UI/UX
Tips & Tricks for
developers
@evalica
#FOSDEM2020
#OPENSOURCEDESIGN
UI Principles & Patterns
2 / 30
Patterns are describing recurring solutions
that solve common design problems
Principles are fundamental rules about the
practice of design
Consistency
3 / 30
p1#
Similar objects should have similar
meanings and functions
Allow users to recognize usage patterns,
decreasing the learning curve
Buttons: Primary / Secondary Actions
4 / 30
Secondary
action
Primary
action
Equal visual weight
No hierarchy
Have only one
primary action
per screen
1#
Buttons: Verbs as Actions
5 / 30
Avoid generic ‘OK’ or ‘Yes’
Avoid confusing phrases
(like double negatives)
Use explicit verbs
Make it the obvious choice
Can take the action without reading
2#
Buttons Placement: Modal Layout
6 / 30
Left aligned Right aligned
Vertical scanning Faster Z-shaped flow
3#
Buttons Placement: Full Page Layout
7 / 30
Left aligned Right aligned
3#
Buttons Placement: Primary Action
8 / 30
Adapt buttons position
Primary action on outer edge
Natural placement
Tertiary
Secondary
Primary
4#
Color as meaning
9 / 30
5#
Use color to differentiate
button types
Limit color
selection
Cancel
Color: Destructive Actions
10 / 30
Red is a strong visual cue
that captures attention
Do not use regular
colors, like Blue
Always ask for
Confirmation
for destructive
actions
5#
Explain the
consequences
Affordance
11 / 30
p2#
Cues which give a hint on how users
may interact with an object
Affordance: Links
12 / 30
Differentiate links from
content
Non-linked
content
Hyperlinked content
Hard to recognize
p2#
Buttons vs. Links
13 / 30
Use for Navigation
Doesn’t affect the interface
Use for Actions
Affects the interface
6#
Objects that are close together are
perceived to be related
Proximity (Gestalt)
14 / 30
p3#
Proximity: Menus
15 / 30
p3#
Use spacing to
group similar
items
Objects sharing attributes are perceived
to be related
Similarity (Gestalt)
16 / 30
p4#
Color, size, shape or orientation can be
used for contrast
Law of Unity (Gestalt)
17 / 30
p5#
Objects connected by lines or boxes are
perceived to be related
Overrides cues from proximity or
similarity
Law of Unity: Grouping
18 / 30
p5#
Using lines and backgrounds to
group related elements
Choice Paralysis (Hick’s Law)
19 / 30
p6#
The time to make a decision increases with
the number and complexity of choices
Recommended
7±2 Rule (Miller’s Law)
20 / 30
p7#
Human brain is limited to retain 7±2 items
in the short-term memory at one time
Limit menu
entries
The new estimate is 4±1 chunks
Serial Position Effect
21 / 30
p8#
We remember best the
first and last items in a serie
Chunking
22 / 30
p9#
Group items to make them easier
to process and remember
Form Fields
23 / 30
Size fields
accordingly
Use Placeholders
Use Masks and
Limiters
Focus state for
selected field
Highlight and
explain error
White background triggers the
tendency to fill empty spaces
Place label on top
7#
Text Align: Numbers
24 / 30
Hard to compare values Right-align numbers
8#
Text Align: Tables
25 / 30
Hard to scan Choose the right alignment
8#
Icon Metaphor
26 / 30
9#
Iconography is not universal
Icon + Text
27 / 30
10#
Learn more principles
and apply them in an
Open Source project of
your choice
Want more?
Thank you
@evalica
Questions?
#FOSDEM2020

UI/UX Tips & Tricks for developers - FOSDEM2020

  • 1.
    UI/UX Tips & Tricksfor developers @evalica #FOSDEM2020 #OPENSOURCEDESIGN
  • 2.
    UI Principles &Patterns 2 / 30 Patterns are describing recurring solutions that solve common design problems Principles are fundamental rules about the practice of design
  • 3.
    Consistency 3 / 30 p1# Similarobjects should have similar meanings and functions Allow users to recognize usage patterns, decreasing the learning curve
  • 4.
    Buttons: Primary /Secondary Actions 4 / 30 Secondary action Primary action Equal visual weight No hierarchy Have only one primary action per screen 1#
  • 5.
    Buttons: Verbs asActions 5 / 30 Avoid generic ‘OK’ or ‘Yes’ Avoid confusing phrases (like double negatives) Use explicit verbs Make it the obvious choice Can take the action without reading 2#
  • 6.
    Buttons Placement: ModalLayout 6 / 30 Left aligned Right aligned Vertical scanning Faster Z-shaped flow 3#
  • 7.
    Buttons Placement: FullPage Layout 7 / 30 Left aligned Right aligned 3#
  • 8.
    Buttons Placement: PrimaryAction 8 / 30 Adapt buttons position Primary action on outer edge Natural placement Tertiary Secondary Primary 4#
  • 9.
    Color as meaning 9/ 30 5# Use color to differentiate button types Limit color selection Cancel
  • 10.
    Color: Destructive Actions 10/ 30 Red is a strong visual cue that captures attention Do not use regular colors, like Blue Always ask for Confirmation for destructive actions 5# Explain the consequences
  • 11.
    Affordance 11 / 30 p2# Cueswhich give a hint on how users may interact with an object
  • 12.
    Affordance: Links 12 /30 Differentiate links from content Non-linked content Hyperlinked content Hard to recognize p2#
  • 13.
    Buttons vs. Links 13/ 30 Use for Navigation Doesn’t affect the interface Use for Actions Affects the interface 6#
  • 14.
    Objects that areclose together are perceived to be related Proximity (Gestalt) 14 / 30 p3#
  • 15.
    Proximity: Menus 15 /30 p3# Use spacing to group similar items
  • 16.
    Objects sharing attributesare perceived to be related Similarity (Gestalt) 16 / 30 p4# Color, size, shape or orientation can be used for contrast
  • 17.
    Law of Unity(Gestalt) 17 / 30 p5# Objects connected by lines or boxes are perceived to be related Overrides cues from proximity or similarity
  • 18.
    Law of Unity:Grouping 18 / 30 p5# Using lines and backgrounds to group related elements
  • 19.
    Choice Paralysis (Hick’sLaw) 19 / 30 p6# The time to make a decision increases with the number and complexity of choices Recommended
  • 20.
    7±2 Rule (Miller’sLaw) 20 / 30 p7# Human brain is limited to retain 7±2 items in the short-term memory at one time Limit menu entries The new estimate is 4±1 chunks
  • 21.
    Serial Position Effect 21/ 30 p8# We remember best the first and last items in a serie
  • 22.
    Chunking 22 / 30 p9# Groupitems to make them easier to process and remember
  • 23.
    Form Fields 23 /30 Size fields accordingly Use Placeholders Use Masks and Limiters Focus state for selected field Highlight and explain error White background triggers the tendency to fill empty spaces Place label on top 7#
  • 24.
    Text Align: Numbers 24/ 30 Hard to compare values Right-align numbers 8#
  • 25.
    Text Align: Tables 25/ 30 Hard to scan Choose the right alignment 8#
  • 26.
    Icon Metaphor 26 /30 9# Iconography is not universal
  • 27.
  • 28.
    Learn more principles andapply them in an Open Source project of your choice Want more?
  • 29.