Ux Design Principles logo

Ux Design Principles

Community
alpham8
ux-design-principles

Apply evidence-based UX and UI design principles when building user interfaces. Use when creating layouts, navigation, forms, buttons, dashboards, landing pages, or any user-facing component. Triggers on: "design a page", "build a form", "create navigation", "improve usability", "visual hierarchy", "user experience", "layout design", "whitespace", "spacing", "readability", "scanning pattern", "F-pattern", "Gestalt", "Fitts law", "Hick law", "cognitive load", "form validation", "button design", "color contrast", "typography". Complements frontend-design (aesthetics) with functional design theory. For pure visual aesthetics, see frontend-design. For browser performance, see high-perf-browser.

Overview

Publisheralpham8
Repositoryagentic-webdev
Skill nameux-design-principles
Stars
4
Forks
0
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by alpham8 on GitHub. Read the source before you install it.

Installation

Install the Ux Design Principles AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/alpham8/agentic-webdev/tree/master/skills/wondelai/ux-design-principles
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/alpham8/agentic-webdev.git /tmp/agentic-webdev
mkdir -p .claude/skills
cp -r /tmp/agentic-webdev/skills/wondelai/ux-design-principles .claude/skills/ux-design-principles
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ux Design Principles in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ux Design Principles on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ux Design Principles is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

UX Design Principles

Evidence-based principles for building interfaces that are not just beautiful, but functional, intuitive, and accessible. Apply these when designing layouts, choosing navigation patterns, building forms, or making any UI decision that affects how users perceive and interact with an interface.

This skill complements frontend-design (which covers aesthetics and visual creativity) by providing the design theory layer -- the principles that make interfaces actually work well for users.

Core Truth

Users don't read -- they scan. Users don't think -- they recognise. Users don't optimise -- they satisfice. Every design decision must account for how humans actually behave, not how we wish they would.


1. Visual Hierarchy & Eye Movement

The Three Levels Rule

Every page needs exactly three distinct levels of visual emphasis -- not a continuum, but clear steps:

LevelRoleTechniques
DominantSingle entry point, maximum visual weightLargest size, strongest contrast, most whitespace around it
Sub-dominantSecondary focal points, moderate emphasisMedium size, accent color, moderate contrast
SubordinateSupporting content, least visual weightBody text, muted colors, standard sizing

Key principle: "You can't emphasise everything. In order for some elements to stand out, other elements must fade into the background."

Scanning Patterns

F-Pattern (text-heavy pages):

  1. Horizontal scan across the top
  2. Shorter horizontal scan slightly below
  3. Vertical scan down the left edge

Design implications:

  • First two paragraphs carry the most important information
  • Start headings and bullet points with information-carrying words
  • Left-aligned content gets more attention than right-aligned
  • Break walls of text with headings, bold keywords, and bullet points

Z-Pattern (minimal-text pages like landing pages, hero sections):

  • Eye moves: top-left -> top-right -> diagonal to bottom-left -> bottom-right
  • Place logo/brand top-left, CTA top-right, key message along the diagonal, action bottom-right

Critical insight: The F-pattern is the default when no strong visual cues exist. Good design eliminates reliance on this inefficient scanning mode by providing clear hierarchy.

Visual Weight Factors

Elements attract attention based on (strongest to weakest):

  1. Size -- larger elements dominate
  2. Color & contrast -- vivid/saturated colors outweigh muted ones
  3. Whitespace -- isolated elements with surrounding space gain prominence
  4. Shape -- distinctive shapes stand out among uniform ones
  5. Position -- top-left has natural dominance (in LTR languages)
  6. Density -- complex/detailed areas attract more than sparse ones
  7. Imagery -- photos of people naturally draw the eye

2. Gestalt Principles (Practical Application)

These principles describe how humans automatically group and interpret visual elements. Use them intentionally.

Proximity (Most Important for UI)

Elements close together are perceived as related. Spacing is the primary grouping mechanism in UI.

