Designing Interfaces
Most "ugly" apps are not missing talent, they are missing constraints: twelve font sizes, spacing picked per element, a dozen near-identical greys, and buttons that each grew their own style. Good design here is mostly removing choices. Fix the system first (tokens, scales), then the screens fall into line.
Contents
- Step 1 — Look before you touch anything
- Step 2 — Audit against the six fundamentals
- Match the visual language to the product
- Step 3 — Tokens first, restyle second
- Step 4 — Components and states
- Step 5 — Verify visually
- Native apps
- Scoping design work into issues
- Anti-patterns
Step 1 — Look before you touch anything
Run the app with local data and screenshot the screens that matter at desktop and phone widths. Design judged from source code is guesswork.
bashuvx --from playwright playwright screenshot --viewport-size "1280,800" "http://127.0.0.1:$PORT/" before-home-desktop.png uvx --from playwright playwright screenshot --viewport-size "390,844" "http://127.0.0.1:$PORT/" before-home-phone.png
Keep these "before" images; every design change is reviewed as a before/after pair.
Step 2 — Audit against the six fundamentals
Score each screen; the lowest scores are where the work is.
- Hierarchy — squint at the screenshot. Is there exactly one obvious primary thing (heading, primary action), then a clear second level, then the rest? If everything is bold, large, or colored, nothing is. Demote before you promote: most fixes make secondary text smaller and lighter, not the primary bigger.
- Typography — one or two families, a modular scale of 5–7 sizes (e.g. 12, 14, 16, 20, 24, 32, 40), body at 16px with ~1.5 line height, line length 50–75 characters, weights limited to regular/medium/semibold. Count the distinct font sizes in the CSS; more than eight is a finding.
- Spacing — every margin, padding and gap comes from one scale on a 4px base (4, 8, 12, 16, 24, 32, 48, 64). Related things sit closer together than unrelated things (proximity is grouping). Generous whitespace reads as quality; cramped reads as old.
- Color — for a utility interface, start with a neutral ramp (8–10 greys,
one slightly tinted family), one brand accent, and semantic colors (success,
warning, danger, info). Games and playful consumer/social apps can use several
saturated accents with stable roles; see "Match the visual language to the
product" below. Text meets contrast (4.5:1 body, 3:1 large text and UI borders)
— see the
building-accessible-interfacesskill. - Layout — a max content width (≈ 1100–1280px for apps, ≈ 680–720px for reading), a consistent grid or column structure, alignment to shared edges, and a layout that reflows at phone width rather than shrinking.
- Consistency — the same thing looks the same everywhere: one button style per role, one card style, one input style, one icon set at one stroke weight, one corner radius scale (e.g. 4/8/12/999). Inconsistency is the main thing that makes an app look assembled rather than designed.
Match the visual language to the product
Choose the intended feel before choosing tokens. A restrained utility palette is one starting point, not a universal definition of quality. Games should feel playable; consumer/social apps built around fun should carry that energy in their visual language.
- Use saturated accents for distinct roles (primary action, play surface, reward), rather than adding unrelated colors per component. Keep warning/danger meanings distinct from decorative or reward colors.
- Pair a playful display face for short headings with a readable body face; keep dense controls and data in the body face.
- Make game controls feel pressable with chunky shapes, consistent outlines and solid offset shadows. Show a pressed state by reducing the shadow and moving the control toward it; preserve the visible keyboard focus ring.
- Use drawn vector icons from one coherent set instead of emoji for game controls; emoji rendering varies by platform and weakens the shared visual language.
For example, a game can give its board a saturated background, its main action a contrasting fill and offset shadow, and its score a reward accent while keeping instructions on a quiet, readable surface. Hierarchy still needs one obvious primary action. Expressiveness changes styling, not features or product scope.
Other audiences need their own register, not a default framework theme:
- Professional B2B tools should stay calm but carry a real identity: a distinctive palette with one signature accent, a display face for headings and key numerals, and a custom mark. A stock component-library theme with a swapped primary color reads as unfinished.
- Developer-facing products should look developer-made: a dark theme with monospaced type for code, identifiers and most chrome, instead of a light clean-SaaS look. Check contrast on the dark surfaces, not just the light ones.
- Financial and quantitative workbenches should be dark and very dense: compact rows, small type, many figures per screen, because the job is scanning numbers. Use tabular (fixed-width) numerals and right-align numeric columns so digits line up, keep decimals consistent per column, and reserve color for sign and state (gain/loss, alert) rather than decoration. Never rely on red versus green alone: add a sign, arrow or label. Whitespace-heavy "clean" layouts waste the screen the user came to read.
- Consumer products with a theme should lean into it: illustrated scenes, dividers and textures drawn from the subject, with bold display type, rather than a generic dashboard that happens to have the subject's name on it.
- Ornament (blobs, squiggles, shapes) is fine when it is designed: one consistent shape language and outline weight, cropped by its container, asymmetric but balanced, and never placed over text or controls.
- Cleanup removes noise, not color. When tidying a playful screen, fix alignment, spacing and clutter but keep the large saturated surfaces and display type; flattening it to white and cream turns a character into a template.
- Keep an existing logo as shipped in mockups and redesign targets. A restyle changes the surrounding system; replacing the mark is a separate, explicit brand decision.
Step 3 — Tokens first, restyle second
Before changing how any screen looks, introduce design tokens — named values for color, type, spacing, radius, shadow — in one place, and point existing styles at them. Then restyling becomes editing tokens, not hunting hex codes.
- Web: CSS custom properties on
:root(works with any framework, including none). If the app already uses Tailwind, put the scales in the Tailwind theme instead of adding a parallel system. - Name by role, not by value:
--color-text-muted, not--grey-500;--space-4, not--sixteen. - Define dark mode by overriding the role tokens under
@media (prefers-color-scheme: dark), never by restyling components.
