Reference Library. Everything you will want to look up again.

The other twenty guides teach. This one is for the moments after: when you need a name, a number, a term, a checklist before you ship, or the next book to read. Keep it open in a tab while you work. It is built to be searched, filtered and ticked, not read once.

Reading timeBrowse, do not read straight through
Practice timeOngoing, each time you ship
Before thisFoundations, then any guide
TeachersAbout a hundred people, from Bush to Ink & Switch

By the end you will be able to

  • Place any designer or idea you meet on a map of the field: who came first, who learned from whom (understand)
  • Define the core vocabulary of product design in one plain sentence each, and know which guide goes deeper (remember, understand)
  • Recall the handful of numbers that decide most interface arguments: target sizes, contrast ratios, line lengths, timing (apply)
  • Run twelve master checklists on your own product, from a problem brief to a 60-item ship check (evaluate)
  • Diagnose the sixty mistakes solo creators make most, and name the fix (analyse)
  • Plan a reading path of real books, essays and talks matched to your level, much of it free (create)

How to use this library

A reference is a tool you reach for in the middle of work, so it should answer one question fast and then send you somewhere deeper.

Every entry here is short on purpose. A designer gets three sentences, a term gets one, a mistake gets a line and a fix. Each one points to the guide that teaches it properly. If an entry is enough, close the tab and keep working. If it is not, follow the link.

There are five shelves. The first is people: who shaped the field and what to study first from each of them. The second is words and rules: the glossary, the laws, the numbers. The third is checklists, the most practical shelf, meant to be run on your own product again and again. The fourth is mistakes. The fifth is where to learn next: books, essays, talks and the places to look for references.

Five shelves, and when you reach for each People Words, rules Checklists Mistakes Learn next timeline lineage map ~100 designers big ideas 160 terms laws card numbers table two labs 12 checklists saved as you tick problem brief to ship day 60 mistakes 10 areas line, fix, link 50 readings suggested order places to look communities "Who said that?" "What is ...?" "Is it ready?" "Why is it off?" "What now?" The middle shelf is the one you will use most. Everything else feeds it.
Five shelves, five questions. Reach for the shelf that matches the question in your head. Checklists sit in the middle because they turn the rest of the course into something you can run on Friday afternoon.

Do

  • Keep this guide pinned in a tab while you design and build.
  • Run one checklist per working session, not all twelve at once.
  • Use the search boxes. Every list here is filterable.
  • Follow the link when an entry raises a question.

Don't

  • Try to read it top to bottom in one sitting.
  • Treat a one-line definition as understanding. It is a reminder.
  • Collect names instead of studying the work. Pick one person per month.
  • Tick a checklist item you have not actually checked.
For the solo creator

You have no design reviewer, no QA team and no copy editor. The checklists in Part three are those people, compressed. Your ticks are saved in this browser, so you can run the ship checklist across a week of evenings and pick up where you left off.

Warm-up

You are about to release a new onboarding flow tonight. You have twenty minutes. Which shelf of this library earns those twenty minutes best?

Diagnostic

A friend says "the button is too small, Fitts says so". What is the most precise version of that argument?

Part one

People and lineage

Design is a conversation that has been running for a century. Knowing who said what, and who they were answering, keeps you from rediscovering old ideas badly and helps you read new ones critically. These four chapters give you a timeline, a family tree, a directory of about a hundred people, and the ten ideas they keep repeating.

1

A timeline of product design, 1945–2026

Drawn from the history taught across the course

Most of what you use daily was invented decades before you met it: the mouse in the 1960s, windows in the 1970s, the grid in the 1950s, the core usability rules by the early 1990s.

The timeline has three lanes. The top lane is objects, graphics and type: the physical and visual tradition that gave software its sense of order. The middle lane is interaction and software: the machines and products themselves. The bottom lane is ideas, books and standards: the moments when someone wrote down what the field had learned.

Read it in three ways. First, look for clusters. The years 1968 to 1984 hold almost the whole personal computer, from Engelbart's demo to the Macintosh. The years 2007 to 2014 hold almost the whole mobile era, from the iPhone to Material Design. Second, look for gaps between lanes: ideas often arrive long before products (Bush described a linked personal library in 1945; the web arrived in the 1990s). Third, look at the bottom lane and notice how few of the books are recent. The fundamentals settled early. What changes is the material.