  • Group related form fields by reducing space between them
  • Separate unrelated sections with larger gaps
  • A label must be closer to its field than to the previous field
  • Navigation items in the same cluster are perceived as a group

Similarity

Elements sharing visual characteristics (color, shape, size, style) are perceived as related.

  • All clickable links must look the same (color, underline, weight)
  • Related action buttons share a style; destructive actions look different
  • Icon families must use uniform stroke weight, size, and style
  • Typography hierarchy: same size/weight = same importance

Figure-Ground

Users separate elements into foreground (focus) and background (context).

  • High-contrast CTAs against neutral backgrounds
  • Cards with subtle shadows lift off the page
  • Dark overlays on hero images make text readable
  • Modal overlays dim the background to establish focus

Common Region

Elements enclosed within the same boundary are perceived as grouped.

  • Cards, panels, and bordered sections group related content
  • Colored background sections separate content areas
  • Form fieldsets with visible borders group related inputs

Closure

The brain completes incomplete shapes. Use this for:

  • Partially visible carousel items suggesting more content
  • Progress indicators showing completion state
  • Truncated text with "..." indicating expandable content

Continuity

Elements on a line or curve are perceived as related and following a direction.

  • Progress steppers guide users through a sequence
  • Aligned elements along invisible grid lines create order
  • Breadcrumbs follow a linear path showing hierarchy

Uniform Connectedness (Strongest Grouping)

Visually connected elements are perceived as most strongly related.

  • Lines connecting steps in a process
  • Visual connectors between related data points
  • Breadcrumb separators linking hierarchy levels

3. Laws of UX (Key Principles)

Fitts's Law

"The time to reach a target is a function of the distance to and size of the target."

  • Make primary action buttons large and easy to reach
  • Place frequently used actions near the cursor's resting position
  • Touch targets: minimum 10mm x 10mm (MIT Touch Lab)
  • Add padding between adjacent interactive elements to prevent mis-taps
  • Corners and edges of the screen are easiest to reach (infinite edge)

Hick's Law

"Decision time increases with the number and complexity of choices."

  • Limit navigation items to 5-7 top-level options
  • Use progressive disclosure: show details on demand, not all at once
  • Break complex processes into steps (wizards, multi-step forms)
  • Highlight recommended options to reduce decision effort
  • Categorise long lists instead of presenting flat lists

Miller's Law

"Working memory holds 7 +/- 2 items."

  • Chunk information into groups of 5-9 items
  • Phone numbers: (555) 123-4567 not 5551234567
  • Break long forms into logical sections
  • Limit tabs, navigation items, and option groups accordingly

Jakob's Law

"Users spend most of their time on other sites and prefer yours to work the same way."

  • Follow established conventions: logo top-left links to home, search top-right, cart icon in e-commerce
  • Shopping cart, login, and navigation placement should match user expectations
  • Use standard icons for universal actions (magnifying glass = search, gear = settings)
  • Innovate on content and value proposition, not on basic interaction patterns

Doherty Threshold

"Productivity soars when response time is under 400ms."

  • Aim for < 100ms for direct manipulation (button clicks, toggles)
  • Use optimistic UI updates: show the result immediately, sync in background
  • Show skeleton screens or progress indicators for anything > 400ms
  • Animate transitions to mask loading time (300-500ms)

Von Restorff Effect (Isolation Effect)

"The element that differs from the rest is most likely remembered."

  • Make the primary CTA visually distinct from all other buttons
  • Highlight the recommended pricing plan differently
  • Use a different color or size for the most important item in a list
  • But: use sparingly -- if everything is highlighted, nothing stands out

Peak-End Rule

"People judge experiences by their peak moment and the ending."

  • Optimise the most impactful moment (first impression, key interaction)
  • End flows positively: success confirmations, thank-you pages, delightful animations
  • A frustrating checkout can ruin an otherwise good experience
  • Error recovery is a peak moment -- handle it gracefully

Aesthetic-Usability Effect

"Users perceive aesthetically pleasing design as more usable."

