Design & UX
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70 articles
- Design & UX4 min
8-Point Grid: How to Build a Spacing System in UI Design
The 8pt grid is a rule that every spacing value and size is a multiple of 8 (sometimes 4): it creates a steady rhythm, speeds up design decisions and becomes a short set of tokens in code.
Basics - Design & UX4 min
Accessibility in Design: Basics Every Designer Should Know
Accessible design means an interface people can use with low vision, color blindness, without a mouse or with a screen reader. The designer's foundation: enough contrast, readable text, visible focus, meaning beyond color, alt text and a clear structure.
Basics - Design & UX4 min
How to Design App Onboarding That Users Finish
The best onboarding is the shortest path to a first useful result: instead of a slide carousel, let people do the main action right away, teach in context, and request permissions at the moment their benefit is obvious.
Practice - Design & UX4 min
Brand Tone of Voice: What It Is and How to Define It
Voice is your brand's constant personality in writing, tone is how that personality sounds in a given situation; define voice with 3-4 attributes plus do/don't examples, then tune tone for each channel and language.
Basics - Design & UX4 min
How to Build a Design System From Scratch
Build a design system in stages: audit the current interface, define foundations as tokens, create core components, document when to use them and set clear rules for change. Without adoption by the team, even a perfect library stays a dead file.
Advanced - Design & UX4 min
Button Design in UI: Sizes, States and Labels
A good button shows its importance through hierarchy, reacts visibly in every state (hover, focus, pressed, disabled, loading), is big enough to hit and is labeled with a verb that names the result.
Practice - Design & UX4 min
Card Sorting and Tree Testing: How to Validate Site Navigation
Card sorting shows how users group your content on their own, while tree testing checks whether they can find things in the resulting structure; sort first, then test the tree, then fix and retest.
Practice - Design & UX4 min
How to Check Color Contrast for WCAG Compliance
Under WCAG 2, normal text needs at least 4.5:1 contrast (AA) or 7:1 (AAA), large text 3:1 or 4.5:1, and UI components and meaningful graphics 3:1; check every real text and background pair with a contrast tool and darken or resize what fails.
Practice - Design & UX4 min
Color Theory Basics for UI Designers
In UI, color is a tool for meaning and focus, not decoration: pick one primary brand color, build a wide neutral scale for most of the interface, add semantic colors for statuses and keep accents rare. Thinking in HSL makes it easy to generate consistent shades.
Basics - Design & UX4 min
Customer Journey Map: What It Is and How to Build One
A customer journey map (CJM) is a visual of everything a customer goes through to reach a goal with your product: stages, actions, touchpoints, thoughts, emotions and pain points. Its purpose is to show where the experience breaks so the team knows what to fix first.
Basics - Design & UX4 min
How to Design Dark Mode for an App or Website
A dark theme is not inverted colors: use dark grey instead of pure black, show depth with lighter surfaces, switch accents to lighter and less saturated tints, check contrast in both themes and build everything on semantic tokens with light and dark values.
Practice - Design & UX5 min
Dashboard UI Design: Making Complex Data Readable
A readable dashboard starts with the question it answers, not with charts: 3–5 key metrics at the top, details below, chart types matched to comparison or trend, and tables and filters for people who need to act.
Advanced - Design & UX4 min
Data Table UI Design: Sorting, Filtering and Row Density
A usable table helps people compare and act fast: numbers right-aligned, text left-aligned, key columns first, a sticky header, adjustable density, and rows that turn into cards on mobile.
Practice - Design & UX4 min
Design System Governance: Versioning, Contributions and Adoption
A design system stays alive only with a clear owner, a simple contribution process, SemVer releases with changelogs for both Figma and code, a deprecation policy, and metrics that show real usage across products.
Advanced - Design & UX4 min
Design Tokens: What They Are and How to Structure Them
Design tokens are named design values (colors, spacing, fonts) stored in one source and used in both Figma and code; they are built in three layers — primitives, semantics and components — so a theme or rebrand changes by editing a few references instead of hundreds of screens.
Advanced - Design & UX4 min
How to Design AI Chat Interfaces: UX Patterns for LLM Products
A good AI chat streams answers as they generate, helps users start a prompt, shows sources and the limits of its confidence, lets people edit and regenerate, handles errors and refusals honestly — and is used only where dialogue beats a form.
Advanced - Design & UX3 min
Designing for Color Blindness: Practical Techniques
Never carry meaning with color alone: back it up with an icon, text, shape or pattern and make sure colors differ in lightness. Check designs with protanopia, deuteranopia and tritanopia simulators and in grayscale.