1950 1960 1970 1980 1990 1945–1989 Objects, graphics & type Interaction & software Ideas, books & standards 1954 Butterfly Stool 1956 Braun SK 4 1957 Helvetica, Univers 1960 Vitsœ 606 1967 New Alphabet 1972 Munich pictograms, NYC subway map 1979 Sony Walkman 1980 Game & Watch 1989 Game Boy 1963 Sketchpad 1968 Mother of All Demos 1973 Xerox Alto 1979 VisiCalc 1981 Xerox Star 1984 Macintosh 1987 HyperCard 1989 Web proposed 1945 As We May Think 1954 Fitts's law 1955 Designing for People 1956 Magical number seven 1969 Sciences of the Artificial 1981 Grid Systems 1983 Visual Display of Quant. Info 1987 Apple HIG 1988 Psychology of Everyday Things
1945 to 1989: the foundations. Industrial design (Braun, the Butterfly Stool), Swiss graphic design and the first human factors research arrive in the same decade, then the personal computer is invented between Sketchpad (1963) and the Macintosh (1984).
1990 2000 2010 2020 1990–2026 Objects, graphics & type Interaction & software Ideas, books & standards 1996 Verdana, Georgia 1998 iMac G3 1999 MUJI CD player 2001 iPod 2006 Super Normal 2007 Kindle 2011 OP-1 2022 Playdate 1993 Mosaic 2001 Mac OS X 2007 iPhone 2008 App Store 2010 iPad, iA Writer 2013 iOS 7 2014 Material Design 2020 Big Sur 2022 ChatGPT 2025 Liquid Glass 1990 Ten heuristics 1992 Elements of Typographic Style 1995 Calm technology 1999 WCAG 1.0 2000 Don't Make Me Think 2002 Elements of UX 2006 Magic Ink 2008 WCAG 2.0 2010 Dark patterns 2012 Inventing on Principle 2013 Practical Typography 2015 Calm Technology 2018 Refactoring UI 2019 Shape Up, Local-first 2023 WCAG 2.2
1990 to 2026: the spread. The web, then mobile, then AI. Notice the steady drumbeat of standards (WCAG 1.0, 2.0, 2.2) and of small, opinionated books (Don't Make Me Think, Refactoring UI, Shape Up). On narrow screens, scroll the figure sideways.

Five turning points worth knowing in detail

  1. 1968, the Mother of All Demos. Douglas Engelbart showed the mouse, hypertext links, shared screens and live collaborative editing in one 90-minute presentation in San Francisco. Much of the next fifty years was spent shipping what he showed.
  2. 1973 to 1981, Xerox PARC. The Alto and then the Star brought windows, icons, menus, a pointer and WYSIWYG editing together. Larry Tesler's work on modeless editing and cut, copy and paste came from here.
  3. 1984, the Macintosh. The graphical interface became a product people could buy. Susan Kare's icons and Bill Atkinson's QuickDraw and MacPaint set the visual and interaction vocabulary. Apple's Human Interface Guidelines were published as a book in 1987.
  4. 2007, the iPhone. Direct manipulation with a finger, inertial scrolling and rubber-band bounce made the physics of a list part of its meaning. A year later the App Store opened, and a solo developer could reach the world.
  5. 2022, ChatGPT. A conversational interface to a large language model reached a mass audience within weeks. Designers now work with systems whose output is probabilistic, which reopened old questions of feedback, trust and control. See Designing with AI.
Myth

"Flat design began with iOS 7." Swiss graphic design, Otl Aicher's pictograms and Microsoft's Metro design language (Windows Phone 7, 2010) were all flat before iOS 7 in 2013. What iOS 7 did was make flatness the default for a huge software platform, and it was followed by Material Design in 2014, which added depth back as a system of elevation.

Do

  • Read an old source when a new trend cites it. The original is usually more careful.
  • Ask of every new interface idea: which earlier idea is this a version of?
  • Notice which ideas have survived forty years. Those are the safe bets.

Don't

  • Assume the latest platform style is the best one. Styles cycle: skeuomorphic, flat, glassy.
  • Treat history as trivia. It is a library of solved problems.
  • Confuse a launch date with an invention date.

In the wild

  • Apple Liquid GlassApple, 2025
    A translucent material across Apple's platforms, introduced at WWDC 2025. It echoes Aqua (2001) and the depth debates of 2013. Visual styles return in cycles; the principles of legibility and hierarchy do not change.
  • Command palettesSublime Text, VS Code, Linear, Raycast
    Type to find any action. A modern form of the command line and of Raskin's argument for fast, modeless commands. Many "new" patterns are old ideas meeting a new audience.
  • Local-first appsInk & Switch essay, 2019
    Software that keeps your data on your device and syncs, rather than living only on a server. A reaction to cloud-only software, built on decades of work on personal computing.
Exercise 1.1 30 minutes · on a product you use daily

Date the ideas in your favourite app

  1. Open an app you use every day, such as your notes or reading app.
  2. List ten interface ideas you can see: windows, a sidebar, pull-to-refresh, swipe actions, search, undo.
  3. For each, write the earliest date and source you can place it at, using this timeline and the directory below.
  4. Mark the one idea that seems genuinely new (after 2015). Ask what older idea it extends.
You're done when: you have a ten-row table of idea, earliest date, source, and one sentence on the newest idea's ancestry.
BeginnerCompetentStrong
Lists ideas with guesses at dates.Dates most ideas correctly and names the source product or person.Traces the newest idea to at least two ancestors and says what it changed.
2

Who learned from whom

A map of seven threads

The field is a few long threads, not a crowd of separate geniuses: functional industrial design, quiet Japanese design, typography and the grid, augmenting human intellect, information graphics, usability science, and calm technology.

