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🎨Design & UX

UI design, UX research, and design systems

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

Intermediate everything in Design & UX, page 25

intermediate2 min read

Figma Instance Overrides: Local Changes, Global Components

Instance overrides let you customize a component copy without breaking its link to the main. Use them to change a button's text or swap an icon for a specific context. The footgun: Overrides are lost when swapping variants if layer names don't match.

intermediate2 min read

Figma's Smart Animate: Motion Without Keyframes

Figma's Smart Animate creates fluid animations by tweening layers between frames. It's perfect for prototypes with expanding cards, sliding toggles, or parallax effects.

intermediate2 min read

Figma Prototypes: Build Interactive Flows, Not Just Screens

Figma prototypes turn static designs into interactive user journeys by connecting frames. Use them to test user flows, present to stakeholders, or get feedback before writing code. The footgun: a single top-level frame can only be one flow's starting point.

intermediate2 min read

Boolean Operations: Non-Destructive Shape Math

Boolean operations are non-destructive shape math, combining layers into complex forms while keeping the original pieces editable. Use them for icons and illustrations. The footgun: intersecting non-overlapping shapes makes them disappear until they touch.

intermediate2 min read

Figma Vector Networks: Graphs, Not Just Chains

Vector networks are graphs, not just chains. Unlike traditional paths where a point connects only two lines, a vector network allows multiple lines to meet at a single vertex. This is Figma's engine for complex shapes.

intermediate2 min read

The Figma Interface: Your Digital Design Workshop

Figma's interface is a digital workshop: a central canvas for your work, a left sidebar for layers and assets, and a right sidebar for properties. It's the hub for UI/UX design, prototyping, and developer handoff.

Visual Balance: Arranging UI Elements for Stability
intermediate2 min read

Visual Balance: Arranging UI Elements for Stability

Think of visual balance like a seesaw for your UI. Elements have "visual weight" from their size and color, and a balanced design distributes this weight so the layout feels stable.

intermediate2 min read

Figma Constraints: Building Responsive Layouts

Constraints are rules for how layers react when their frame is resized. Use them to build responsive designs, like pinning a logo to the top-left or stretching a background. The footgun: Constraints don't work on groups or inside Auto Layout frames.

The 8-Point Grid: A Shared Language for UI Spacing
intermediate2 min read

The 8-Point Grid: A Shared Language for UI Spacing

The 8-point grid system stops spacing debates by making every dimension and gap a multiple of 8px. It's used in design systems like Google's to create consistent layouts that render cleanly across devices. The biggest mistake is breaking the rule for "feel."

intermediate2 min read

Layout Grids: Your Blueprint for Consistent UI

Layout grids are visual blueprints for frames, enforcing structure and alignment. Use them to create consistent, responsive layouts for web and mobile. A common footgun is using fixed-width columns instead of 'Stretch' columns, which breaks responsiveness.

The Design Critique: Improving Work with Focused Feedback
intermediate2 min read

The Design Critique: Improving Work with Focused Feedback

A design critique is a structured conversation to measure a design against its goals, not a session for subjective opinions. It helps get early feedback on feasibility or catch inconsistencies.

Usability Testing: Watch Real Users, Not Just Experts
intermediate2 min read

Usability Testing: Watch Real Users, Not Just Experts

Usability testing evaluates a product by observing real, first-time users interact with it, revealing flaws that designers often miss. It's used to validate design intuitiveness before launch.

intermediate2 min read

Low-Fi vs. High-Fi Prototypes: Test Ideas Fast vs. Polish for Realism

Low-fi prototypes are quick sketches to test core ideas and flows. High-fi prototypes are detailed, interactive mockups that look and feel like the final product. Use low-fi early for brainstorming and high-fi late for usability testing.

intermediate2 min read

Iterative Design: Build, Test, Learn, Repeat

Iterative design is a cycle of building, testing, and refining based on user feedback. It's standard for app development, where you ship a basic version and improve it with data. The footgun is mistaking any change for iteration; it requires real user testing.

Automated Design Linting: Your Design System's Spellchecker
intermediate2 min read

Automated Design Linting: Your Design System's Spellchecker

Design linting is like a spellchecker for your UI, automatically flagging inconsistencies against your design system. It catches missing styles or wrong colors before handoff, ensuring consistency. The footgun: a 'clean' file isn't necessarily a good design.

intermediate2 min read

Figma Branching: A Sandbox for Your Design System

Branching in Figma is like Git for designers. It creates a safe copy (a branch) of your main file for experimentation, perfect for trying new ideas or updating components without risk.

intermediate2 min read

Figma for VS Code: Designs Inside Your Editor

Embed a live Figma inspector in your IDE to stop switching contexts. Use it to grab code snippets, check measurements, or reply to comments without leaving VS Code. The footgun: it's for inspection, not editing—you can't change the design itself.

intermediate2 min read

Figma's Handoff Status: A Traffic Light for Devs

Think of Figma's handoff status as a traffic light for your designs, signaling what's safe to build. Designers mark sections Ready for dev, and Figma automatically flags them as Changed if modified.

intermediate2 min read

Figma Dev Mode: From Design to Code Snippets

Figma's Dev Mode translates designs into code snippets, not just redlines. Select an element to get CSS, Swift, or Android XML with layout and style properties. The footgun is relying on this starter code; use Code Connect to link to your real design system.

intermediate2 min read

Touch Target Size: Bigger is Better, Spacing is Key

A button's clickable area is more than its visible pixels; it includes the space to avoid fat-fingering neighbors. WCAG requires targets to be at least 24x24 CSS pixels for users with motor impairments.

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