Advanced - Design & UX4 min
Empty State Design: Turning Blank Screens Into Guidance
An empty state should explain what belongs on the screen, why it's empty right now and what to do next, with one clear action; first use, no results, errors and cleared screens each need their own message.
Practice - Design & UX4 min
Figma Auto Layout: A Practical Guide
Auto Layout turns a frame into a container that arranges its content by the direction, spacing and sizing rules you set. Once you master Hug, Fill and Fixed plus nesting, you get buttons, cards and lists that adapt to their text and to the screen width on their own.
Practice - Design & UX4 min
Figma Components and Variants: How to Set Them Up
A Figma component is a main element whose copies (instances) update when you change it. Variants bundle states and sizes into one set, and component properties (text, boolean, instance swap) let you configure instances without detaching them.
Practice - Design & UX4 min
Design Handoff to Developers With Figma Dev Mode
Good handoff starts before Dev Mode: name layers and components, build with auto layout and variables, design every state, mark assets for export and annotate behavior; then developers open ready sections in Dev Mode and read sizes, spacing, tokens and notes directly.
Practice - Design & UX4 min
Figma for Beginners: Interface and First Layout
Figma is a browser-based interface editor where everything is built from frames, shapes and text, and once you know these plus layers, constraints and the Share button, you can build your first mobile screen in an evening.
Basics - Design & UX4 min
How to Make an Interactive Prototype in Figma
In Figma's Prototype tab you connect frames with interactions (trigger plus action plus animation), set a flow starting point, add overlays and scroll behavior, then share the prototype link with testers.
Practice - Design & UX3 min
Figma Variables and Modes for Themes and Brands
Figma variables store color, number, string and boolean values, and modes give each variable several values. Split primitives, brands and themes into separate collections, bind components only to semantic variables, and switching a theme or brand becomes a single mode change.
Advanced - Design & UX4 min
Figma vs Sketch vs Penpot: Which Design Tool to Choose
Figma is the default for browser-based team collaboration, Sketch is a native macOS app with local files, and Penpot is open source and can run on your own server; choose based on platform, budget, data requirements and what your partners use.
Basics - Design & UX4 min
Gestalt Principles in UI Design With Examples
Gestalt principles describe how the brain automatically groups elements by distance, likeness, shared containers and direction. In UI they let users understand what belongs together and where to look without any extra hints.
Basics - Design & UX4 min
Hero Section Design: How to Make the First Screen Work
A good hero answers three questions in seconds — what this is, why it matters to me and what to do next — which takes a clear headline, one primary button, an explanatory visual and a fast load.
Practice - Design & UX4 min
How to Build a Color Palette for a Brand or Product
Pick one primary color with a clear meaning, expand it into a scale of tints and shades, add a tinted neutral scale and semantic colors for status, name them as tokens and test everything on real screens and contrast checks.
Practice - Design & UX3 min
How to Conduct User Interviews for UX Research
A good interview is about what people have actually done, not what they think or would do; recruit from your real audience, ask open questions without hints, and synthesize notes into themes backed by evidence.
Practice - Design & UX4 min
How to Create a Wireframe Step by Step
Start from the page goal and a list of real content, sketch rough grayscale layouts that order that content by priority, annotate how things behave, and review with the team before any visual design.
Practice - Design & UX4 min
How to Choose and Pair Fonts for a Website
Pick a highly readable body font first, then a heading font that contrasts with it in one clear way (structure, weight or width) and fits the brand mood; check the license, language support and loading cost before you commit.
Practice - Design & UX4 min
How to Run a Usability Test: Step-by-Step Guide
A usability test means real users complete typical tasks in your interface while you quietly watch where they struggle. You need four to six well-matched participants, scenario-based tasks, a neutral moderator and a findings list ranked by frequency and severity.
Practice - Design & UX4 min
How to Write a Design Brief for a Website or Logo
A good design brief answers six questions: why you need the design, who it is for, who you compete with, what you like and why, what exactly will be delivered, and what limits apply to time, budget and tech.
Practice - Design & UX4 min
How to Write Error Messages Users Understand
A good error message says in plain language what happened, why, and what to do to fix it, with no blame, codes or jargon, and it appears where the user is already looking.
Practice - Design & UX4 min
Icons in UI Design: Styles, Sizes and Icon Sets
Pick one icon library with one style and stroke weight, use it on a 24 px grid with a fixed scale of 16, 20, 24 and 32 px, and add a text label whenever the meaning is not obvious to everyone.