Each row of the map is one thread. Solid lines mean a direct link: someone worked with, studied under or took over from someone else. Dashed lines mean a link of ideas: someone cited, admired or extended the earlier work. The map is deliberately incomplete. Its job is to show you that when you study one person, you are joining a conversation, and to point you at the hubs.

Roots, before 1950 Mid-century, 1950–79 Personal computing, 1980–99 Web, mobile, AI, 2000– Bauhaus 1919–1933 HfG Ulm, Braun, Rams from 1953 and 1955 Apple design, Ive from 1992 iOS 7, flat software 2013 Mingei, Soetsu Yanagi 1920s Sori Yanagi Butterfly Stool, 1954 MUJI, Ikko Tanaka 1980 Hara, Fukasawa, Morrison MUJI, ±0, Super Normal Tschichold New Typography, 1928 Müller-Brockmann, Vignelli Swiss grid, 1950s–70s Bringhurst Elements, 1992 Butterick, Reichenstein type on screens, 2006– Vannevar Bush As We May Think, 1945 Engelbart, Kay, PARC 1968–1970s Mac team: Raskin, Atkinson, Kare, Tesler, 1984 iPhone UI: Ording, Matas, Brichter, 2007 Playfair, Minard 1786, 1869 Bertin Semiology of Graphics, 1967 Tufte Visual Display, 1983 Bret Victor Magic Ink, 2006 Gestalt psychology Wertheimer, 1923 Fitts, Miller, Hick 1950s experiments Card, Norman, Nielsen 1983–1994 Krug, Laws of UX 2000, 2020 Weiser and Brown calm technology, 1991–95 Amber Case, Ink & Switch 2015, 2019 worked with, studied under, or succeeded cited, admired, or shares the idea a hub worth studying first
Seven threads, four eras. Rows from the top: function and reduction, quiet Japanese design, type and grid, augmenting intellect, information graphics, usability science, calm technology. Bold-edged boxes are hubs: study one of them and the rest of the row makes sense. Some links are left out to keep the map readable; for example Bret Victor's talks also build openly on Engelbart and Kay, and the founding staff of the Mac team included several people from PARC.

Reading the threads

Function and reduction. The Bauhaus taught that form should come from purpose and industrial production. The Ulm School of Design (HfG Ulm) made that systematic, and Braun's collaboration with Ulm teachers shaped Dieter Rams. Jony Ive has spoken openly of admiring Rams. In software, this thread shows up as restraint: fewer controls, honest materials, nothing decorative that does not help. Study it in Breakdowns: Objects.

Quiet Japan. The mingei (folk craft) movement of Soetsu Yanagi valued anonymous, everyday objects. His son Sori Yanagi designed the Butterfly Stool and plain kitchen tools. MUJI, founded in 1980 with Ikko Tanaka as art director, sold "no-brand quality goods"; Kenya Hara took over as art director in 2002 and Naoto Fukasawa joined its advisory board. The lesson for software is emptiness as a receptive space, not as a lack. See MUJI as a system.

Type and grid. Jan Tschichold's New Typography argued for asymmetric, functional layout; Swiss designers such as Josef Müller-Brockmann turned the grid into a discipline; Massimo Vignelli carried it into corporate and transit design. Robert Bringhurst wrote the modern bible of book typography, and Matthew Butterick and Oliver Reichenstein brought that care to screens. See Typography.

Augmenting intellect. Vannevar Bush imagined the memex. Douglas Engelbart, who read Bush, built the first working system for augmenting human intellect. Alan Kay and colleagues at PARC designed personal, graphical computing. The Mac team shipped it. The iPhone team made it physical. Bret Victor keeps asking what this thread forgot.

Information. William Playfair invented the line and bar chart; Charles Minard drew Napoleon's march to Moscow in 1869. Jacques Bertin named the visual variables. Edward Tufte turned this into a design ethic for data. See Information & Data.

Usability science. Gestalt psychologists described how we group what we see. Experimental psychologists measured pointing (Fitts), choosing (Hick) and remembering (Miller). Card, Moran and Newell applied this to computers; Norman and Nielsen turned it into a profession; Krug and Yablonski made it short enough to use daily. See The Human Mind.

Calm technology. Mark Weiser and John Seely Brown at PARC argued that technology should move between the center and periphery of attention. Amber Case turned that into eight practical principles; Ink & Switch argue for local-first software that respects ownership. See Honest & Calm.

Key idea

Study one hub per thread, not twenty names. Rams, Hara, Bringhurst, Engelbart, Tufte, Norman and Weiser will carry you through almost everything else.

For the solo creator

Choose the two threads closest to your product and go deep on them. If you make a reading app, that is type and grid plus calm technology. If you make a data tool, it is information plus usability science. Depth in two threads beats a shallow tour of seven.

Do

  • When you read someone, look up who they cite. Read one of those next.
  • Notice when two threads meet in a product: iA Writer is type and grid plus calm.
  • Keep your own map. Add people as you meet them.