  • Visual polish increases user tolerance for minor usability issues
  • But: aesthetics cannot compensate for fundamentally broken interactions
  • First impressions are disproportionately influenced by visual quality
  • Invest in visual refinement after getting the interaction model right

Tesler's Law (Law of Conservation of Complexity)

"Every system has irreducible complexity. The question is who deals with it."

  • Move complexity from the user to the system wherever possible
  • Smart defaults reduce decisions the user must make
  • Auto-detection (location, language, currency) absorbs complexity
  • But: don't hide essential controls behind too much "magic"

Postel's Law (Robustness Principle)

"Be liberal in what you accept, conservative in what you send."

  • Accept varied input formats (dates, phone numbers, addresses)
  • Parse and normalise user input silently
  • Display output in a clean, consistent format
  • Forgive typos, extra spaces, and formatting inconsistencies

Goal-Gradient Effect

"Motivation increases as users approach their goal."

  • Show progress bars in multi-step processes
  • Start progress indicators slightly filled (e.g. "Step 1 of 4" not "0 of 4")
  • Loyalty programs and gamification leverage this principle
  • Checklist completion indicators motivate task finishing

4. Typography & Readability

Line Length (Measure)

ContextOptimal range
Body text (web)45-85 characters per line (including spaces)
Ideal sweet spot65 characters (2.5x the Roman alphabet)
MobilePrioritise readable font size over ideal measure

Too long: Reader fatigue, difficulty finding next line start. Too short: Breaks reading rhythm, disrupts word groups.

Font Size

  • Body text: 16px minimum on desktop, 16px minimum on mobile (prevents iOS zoom)
  • Don't scale font size proportionally to viewport width without limits
  • Large text on large screens disrupts horizontal reading flow -- use narrower columns instead
  • Test on standard-resolution monitors, not just retina displays

Line Height

  • Standard ratio: ~150% of font size (1.5 line-height)
  • Smaller text needs more generous line height
  • Too tight: horizontal reading suffers, line doubling increases
  • Too loose: lines visually separate, paragraphs lose cohesion

Hierarchy Through Typography

  • Use size, weight, and spacing -- not just bold/italic -- to create distinct levels
  • Maximum 2-3 font families per design
  • Headings: 1.2-1.3x larger than the level below them
  • Body text at a weight/size comfortable for sustained reading

5. Color & Contrast

Contrast for Readability

ElementMinimum ratio (WCAG AA)
Normal text (< 24px)4.5:1
Large text (>= 24px or 18.8px bold)3:1
UI components, icons3:1
  • Body text needs near-maximum contrast for fluent readability
  • Secondary elements (footnotes, captions) use lower contrast to establish hierarchy
  • Not everything can be at maximum contrast -- hierarchy requires contrast differences
  • Test on standard-resolution displays, not just retina (antialiasing degrades small text contrast)

Color as Communication

  • Never convey information through colour alone -- always add a secondary indicator (icon, text, pattern)
  • Red/black is problematic for protan colour vision -- avoid for text or semantic elements
  • Luminance perception is the same for colour-blind users -- lightness contrast always works
  • Use colour to reinforce hierarchy, not to create it

Dark Mode Considerations

  • WCAG 2 contrast ratios are less reliable for dark mode -- consider APCA (Accessible Perceptual Contrast Algorithm)
  • Light text on dark backgrounds needs different weight/size adjustments than dark-on-light
  • Reduce pure white text on pure black -- use off-white on dark grey to reduce eye strain

6. Whitespace & Spacing

Principles

  • Whitespace is not wasted space -- it is an active design element that creates hierarchy, grouping, and breathing room
  • Micro whitespace: Space within elements (padding, line height, letter spacing)
  • Macro whitespace: Space between elements (margins, section gaps, content gutters)
  • More whitespace around an element = more visual weight and importance
  • Consistent spacing creates rhythm; inconsistent spacing creates visual noise

