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🎨Design & UX

UI design, UX research, and design systems

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Test yourself: Top 30 Design & UX concepts questionsMultiple choice, with the correct answer and why it is correct on every question. Free, no sign-in.

Concepts in Design & UX

easy2 min read

UX Research: Building for Real People, Not Assumptions

UX Research is about watching what people *do*, not just what they *say*, to build products that solve their actual problems. It's used to design everything from websites to medical devices, guiding development with real user feedback.

easy2 min read

User-Centered Design: Build for Who, Not What

User-Centered Design (UCD) puts the user's goals, tasks, and environment at the core of development. This process shapes software and websites through user personas and real-world testing.

easy2 min read

Single Source of Truth (SSOT): One Place for All UI

A Single Source of Truth (SSOT) is the "don't repeat yourself" principle for UI. Define a component or style once in a central design system, and reference it everywhere. This prevents UI drift across teams.

Ethos, Pathos, Logos: The Three Appeals of Persuasion
easy2 min read

Ethos, Pathos, Logos: The Three Appeals of Persuasion

Persuade anyone by appealing to their head (logos), heart (pathos), or trust in you (ethos). Use this framework in design docs or presentations to make a stronger case.

Double Diamond: Explore, Then Focus, Twice
intermediate2 min read

Double Diamond: Explore, Then Focus, Twice

The Double Diamond model prevents building the wrong thing by forcing two cycles of 'go wide, then narrow down.' First, explore the problem space, then define a specific problem. Second, explore solutions, then deliver a tested one.

Nielsen's 10 Heuristics: Rules of Thumb for UI Design
easy2 min read

Nielsen's 10 Heuristics: Rules of Thumb for UI Design

Nielsen's Heuristics are ten rules of thumb for evaluating if a design is user-friendly. Use them to spot usability issues in any interface, from apps to stovetops. The biggest mistake is treating them as strict laws, not flexible guidelines.

A Design System is a Shared Toolbox, Not Just a Sticker Sheet
easy2 min read

A Design System is a Shared Toolbox, Not Just a Sticker Sheet

A design system is a shared toolbox of reusable UI components and rules, not just a style guide. It ensures consistency and speed when multiple teams build products at scale.

Plain Language Writing: Write for Your Audience, Not Yourself
easy2 min read

Plain Language Writing: Write for Your Audience, Not Yourself

Plain language isn't dumbing down; it's writing so your audience can understand and act on information the first time. Use it in UI copy and docs to reduce user error. The footgun is assuming your audience shares your jargon and context.

Jobs to Be Done: Sell the Hole, Not the Drill
intermediate2 min read

Jobs to Be Done: Sell the Hole, Not the Drill

The Jobs to Be Done framework says customers 'hire' products to get a job done. Instead of selling a drill, sell the quarter-inch hole. This reframes innovation around stable customer needs, not temporary product features.

Visual Hierarchy: Guiding the User's Eye
easy2 min read

Visual Hierarchy: Guiding the User's Eye

Visual hierarchy guides the user's eye by making important things look important. It uses contrast in size, color, and placement to create a path of importance, like a big headline versus small footer text.

Design System: The Whole vs. Its Parts
easy2 min read

Design System: The Whole vs. Its Parts

A design system is the parent; style guides and component libraries are its children. It's the full toolkit for building consistent products at scale, containing rules, patterns, and ready-to-use code.

The Inverted Pyramid: Lead with the Conclusion
intermediate2 min read

The Inverted Pyramid: Lead with the Conclusion

Lead with the conclusion, then add details in decreasing order of importance. This structure ensures readers get the main point even if they stop reading early. It's crucial for news, bug reports, and docs. The footgun is burying the lede in context.

Formative vs. Summative Evaluation: Improve vs. Judge
intermediate2 min read

Formative vs. Summative Evaluation: Improve vs. Judge

Formative evaluation improves a design in progress; summative evaluation judges a finished one. Use formative tests to find and fix flaws iteratively. Use summative tests to measure a shipped product against a benchmark, like a prior version or a competitor.

Color Theory: Harmony, Contrast, and Meaning in UI
intermediate2 min read

Color Theory: Harmony, Contrast, and Meaning in UI

Color theory is a system for using contrast, harmony, and symbolism to guide user experience. It's applied in UI to create visual hierarchy, evoke brand emotions, and ensure readability.

Atomic Design: Building UIs Like Chemistry
intermediate2 min read

Atomic Design: Building UIs Like Chemistry

Atomic Design is like chemistry for UIs: you build complex screens from simple, indivisible 'atoms' like buttons and inputs. It's used to create consistent design systems. The footgun is treating it as a rigid, linear process instead of a mental model.

The PAS Formula: Turn a Reader's Pain into a Purchase
intermediate2 min read

The PAS Formula: Turn a Reader's Pain into a Purchase

The PAS formula turns pain into a purchase by stating a problem, making it feel worse (agitating), then offering your product as the solution. It's used in ads and landing pages where you need to be persuasive fast.

advanced2 min read

UX Ethics: A Professional Code of Conduct

UX ethics formalizes your responsibility to users. It's about centering human well-being, being transparent with data, and actively preventing harm. This guides decisions from research to launch.

intermediate2 min read

UI Typography for Readability

Good typography isn't about fancy fonts; it's about making content effortless to read by controlling size, spacing, and alignment. It's crucial for body copy, headings, and labels. The footgun is using justified text or lines over 90 characters long.

Design Systems: From UI Kits to Business Infrastructure
intermediate2 min read

Design Systems: From UI Kits to Business Infrastructure

A design system is business infrastructure, not just a UI kit. It translates brand consistency into measurable ROI by reducing costs and accelerating delivery.

Brand Voice vs. Tone: Personality vs. Mood
intermediate2 min read

Brand Voice vs. Tone: Personality vs. Mood

Think of voice as your brand's consistent personality and tone as its mood, which adapts to the situation. This distinction guides all copy, from celebratory emails to error messages. The main footgun is forcing one tone, like humor, everywhere.

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