Don't

  • Treat any one person as the source of truth. Every hub had teachers.
  • Copy a thread's visual style without its reasons.
  • Assume influence where there is only resemblance.
Check yourself

You are designing a quiet, text-first journaling app. Which two threads should you study most closely?

3

The designer directory

About a hundred people, in eight groups

For each person: what they did, the idea worth keeping, the one thing to study first, and where this course goes deeper.

The groups follow the threads from the lineage map, plus two practical ones: the scientists whose experiments the laws of UX quote, and the people who teach the practice of finding problems and shipping. Use the filter to show one group or search for a name or idea. Try searching for "attention", "grid" or "free".

A rule for using this directory: study the work, not the person. Every entry ends with something concrete to read, watch or use. Do that, then try the idea on your own product, then move on. One person per week is a good pace; one per month is fine.

Lab: filter the directory
0people shown
The bars show how many matches each group holds. Search looks inside the whole entry, so "Japan", "1984" or "PARC" all work.

Cognition and usability

The people who turned psychology into rules you can use on a screen.

Person System Gulf of execution: how do I do what I want? Gulf of evaluation: did it work? what state is it in?
Cognition and usability. Norman's two gulfs, the shared core of this group: good design narrows both.

Don Norman

Cognitive scientist; Apple, then co-founder of Nielsen Norman Group

Gave designers their working vocabulary: affordances, signifiers, mapping, constraints, feedback and conceptual models. His core claim is that when people make errors with a device, the design is usually at fault, not the person.

Study firstThe Design of Everyday Things (1988, revised 2013), chapters 1 and 2.
In this course: Foundations: affordances

Jakob Nielsen

Usability engineer; co-founder of Nielsen Norman Group

Made usability cheap and routine. His ten usability heuristics (first published with Rolf Molich in 1990, refined in 1994) remain the most used checklist in the field, and his discount usability argued for small, frequent tests over big studies.

Study firstThe ten heuristics article on nngroup.com, then Usability Engineering (1993).
In this course: Testing: heuristics

Steve Krug

Usability consultant and author

People do not read, they scan; they do not optimise, they satisfice; and they muddle through. So make every page self-evident, and if it cannot be, self-explanatory. He also made a monthly do-it-yourself usability test feel achievable for anyone.

Study firstDon't Make Me Think (2000; Revisited, 2014). A short afternoon.

Alan Cooper

Software designer; the "father of Visual Basic"

Argued that software should be designed around users' goals rather than tasks or features, and introduced personas as a design tool in The Inmates Are Running the Asylum (1999). About Face is his long manual of goal-directed design.

Study firstAbout Face (1995; later editions with Reimann, Cronin and Noessel), part one.
In this course: Foundations: goals

Bruce Tognazzini

Early Apple human-interface designer; Nielsen Norman Group partner

"Tog" helped write Apple's early interface guidelines and later published a widely used list of first principles of interaction design: anticipation, autonomy, consistency, defaults, latency reduction and more.

Study firstHis essay "First Principles of Interaction Design" on asktog.com.
In this course: Foundations: frameworks

Ben Shneiderman

Computer scientist, University of Maryland

Coined "direct manipulation" (1983), wrote the Eight Golden Rules of interface design, and summed up information visualization as "overview first, zoom and filter, then details on demand". Later turned to human-centered AI.

Study firstDesigning the User Interface (first edition 1987), then Human-Centered AI (2022).

Jesse James Garrett

Information architect; co-founder of Adaptive Path

Drew the five planes of user experience, strategy, scope, structure, skeleton and surface, as a stack where each plane constrains the one above. Also coined the term Ajax in 2005.

Study firstThe Elements of User Experience (2002). The diagram alone is worth it.
In this course: Foundations: five planes

Louis Rosenfeld and Peter Morville

Information architects

Wrote the standard book on organising, labelling, navigation and search systems, known as "the polar bear book". Morville's UX honeycomb (useful, usable, desirable, findable, accessible, credible, valuable) is a handy lens.

Study firstInformation Architecture for the World Wide Web (1998; now Information Architecture).
In this course: Interaction: organizing

Jon Yablonski

Designer and author

Collected the psychology most useful to interface designers into a short set of named laws, Fitts, Hick, Jakob, Miller, Tesler, peak-end and others, each with a plain explanation and examples.

Study firstThe website lawsofux.com, then the book Laws of UX (2020).
In this course: The Human Mind: laws

Jared Spool

Usability researcher; founder of UIE, co-founder of Center Centre

Known for evidence-driven stories about design and business, such as "The $300 Million Button" (2009), where removing a forced registration step at checkout raised a retailer's sales. Champions designing from observed user behaviour.

Study first"The $300 Million Button" essay, then his articles on design maturity.
In this course: Testing & Iteration

Kathy Sierra

Programmer, author, co-creator of the Head First books

Argues that successful products make users better at something they care about, so design for the user's skill and the context of use, not for your product's features. Watch out for cognitive leaks that drain the willpower people need to get good.

