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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, page 2

Triangulation: Stronger UX Insights from Multiple Angles
advanced2 min read

Triangulation: Stronger UX Insights from Multiple Angles

Triangulation strengthens research by combining methods to cover each one's blind spots. For example, pair a quantitative study showing *what* users do with a qualitative one explaining *why*. The footgun is treating a single data source as definitive proof.

intermediate2 min read

Affordances Are Actions, Signifiers Are Clues

An affordance is what's possible (a door can be pushed), while a signifier is the clue telling you how (the flat plate). In UI, a button's styling is a signifier for its click affordance. The footgun is saying 'affordance' when you mean 'signifier'.

intermediate2 min read

Design Systems: Your UI's Single Source of Truth

A design system is the single source of truth for UI, giving designers and developers a shared toolkit of reusable components and standards. It ensures consistency and efficiency across projects.

Cialdini's Principles: The Science of Persuasion
intermediate2 min read

Cialdini's Principles: The Science of Persuasion

Persuasion isn't an art; it's a science based on six universal principles for building relationships. Use them to ethically increase profits in business or get a "yes" in daily life, like asking a neighbor for a favor.

UX Research Repository: Your Team's Shared Brain
advanced2 min read

UX Research Repository: Your Team's Shared Brain

A research repository is your team's shared brain for user insights, preventing knowledge from getting lost. It centralizes reports, recordings, and notes, making them searchable to prevent duplicate studies. The main footgun is poor adoption.

Jakob's Law: Don't Reinvent the UI Wheel
intermediate2 min read

Jakob's Law: Don't Reinvent the UI Wheel

Users spend most of their time on other sites, so they expect yours to work like everything else they already know. Leverage familiar patterns for navigation, icons, and workflows.

Theming: One Design System, Many Visual Styles
intermediate2 min read

Theming: One Design System, Many Visual Styles

Theming lets one component library wear many visual styles, like skins on a character. You can support multiple brands or dark/light modes by swapping design tokens instead of rebuilding components.

The Hero's Journey: A Blueprint for Compelling Stories
intermediate2 min read

The Hero's Journey: A Blueprint for Compelling Stories

The Hero's Journey is a narrative blueprint: a character leaves their world, overcomes a crisis, and returns transformed. It's the structure behind blockbuster films and persuasive case studies.

easy1 min read

Debriefing: Closing the Loop in Research

Debriefing is a structured conversation after a research session to gather feedback and clarify observations. Use it after usability tests to understand a user's thought process and answer their questions.

Fitts's Law: Bigger, Closer Targets Are Faster to Hit
advanced2 min read

Fitts's Law: Bigger, Closer Targets Are Faster to Hit

Fitts's Law predicts that the time to hit a target depends on its distance and size. This is why mobile buttons are large and context menus appear at your cursor. The footgun is making everything huge, which sacrifices information density and visual hierarchy.

Measuring Design System Health and ROI
advanced1 min read

Measuring Design System Health and ROI

A design system isn't a one-off project; it's a product that decays without measurement. Track metrics like component adoption and design-to-code parity to prove its value and guide maintenance.

StoryBrand: Make the Customer the Hero of Your Message
advanced2 min read

StoryBrand: Make the Customer the Hero of Your Message

Stop talking about your company; make the customer the hero of a story where your brand is the guide. Use this for website copy and sales pitches to turn a confusing message into one that drives growth. The footgun is making your brand the hero.

intermediate2 min read

Data Minimization: Collect Only What You Need

Treat user data like a liability, not an asset. The Data Minimization principle states you should only collect personal data that is strictly necessary for a specific purpose. This is a core tenant of GDPR. The footgun is collecting data "just-in-case".

advanced2 min read

Hick's Law: More Choices, Slower Decisions

Hick's Law states that decision time increases logarithmically with the number of choices. It's why complex menus slow users down, forcing them into analysis paralysis.

advanced2 min read

System of Systems: Managing Design Systems at Scale

A "system of systems" isn't one giant design system, but a fleet of interconnected ones. It's how large organizations manage multiple brands or products without total fragmentation.

Readability Formulas: Scoring Text Complexity
advanced2 min read

Readability Formulas: Scoring Text Complexity

Readability formulas are like a linter for prose, scoring your text's complexity based on sentence and word length. They're used to check if documentation or UI copy is appropriate for the target audience.

intermediate2 min read

Securing Research Data with a Management System

Treat data security as a living system for managing risk, not a one-off checklist. A framework like ISO 27001 helps you systematically protect sensitive research data by defining policies and controls.

advanced1 min read

"Miller's Law" is Ambiguous and Often Misused

"Miller's Law" isn't one rule, but a name for four distinct, unrelated principles. This ambiguity causes confusion in fields like psychology and computer science.

Typographic Scale: A System for Consistent Text
easy2 min read

Typographic Scale: A System for Consistent Text

A typographic scale is a predefined set of font sizes and line heights that creates visual harmony. Design systems use it for consistent, readable text across devices. The footgun is adding one-off font sizes, which breaks the system's rhythm and consistency.

User Personas: Designing for Someone, Not Everyone
easy2 min read

User Personas: Designing for Someone, Not Everyone

A user persona is a semi-fictional character built from real user data to represent a target group. It helps teams design for "Sarah the busy manager," not a vague "user." The footgun is forgetting the persona is an archetype, not a literal person.

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