interface Guidelines Apple — iOS, macOS
Carbon IBM — enterprise
Polaris Shopify — e-commerce
Atlassian Design System Atlassian — SaaS / productivity
Fluent Microsoft — enterprise, Office

Accessibility

Resource Purpose
W3C — WCAG 2.2 Official reference
WebAIM · Contrast Checker Plain-language guides, contrast checking
A11y Project Practical checklists
WAVE Page audit tool