Study firstBadass: Making Users Awesome (2015). Highly visual, quick to read.

Luke Wroblewski

Product designer and author

Made the case for designing mobile first: the small screen forces you to decide what matters. Also wrote the practical, evidence-based book on web forms, labels, layout and inline validation.

Study firstMobile First (2011), then Web Form Design (2008).
In this course: Interaction: forms

Dan Saffer

Interaction designer and author

Gave the small moments of a product a structure: triggers, rules, feedback, and loops and modes. A microinteraction done well is where a product earns its feel.

Study firstMicrointeractions (2013).

Abby Covert

Information architect and author

Teaches information architecture for everyone, as making sense of messes: name the things, agree on the language, then structure it. Practical and friendly.

Study firstHow to Make Sense of Any Mess (2014).

Scientists behind the laws

The researchers whose experiments the laws of UX quote, often loosely. Read the originals once.

start near, small far, big T = a + b·log₂(1 + D/W) D distance, W width Fitts, 1954
Scientists behind the laws. Fitts's law: a far, big target can be as fast to hit as a near, tiny one. The ratio matters.

Paul Fitts

Psychologist, US Air Force and Ohio State

In 1954 showed that the time to move to a target grows with distance and shrinks with target width, in a predictable logarithmic way. This is the reason for big touch targets, edge and corner menus, and context menus at the pointer.

Study firstRead a plain summary first; his 1954 paper on the information capacity of the human motor system is short.
In this course: The Human Mind: Fitts

William Hick and Ray Hyman

Psychologists

Measured in 1952 and 1953 that decision time grows with the logarithm of the number of equally likely choices. It applies to unfamiliar, comparable options; it does not mean fewer menu items is always faster.

Study firstThe Hick's law entry in Laws of UX, then the chapter in The Human Mind.
In this course: The Human Mind: Hick

George A. Miller

Cognitive psychologist, Harvard and Princeton

His 1956 paper "The Magical Number Seven, Plus or Minus Two" showed limits on how much we can hold and judge at once, and introduced chunking. It is often misquoted as a rule for menu length; it is not one.

Study firstThe paper itself, which is readable, then Cowan below.

Nelson Cowan

Cognitive psychologist, University of Missouri

Argued in 2001 that working memory holds about four chunks, not seven. Design consequence: do not ask people to remember anything across screens if you can show it instead.

Study firstHis 2001 paper "The magical number 4 in short-term memory".

Card, Moran and Newell

Researchers at Xerox PARC and Carnegie Mellon

Stuart Card, Thomas Moran and Allen Newell's The Psychology of Human-Computer Interaction (1983) modelled people as information processors, with the GOMS and keystroke-level models for predicting task time. The book that made HCI a science.

Study firstRead about the keystroke-level model; use it to compare two flows by counting steps.
In this course: The Human Mind: time

Max Wertheimer and the Gestalt school

Psychologists, Berlin, 1910s–1930s

Wertheimer, Koffka and Köhler described how perception organises parts into wholes: proximity, similarity, closure, continuity, figure and ground. Every layout decision about grouping relies on these.

Study firstAny good summary of the Gestalt principles, then test them on your own screen.
In this course: The Human Mind: Gestalt

Anne Treisman

Cognitive psychologist

Her feature integration theory (1980) explained why some things pop out instantly (a single red item among grey) while others need serial search. The basis of using one accent colour for one important thing.

Study firstA summary of feature integration theory and preattentive features.
In this course: The Human Mind: pop-out

Daniel Simons and Christopher Chabris

Psychologists

Their 1999 "invisible gorilla" experiment showed that people counting basketball passes often miss a person in a gorilla suit walking through. Attention is narrow; a change you do not draw attention to may be missed.

Study firstThe Invisible Gorilla (2010).

Daniel Kahneman

Psychologist; Nobel laureate in economics, 2002

Showed with Amos Tversky how judgement departs from rational models: framing, anchoring, loss aversion. With colleagues he described the peak-end rule: we remember an experience by its most intense moment and its end.

Study firstThinking, Fast and Slow (2011), parts one and five.
In this course: The Human Mind: biases · peak-end

Herbert A. Simon

Polymath; Nobel laureate in economics, 1978

Coined "satisficing": people choose the first option that is good enough. In The Sciences of the Artificial (1969) he defined design broadly as devising courses of action to change existing situations into preferred ones.

Study firstThe Sciences of the Artificial, chapter five on design.

BJ Fogg

Behaviour scientist, Stanford

His behaviour model says a behaviour happens when motivation, ability and a prompt meet at the same moment (B = MAP). Useful for designing helpful habits, and a warning about how easily it is misused.

Study firstTiny Habits (2019).

Mihaly Csikszentmihalyi

Psychologist

Described flow: deep, absorbed engagement that happens when challenge matches skill and feedback is clear. A design goal for tools of thought, and a reason to protect people from interruption.