A starter token set (CSS custom properties with scales, semantic colors, and a dark override) is in TOKENS.md. The order of operations for retrofitting an old app — and how to split it into reviewable PRs — is in MODERNIZING.md.
Step 4 — Components and states
Build or fix the handful of primitives everything else uses: button (primary,
secondary, ghost, danger), input/select/textarea with label and help text, card,
table, badge, alert, modal, nav. Each needs every state, not just the resting one:
default, hover, focus-visible, active, disabled, loading — plus the screen-level
states (empty, loading, error, success) covered in the
designing-interaction-states skill.
A component library (shadcn/ui, Radix, Headless UI, a design-system package) is a good choice for a new app. For an old server-rendered app, a small set of hand-written classes on top of tokens is usually lighter than migrating frameworks.
Step 5 — Verify visually
Re-take the same screenshots after the change, at both widths, and compare side by side. Check: the hierarchy squint test, nothing overflowing at 390px, focus rings visible when tabbing, dark mode if supported. Attach the before/after pair to the PR — reviewers approve design changes by looking, not by reading CSS diffs.
Consolidating CSS without changing the design
Stacked restyles often leave the same selector defined several times. Editing the first block can have no visible effect because a later block wins. Before retinting or consolidating a component, inspect every definition and the winning declarations in browser DevTools.
- Scan with a CSS parser (such as PostCSS), grouping repeated selectors by their enclosing at-rule context. A selector in a dark-mode or narrow-screen media query is not a duplicate of its base rule. Repeated rules can also be deliberate; preserve cascade order when consolidating declarations.
- For a cleanup intended to preserve appearance, compare base and branch at the
same viewport, theme, data and UI state. Dump
getComputedStyle(element)for matching elements, plus::beforeand::afterwhen theircontentis present. This catches a changed winning declaration even when a screenshot looks close. - Cover light/dark themes and the relevant empty, active, paused and settings screens, including hover, focus, disabled and invalid controls. Disable animations for the comparison; settling one default screenshot is insufficient.
- Keep screenshots as a layout check, but mask or freeze live clocks and countdowns before pixel comparison. A base-versus-base capture reveals which differences are nondeterministic rather than caused by the cleanup.
An empty duplicate-selector report proves only structural cleanup. Matching computed styles across the exercised states and matching layouts provide the evidence that the cleanup preserved the design.
App chrome and dense views
The frame around the content is judged as hard as the content itself.
- Sidebar: in an app shell, make it a full-bleed rail attached to the left, top and bottom viewport edges, with one background step against the page. A rounded box floating inside a margin wastes width and reads as a widget, not a frame.
- Footer: one slim row (about 48px) of minimal text and a few links. Tall multi-column footers belong on marketing pages, not in a product, and even there they should be earned.
- Dense lists and boards: single-line titles that truncate with a tooltip, compact rows, small buttons, and horizontal scroll inside a board rather than wrapping cards into tall stacks. Density is a hierarchy choice: keep the one primary action per row visible and demote the rest to a menu.
- Chrome follows the product's character: a playful product's header and footer should carry the same outlines, accents and shadows as its content (an outlined floating pill header, a colored or ink footer), not a flat neutral bar that makes the page look like two designs stitched together.
- Brand marks are inputs, not design targets: a restyle uses the shipped logo as-is. Rework the layout, color and type around it; never redraw or "refresh" it as a side effect.
Native apps
On iOS and macOS, follow the platform (Apple's Human Interface Guidelines) rather
than porting web conventions: system fonts and Dynamic Type text styles, semantic
system colors (.primary, .secondary, Color(.systemBackground)), SF Symbols,
standard navigation and list patterns, 44pt minimum touch targets. "Looks like a
good Apple app" beats "looks like our website". The fundamentals above still apply
— hierarchy, spacing rhythm, consistency — expressed through platform styles.
Scoping design work into issues
Design improvements are legitimate, valuable issues — an app that looks abandoned loses users before they try a feature. Keep each one a single reviewable PR:
- "Introduce design tokens and route existing colors through them" (no visual change)
- "Adopt a type scale; remove the N ad-hoc font sizes"
- "Rebuild the primary/secondary button styles on tokens across all pages"
- "Redesign the dashboard empty state and first-run screen"
- "Make the settings page responsive at phone width"
Each issue names the screens it touches and includes before screenshots; each PR includes after screenshots. Avoid "redesign the whole app" issues — they never finish and can't be reviewed.
Anti-patterns
- Restyling screen by screen without tokens, which recreates the inconsistency.
- Swapping CSS frameworks as a "design fix" — it changes the plumbing, not the design.
- Gradients, shadows and animation added to compensate for weak hierarchy.
- A thick colored stripe down one edge of every card, alert or panel to signal category or state. It is the most recognizable generic-template tell. Keep one uniform border (or none) on every card and carry state with a dot, chip, icon or text label — which also survives for color-blind users.
- The template look: an indigo/purple primary, a grid of identical rounded cards each with a tinted icon tile, pastel tinted chips, window-dot browser mockups, floating badges, and colored or italicized words inside headlines. Each is harmless alone; together they read as generated. Replace them with one identity: a paper-and-ink palette, an editorial serif for headings paired with a neutral sans (keep serifs out of dense tables), monospaced type for data, ruled sections instead of boxed ones, and a single signature highlight accent.
- A design target that covers one platform. If the product ships on desktop and phone (or macOS and iOS), the target and the before/after screenshots cover each.
- Light grey text on white to look "clean" (it fails contrast and reads as disabled).
- Centering everything; long centered paragraphs are hard to read.
- Designing only the happy path at desktop width.