Spacing System

Use a consistent spacing scale based on a base unit (typically 4px or 8px):

4px  -- tight: between related inline elements
8px  -- compact: between related items in a list
16px -- default: between form fields, list items
24px -- comfortable: between content groups
32px -- spacious: between major sections
48px -- generous: between page-level sections
64px -- dramatic: hero sections, major visual breaks

Rule: Related elements get less space between them than unrelated elements. This is Gestalt proximity in practice.


7. Navigation Design

The Three Questions

Every page must answer these for the user:

  1. "Where am I?" -- current location indicator (active state, breadcrumbs, page title)
  2. "Where can I go?" -- visible navigation options
  3. "Where have I been?" -- visited state, breadcrumbs, history

Most responsive navigation solutions handle only #2 and forget #1 and #3.

Navigation Patterns

PatternUse whenAvoid when
Persistent top nav<= 7 items, simple hierarchyComplex multi-level structures
Simple toggleSingle-level, many itemsMulti-level hierarchies
Multi-level toggleTwo-level hierarchy (sweet spot)> 2 levels of depth
Off-canvas / hamburgerComplex menus, mobile-firstDesktop with enough space to show nav
Tab bar (mobile)3-5 primary destinations> 5 items

Best Practices

  • Always label hamburger icons with "Menu" text -- icons alone are ambiguous
  • Breadcrumbs at all viewport sizes, not just desktop
  • Build navigation progressively -- it must work without JavaScript
  • Show the current page indicator in responsive navigation (most fail at this)
  • Simplify information architecture before choosing a pattern -- the pattern cannot fix a bad IA

Red Flags

  • Complex mega-menus on mobile
  • Navigation that hides the current page indicator
  • Icon-only navigation without labels
  • More than 3 levels of nested navigation

8. Form Design

Structure & Layout

  • Labels above fields -- closest possible visual proximity
  • Never use placeholder text as labels -- it disappears on focus
  • Size fields proportionally to expected input length (postcode = short, address = long)
  • One column for forms -- multi-column forms increase completion time by 15-25%
  • Group related fields with visible boundaries (fieldsets) and reduce space within groups
  • Auto-focus the first field to reduce interaction cost

Input Optimisation

  • Match keyboard to input type: type="email", type="tel", type="number"
  • Use input masking for formatted data (phone, dates, credit cards)
  • Enable autocomplete/autofill (30% faster completion per Google research)
  • Provide a "show password" toggle instead of "confirm password" fields
  • Avoid dropdowns on mobile -- use radio buttons, segmented controls, or steppers instead
  • Keep fields in single inputs -- don't split phone numbers or dates across multiple fields

Validation

  • Validate inline after the user leaves the field (on blur), not while typing
  • Show errors next to the field, not in a summary at the top only
  • Use plain language: "Email address must include @" not "Invalid format"
  • Never rely on colour alone for error indication -- add icons and text
  • Mark only optional fields (if most are required); avoid asterisk notation
  • Protect user input: persist form data across accidental page reloads

Reducing Friction

  • Remove every field that is not strictly necessary (most forms can cut 20-60% of fields)
  • Explain why sensitive data is requested ("We need your phone for delivery updates")
  • Use geolocation, camera scanning, and biometrics where appropriate
  • Make the form appear short -- perceived complexity reduces completion rates more than actual complexity

9. Button & Interactive Element Design

Visual Design

  • Buttons must look clickable -- use shadows, borders, or colour fills to signal interactivity
  • Rectangular with rounded corners is the safest, most recognisable shape
  • Consistent button shapes within an interface -- never mix three different styles

Sizing & Touch Targets

  • Minimum touch target: 10mm x 10mm (approximately 44x44 CSS pixels)
  • Add breathing room between adjacent buttons to prevent mis-taps
  • Primary action buttons should be the largest interactive element in their context