Study firstFlow: The Psychology of Optimal Experience (1990).
In this course: The Human Mind: flow

Gloria Mark

Informatics researcher, UC Irvine

Studies how people switch attention at work. Her research on interruptions shows how long it can take to return to an interrupted task, and how screens fragment focus.

Study firstAttention Span (2023).

Industrial and object design

Makers of physical things whose lessons translate directly to software: restraint, honest materials, one clear control.

less, but better
Industrial and object design. The shared move: remove until one obvious control and one clear surface remain.

Dieter Rams

Industrial designer; Braun, 1955–1995; Vitsœ

Wrote ten principles of good design (innovative, useful, aesthetic, understandable, unobtrusive, honest, long-lasting, thorough, environmentally friendly, as little design as possible) and lived them in radios, shavers, calculators and shelving. "Less, but better" is his phrase.

Study firstLess and More (2009), and Gary Hustwit's documentary Rams (2018).

Naoto Fukasawa

Product designer; MUJI, ±0

Designs objects that fit behaviour people already have, "without thought". His wall-mounted CD player for MUJI starts with a pull cord, like a kitchen fan. With Jasper Morrison he curated Super Normal (2006), a show of perfected ordinary things.

Study firstThe MUJI CD player, then Super Normal: Sensations of the Ordinary.
In this course: Breakdowns: MUJI CD

Kenya Hara

Graphic designer; MUJI art director since 2002

Distinguishes Western simplicity from Japanese emptiness: an empty vessel that invites the user to bring meaning. His exhibitions and books treat design as the reawakening of the familiar.

Study firstDesigning Design (English edition 2007), the chapters on emptiness and MUJI.

Jasper Morrison

Product designer, London

Champions the "super normal": objects whose quality comes from fitting everyday life so well that you stop noticing them. Distrusts design that shouts for attention.

Study firstSuper Normal (with Fukasawa), then his essays on the everyday.
In this course: Breakdowns: Super Normal

Charles and Ray Eames

Designers and filmmakers

Designed furniture (the Lounge Chair, 1956), exhibitions and films such as Powers of Ten (1977). Their working method was relentless prototyping and attention to how details serve the whole.

Study firstWatch Powers of Ten (9 minutes), then read their "Design Q&A".
In this course: Practice: prototyping

Jony Ive

Designer; Apple, 1992–2019; LoveFrom

Led Apple's design through the iMac G3, iPod, iPhone and iPad, and led the 2013 iOS 7 redesign. His work shows the power of material honesty and obsessive finish, and the risk of thinness at the expense of use.

Study firstStudy the original iPod's click wheel, then the iOS 7 transition.
In this course: Breakdowns: iPod

Jesper Kouthoofd

Co-founder and head of design, Teenage Engineering

Teenage Engineering's OP-1 synthesizer (2011) and Pocket Operators made constraint and playfulness a brand. The company also designed the hardware of Panic's Playdate.

Study firstWatch someone use an OP-1; notice how every control is visible and labelled.
In this course: Breakdowns: OP-1

Sori Yanagi

Industrial designer, Japan

Designed the Butterfly Stool (1954) and plain, durable kitchen tools still in production. Son of Soetsu Yanagi, founder of the mingei folk-craft movement; believed good design comes from use, not from a drawing.

Study firstThe Butterfly Stool and his stainless kettle: notice the absence of style.
In this course: Breakdowns: Objects

Gunpei Yokoi

Engineer and designer, Nintendo

Created the Game & Watch and the Game Boy. His idea of "lateral thinking with withered technology" means using cheap, mature technology in new ways, which gave the Game Boy its battery life and durability.

Study firstThe Game Boy chapter in Breakdowns: Objects.
In this course: Breakdowns: Game Boy

Henry Dreyfuss

Industrial designer

Designed telephones, tractors and thermostats starting from the human body. Designing for People (1955) and his "Joe and Josephine" body-measurement charts made ergonomics a design discipline.

Study firstDesigning for People, the opening chapters.
In this course: Accessibility: targets

Raymond Loewy

Industrial designer

Known for the MAYA principle, "most advanced yet acceptable": people embrace the new when it is still familiar enough to recognise. A good test for any redesign.

Study firstRead about MAYA; apply it to your next visual refresh.
In this course: Systems: conventions

Graphic design and type

The grid, the typeface and the page. Most of a screen is type, so this group teaches most of what a screen looks like.

Columns, gutters, baselines Every element starts on a column edge. Text measure about 45–75 characters. Few sizes, clearly related.
Graphic design and type. The grid is the invisible agreement that makes a page feel calm.

Massimo Vignelli

Graphic designer, New York

Believed in a few typefaces, a grid, and discipline. Designed the 1972 New York subway map and the Unigrid system for the US National Park Service brochures.

Study firstThe Vignelli Canon (2010), a short free PDF.
In this course: Visual: grids

Josef Müller-Brockmann

Swiss graphic designer

A central figure of the Swiss international style. His concert posters for the Zurich Tonhalle and his manual on the grid taught generations to organise a page objectively.