Practice - Design & UX4 min
Common Landing Page Design Mistakes and How to Fix Them
Most landing pages lose visitors to the same mistakes: an unclear hero, competing buttons, walls of text, a broken mobile layout and generic stock images. Each one can be fixed with a concrete change, without a full redesign.
Practice - Design & UX4 min
Landing Page Design: Structure of an Effective Page
An effective landing page answers visitor questions in the order they arise: what is this, why should I care, why trust you, how does it work, what if, and what now. Each block solves one job and leads to a single target action.
Practice - Design & UX4 min
Layout Grids in UI Design: Columns, Gutters, Margins
A layout grid is an invisible structure of columns, gutters and margins that every element aligns to, and it keeps designs consistent while making the move to code predictable.
Basics - Design & UX4 min
Loading States in UI: Spinners, Skeletons and Progress Bars
Choose a loading indicator by expected wait: under a second show nothing, a few seconds use a skeleton or spinner, longer waits need a progress bar with a clear status. Always design error, timeout and partial-loading states too.
Practice - Design & UX4 min
Logo Design Process: From Brief to Final Files
A logo goes through a brief, research, many rough sketches, two or three developed concepts, careful vector construction and tests at small sizes and in one color, and ends with a set of vector and raster files plus basic usage rules.
Practice - Design & UX4 min
Mobile Navigation Patterns: Tab Bar, Hamburger and More
If an app has 3–5 main sections that people switch between often, use a bottom tab bar; put rarely used items in a menu or a Profile tab, use top tabs to split content inside one section, and treat gestures only as shortcuts.
Practice - Design & UX4 min
Modals, Toasts and Tooltips: When to Use Each in UI
Pick the pattern by how much it interrupts: a modal when the user must decide before continuing, a toast for a brief confirmation that does not stop work, a tooltip for optional clarification on hover or focus.
Practice - Design & UX3 min
Motion Design in UI: Principles, Timing and Easing
UI motion should explain what happened, not decorate: short durations, ease-out for entering, ease-in for exiting and one focal point at a time. Always respect the reduced-motion setting and hand animations to developers as tokens with exact parameters.
Advanced - Design & UX4 min
Designing for Cyrillic and Latin: Multilingual Typography
Choose a typeface with full Cyrillic support, including extended Cyrillic, test Uzbek o‘, g‘ and the apostrophe in it, design for the longest language without fixed widths, and test layouts with real translations rather than an English draft.
Practice - Design & UX4 min
Nielsen's 10 Usability Heuristics Explained
Nielsen's heuristics are 10 general principles of usable interfaces: show system status, speak the user's language, allow undo, stay consistent, prevent errors and so on. With them you can find obvious problems in a design within an hour, without user testing.
Basics - Design & UX4 min
Raster vs Vector Graphics: Formats and When to Use Them
Raster images store a grid of pixels and suit photos, while vector images describe shapes mathematically and scale without loss, so logos and icons belong in vector and photos in JPG or WebP.
Basics - Design & UX4 min
Rebranding: When a Company Needs It and How to Do It
A rebrand is justified when the brand no longer reflects the business: the strategy, audience or market changed, or a merger happened. If the problem is only a dated look, a refresh is enough; either way, start with research and keep the elements people recognize.
Advanced - Design & UX4 min
Responsive Design for Designers: Breakpoints and Layouts
Design the mobile version first, set 3-4 breakpoints where your content breaks, define the grid and block behavior for each range, and build frames with auto layout in Figma so developers see rules, not just pictures.
Practice - Design & UX4 min
Search and Filter UX: Designing Catalogs Users Can Navigate
A usable catalog has visible search that forgives typos and suggests options, filters based on real product attributes with selected values always visible, and results that never end in a dead end.
Practice - Design & UX4 min
Serif vs Sans Serif Fonts: When to Use Each
On modern screens both serif and sans serif fonts read well at normal sizes; the choice is mostly about character and context. Sans serif suits interfaces and small UI text, serif suits long reading and editorial or premium tone, and a pair of one of each covers most needs.
Basics - Design & UX4 min
Touch Target Size and Thumb Zone in Mobile Design
Make tappable areas at least 44×44 pt on iOS and 48×48 dp on Android (WCAG's AA minimum is 24×24 CSS px), keep space between them, and put frequent and primary actions in the lower part of the screen where the thumb reaches easily.
Practice - Design & UX4 min
Types of Logos: Wordmark, Symbol, Emblem and More
Logos fall into wordmarks, lettermarks, pictorial marks, abstract marks, mascots, emblems and combination marks, and a new business is usually best served by a wordmark or combination mark because nobody knows its name yet.