Primary vs Secondary Actions

  • Primary action (Submit, Save, Continue): strongest visual weight -- filled, high-contrast colour
  • Secondary action (Cancel, Back): weakest visual weight -- outlined or text-only
  • Destructive action (Delete, Remove): visually distinct, requires confirmation
  • Never give Cancel the same visual weight as Submit -- this causes errors

Labeling

  • Use action verbs describing the outcome: "Create Account", "Send Message", "Download PDF"
  • Labels must answer: "What happens when I click this?"
  • Avoid vague labels: "OK", "Submit", "Yes", "Click Here"

States

Every button needs these visual states:

  • Default -- resting appearance
  • Hover -- cursor feedback (desktop)
  • Active/Pressed -- confirmation of click
  • Focused -- keyboard navigation indicator (never remove focus outline without replacement)
  • Disabled -- visually muted, explains why (prefer keeping buttons enabled and validating on submit)
  • Loading -- spinner or progress indication during async actions

10. Nielsen's 10 Usability Heuristics (Applied)

Use these as a review checklist after building any interface:

#HeuristicDesign check
1Visibility of system statusDoes the user always know what's happening? Loading states, progress bars, confirmations.
2Match real-world languageDoes the UI use the user's vocabulary, not developer jargon?
3User control & freedomCan users undo, go back, and escape without penalty?
4Consistency & standardsDo similar elements look and behave the same everywhere?
5Error preventionAre error-prone conditions eliminated? Confirmation for destructive actions?
6Recognition over recallAre options visible? Does the user need to remember things between screens?
7Flexibility & efficiencyAre there shortcuts for power users? Can the interface be customised?
8Aesthetic & minimalist designDoes every element serve a purpose? Is noise removed?
9Help users recover from errorsAre error messages in plain language with a suggested fix?
10Help & documentationIs help searchable, contextual, concise, and task-oriented?

Quick Decision Reference

"Should I use X or Y?"

DecisionRecommendationWhy
Hamburger vs visible navVisible nav when space allowsHidden nav reduces discoverability by 50%+
Dropdown vs radio buttons (mobile)Radio buttonsDropdowns require 2 taps and hide options
Placeholder vs labelAlways use labelsPlaceholders disappear, violating recognition over recall
Modal vs inlineInline when possibleModals interrupt flow and require focus management
Carousel vs static contentStatic contentCarousels have < 1% interaction rate past first slide
Infinite scroll vs paginationPagination for goal-oriented tasksInfinite scroll loses position, breaks "back" button
Icon-only vs icon+labelIcon + labelIcons alone are ambiguous except for universal ones (close, search)
Confirm password vs show toggleShow/hide toggleSingle field with toggle reduces errors
Disabled button vs enabled+validateEnabled + validate on submitDisabled buttons don't explain what's wrong

Sources & Further Reading

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ux Design Principles AI skill do?

Apply evidence-based UX and UI design principles when building user interfaces. Use when creating layouts, navigation, forms, buttons, dashboards, landing pages, or any user-facing component. Triggers on: "design a page", "build a form", "create navigation", "improve usability", "visual hierarchy", "user experience", "layout design", "whitespace", "spacing", "readability", "scanning pattern", "F-pattern", "Gestalt", "Fitts law", "Hick law", "cognitive load", "form validation", "button design", "color contrast", "typography". Complements frontend-design (aesthetics) with functional design th...

Why use Ux Design Principles on TypingMind?

Because you install it once and use it with any model. Ux Design Principles is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ux Design Principles in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/alpham8/agentic-webdev/tree/master/skills/wondelai/ux-design-principles. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ux Design Principles?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ux Design Principles?

As many as you like. As long as a model supports skills, you can use Ux Design Principles with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ux Design Principles AI skill free?

Yes. It is published on GitHub by alpham8 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