Study firstGrid Systems in Graphic Design (1981).
In this course: Visual: grids

Jan Tschichold

Typographer

Wrote Die neue Typographie (1928) for asymmetric, functional modernism, then later returned to classical book design and set composition rules for Penguin Books in the late 1940s. Designed Sabon.

Study firstThe Form of the Book, essays on classical book typography.
In this course: Typography

Paul Rand

Graphic designer

Made simple, durable corporate marks: IBM, ABC, UPS (1961), and NeXT (1986). Argued that a logo is identification first and only gains meaning through the thing it represents.

Study firstThoughts on Design (1947).
In this course: Launch: logos

Otl Aicher

Graphic designer; co-founder of the Ulm School of Design

Designed the pictograms and identity for the 1972 Munich Olympics and the Lufthansa identity. His pictograms on a strict grid are the ancestors of modern icon sets.

Study firstLook at the Munich 1972 pictograms side by side; notice the shared grid and angles.
In this course: Visual: icons

Wim Crouwel

Graphic designer; co-founder of Total Design, Amsterdam

Grid-driven posters for the Stedelijk Museum and the New Alphabet (1967), a typeface built from straight lines for early screens and readers.

Study firstThe New Alphabet as an early experiment in designing for a screen's constraints.
In this course: Visual: grids

Adrian Frutiger

Type designer

Designed Univers (1957), a family planned as a system of weights and widths, and Frutiger, created for signs at Charles de Gaulle airport and later a classic UI and signage face.

Study firstCompare Univers' numbered weights to a modern variable font.

Erik Spiekermann

Type designer; founder of MetaDesign and FontShop

Designed FF Meta and many corporate and transit typefaces. Writes with humour about how type works in everyday life.

Study firstStop Stealing Sheep & Find Out How Type Works (first edition 1993).
In this course: Typography: choosing

Matthew Carter

Type designer

Designed Verdana and Georgia (1996) for Microsoft, drawn first as screen bitmaps for low-resolution displays, as well as Bell Centennial for phone books. The model for designing type for the medium.

Study firstSet a paragraph in Verdana and Georgia at 13 px on a low-resolution screen.
In this course: Typography: rendering

Robert Bringhurst

Poet, typographer

His book is the standard reference on typographic style: measure (45 to 75 characters, around 66 for a single column), leading, scales, and the idea that typography exists to honour content.

Study firstThe Elements of Typographic Style (1992), chapters 1 and 2.
In this course: Typography: measure

Matthew Butterick

Typographer, lawyer, programmer

Wrote a free web book that makes typography practical for anyone who writes. Points out that most text you set is for reading, so body text deserves most of your care.

Study firstButterick's Practical Typography (free online), "Typography in ten minutes" first.
In this course: Typography

Ellen Lupton

Designer, writer, curator

Explains type through letter, text and grid, with clear diagrams. The friendliest serious introduction to typography.

Study firstThinking with Type (2004; later editions).
In this course: Typography: anatomy

Software and interaction

Inventors of the interfaces you use, and the independent makers who refined them. Study their products, not just their words.

Act on the thing itself continuous, reversible, visible feedback within 100 ms Shneiderman 1983, Kay, the iPhone team, Victor
Software and interaction. Direct manipulation and immediate feedback, the shared core of this group.

Vannevar Bush

Engineer; director of US wartime research

In "As We May Think" (1945) imagined the memex, a desk that stores a person's books and records and links them with associative trails. The idea behind hypertext and personal knowledge tools.

Study firstThe essay itself, in The Atlantic, July 1945.
In this course: Reading & Writing

Douglas Engelbart

Engineer and inventor, SRI

Set out to augment human intellect. In 1968 demonstrated the mouse, hypertext, outlining, windows and real-time collaboration in what became known as the Mother of All Demos.

Study firstWatch parts of the 1968 demo; read his 1962 report "Augmenting Human Intellect".
In this course: Foundations

Ted Nelson

Philosopher of hypertext

Coined "hypertext" in the 1960s and imagined Project Xanadu, with two-way links and visible connections between documents. A reminder that the web left out some of the best ideas.

Study firstComputer Lib / Dream Machines (1974).
In this course: Reading: links and notes

Alan Kay

Computer scientist; Xerox PARC

Imagined the Dynabook, a personal computer for children of all ages, and led work on Smalltalk and the overlapping-window interface at PARC. Thinks of computers as a medium for thinking, not a tool for clerks.

Study firstHis 1972 paper "A Personal Computer for Children of All Ages".
In this course: Foundations

Larry Tesler

Computer scientist; PARC, Apple

Fought modes in interfaces (his licence plate read NOMODES), and worked on modeless editing and cut, copy and paste at PARC. Tesler's law: every application has irreducible complexity, and someone must deal with it, either the user or the maker.

Study firstRead about Tesler's law, then look for modes in your own app.
In this course: The Human Mind: Tesler

Jef Raskin

Human-interface expert; started the Macintosh project

Argued that interfaces should be modeless, habit-friendly and humane: a person's attention is precious and every mode or unnecessary choice wastes it.