Basics - Design & UX4 min
Typography Basics for Web and Interface Design
Good screen typography rests on a few decisions: a body size of about 16px or larger, line height around 1.4–1.6, lines of roughly 45–75 characters, a limited type scale and two or three weights. Get these right and most interfaces become readable before any styling.
Basics - Design & UX4 min
UI vs UX Design: What Is the Difference
UX design decides what the product does and in what order the user moves through it; UI design decides how each screen looks and reacts. UX without UI is a working skeleton, UI without UX is a beautiful screen that does not help anyone.
Basics - Design & UX4 min
What Is a User Flow and How to Map One Step by Step
A user flow is a diagram of the steps, screens and decision points a user goes through to reach one goal; you map it before mockups to spot extra steps, dead ends and forgotten scenarios early.
Basics - Design & UX4 min
UX Audit Checklist: How to Review a Website or App
A UX audit means walking through key user scenarios with a checklist for navigation, content, forms, accessibility, mobile and trust; log each issue with a screenshot, severity and recommendation, and fix whatever blocks the target action first.
Practice - Design & UX4 min
UX Metrics: SUS, Task Success and How to Measure UX
Usability is measured with behavioral metrics (task success, time, errors) and perception metrics (SEQ after each task, SUS at the end of a session). You can compare iterations only when tasks, success criteria and participants stay comparable.
Advanced - Design & UX4 min
UX Research Methods: Which One to Use and When
Pick the method by the question: "why" and "what people think" call for interviews and diary studies, "how many" and "how often" for surveys and analytics, "can people use it" for usability tests, and "how to structure navigation" for card sorting.
Basics - Design & UX4 min
Visual Hierarchy in Design: How to Guide the Eye
Visual hierarchy is the order in which the eye reads a screen, and you control it with size, contrast, color, spacing and position. Pick one main element per screen, make it the strongest, and deliberately weaken everything else.
Basics - Design & UX4 min
Form Design Best Practices for Web and Mobile
A usable form asks only for what is necessary, gives every field a visible label above it, uses the right input types for mobile keyboards, and reports errors right after a field is completed, next to it, in plain language.
Practice - Design & UX4 min
What Is a Brand Book and What Should It Include
A brand book is a document that describes a brand's identity and the rules for using it — from mission and tone of voice to logo, colors, fonts and real-world applications. A logobook covers only the logo, and a guideline covers only visual usage rules.
Basics - Design & UX4 min
What Is a Design System and Why Products Need One
A design system is a shared set of design decisions — tokens, reusable components in design and code, usage rules and documentation — that lets a team build consistent interfaces faster. It pays off once several people or several products work on the same interface.
Basics - Design & UX4 min
What Is a Moodboard and How to Make One for a Design Project
A moodboard is a collection of colors, fonts, images and references that sets a project's visual direction and helps you agree on the "feel" with a client before the first mockup is drawn.
Basics - Design & UX4 min
What Is a User Persona and How to Create One
A user persona is a short, realistic profile of a typical user group built from research: their goals, context, behaviour and obstacles. It is useful only when it changes decisions, so keep it focused on needs and pain points rather than decorative biography.
Basics - Design & UX4 min
What Is Brand Identity and What It Consists Of
Brand identity is a system of visual and verbal elements — logo, color, typography, graphics and tone of voice — applied by shared rules at every touchpoint. The logo is only one part of it, and the brand is what people end up thinking about the company.
Basics - Design & UX4 min
What Is Design Thinking: Stages and Examples
Design thinking is a problem-solving approach that starts with understanding people, then moves through five stages: empathize, define, ideate, prototype and test. Its value is in checking assumptions with real users cheaply before building, not in workshops and sticky notes.
Basics - Design & UX4 min
What Is Information Architecture in UX
Information architecture is how a product's content is grouped, named and connected, and good IA lets people find what they need without having to think about where it is.
Basics - Design & UX4 min
What Is Usability Testing and Why It Matters
Usability testing means watching real people complete tasks in your product to see where they get confused or fail, and a round with about five participants often uncovers most of the serious issues.
Basics - Design & UX4 min
What Is UX Writing and Why Interface Text Matters
UX writing is designing the words inside an interface: buttons, labels, hints, errors, empty states and onboarding. Good microcopy is clear, short and consistent in tone, and it helps people complete tasks without guessing what to do next.
Basics - Design & UX4 min
Wireframe vs Mockup vs Prototype: Key Differences
A wireframe is a gray structural sketch of a screen, a mockup is the same screen in final visual design, and a prototype is a clickable version that simulates how the product works. They answer different questions: what goes where, how it looks and how it behaves.
Basics
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