Study firstThe Humane Interface (2000).

Bill Atkinson

Software engineer, Apple

Wrote QuickDraw and MacPaint for the original Macintosh, and created HyperCard (1987), which let non-programmers build linked, interactive stacks. Showed that a tool can make people authors.

Study firstRead about HyperCard and why so many people built with it.
In this course: Practice: prototyping

Susan Kare

Designer, Apple and later independent

Designed the original Macintosh icons and fonts (Chicago, Geneva) on a 32 × 32 grid, and later the card deck for Windows 3.0 Solitaire. Proved that a few pixels can carry warmth and meaning.

Study firstStudy her trash can, watch and happy Mac icons at actual size.
In this course: Visual: icons

Bas Ording

Interface designer, Apple

Known for the inertial scrolling and rubber-band bounce of the original iPhone, which made a list feel like a physical object. Prototyped interactions in code to feel them rather than describe them.

Study firstScroll to the end of any iOS list slowly, then fast. Notice the physics.

Mike Matas

Designer; Delicious Library, Apple, Push Pop Press, Facebook Paper

Made interfaces that feel like physical objects you can push, peel and fling, from Delicious Library's shelves to Facebook Paper (2014). Built prototypes with real physics.

Study firstSearch for his 2011 talk demonstrating Push Pop Press's Our Choice book.
In this course: Motion: springs

Loren Brichter

Developer, atebits

Created Tweetie, which introduced pull-to-refresh, and the word game Letterpress (2012). A model of the solo maker who designs and builds every detail.

Study firstStudy Letterpress: flat colour, one font, every action animated meaningfully.
In this course: Breakdowns: Software

Silvio Rizzi

Solo developer of Reeder

Reeder made RSS calm and fast through typography, gesture and restraint. In 2024 he released a new Reeder built around a single timeline and moved the old app to Reeder Classic.

Study firstUse Reeder Classic for a week; notice what the gestures save you.
In this course: Breakdowns: RSS readers

Oliver Reichenstein

Founder of iA (Information Architects)

Wrote "Web Design is 95% Typography" (2006), then built iA Writer (2010): a writing app with almost no settings, focus mode and syntax highlighting for prose. Writes long, careful essays about design decisions.

Study firstHis essay, then iA Writer's focus mode.
In this course: Breakdowns: iA Writer

Marco Arment

Independent developer

Built Instapaper (2008), which made saving and reading articles later calm and readable, and Overcast (2014), a podcast player with smart speed and voice boost. First lead developer at Tumblr.

Study firstInstapaper's reading view and Overcast's settings: few, well chosen.
In this course: Breakdowns: Instapaper

Cabel Sasser and Panic

Co-founder of Panic, with Steven Frank (1997)

A small Portland company making carefully crafted Mac software (Transmit, Coda, Nova), publishing games (Firewatch, Untitled Goose Game) and the Playdate handheld. Proof that a small team can sustain craft for decades.

Study firstLook at the polish of Transmit or Nova, and at Playdate's crank.
In this course: The Solo Practice

Bret Victor

Interface researcher

Argues that creators need an immediate connection to what they create. "Magic Ink" (2006) says most software is information software and should reduce interaction; "Inventing on Principle" (2012) shows live, direct tools. Now works on Dynamicland.

Study firstWatch Inventing on Principle, then read Magic Ink (both free).

Karri Saarinen

Co-founder and designer, Linear

Previously led design systems work at Airbnb. Linear made fast, keyboard-first, opinionated issue tracking a design benchmark: few options, strong defaults, speed as a feature.

Study firstUse Linear's command menu and keyboard shortcuts for an hour.
In this course: Interaction: keyboard

Rasmus Andersson

Designer and programmer

Created the Inter typeface, designed for computer screens and free to use, and worked as an early designer at Figma and at Spotify.

Study firstSet your UI in Inter and look at its tabular figures and features.
In this course: Typography: figures

Adam Wathan and Steve Schoger

Developer and designer

Refactoring UI teaches visual design tactics for developers: hierarchy by de-emphasis, a spacing scale, limited colours and type sizes. Wathan also created Tailwind CSS, which bakes those constraints into code.

Study firstRefactoring UI (2018).
In this course: Visual: de-emphasize

Brad Frost

Web designer

Described atomic design: build interfaces from atoms, molecules, organisms, templates and pages, so a design system grows from small parts.

Study firstAtomic Design (2016, free to read online).
In this course: Systems: atomic design

John Maeda

Designer and technologist

Wrote ten laws of simplicity (reduce, organise, time, learn, differences, context, emotion, trust, failure, the one) and for years published the Design in Tech reports on design's role in technology companies.

Study firstThe Laws of Simplicity (2006), under 100 pages.
In this course: Foundations

Julie Zhuo

Designer; former VP of product design at Facebook

Writes clearly about design judgement, critique and growing as a designer and leader. Useful for a soloist in learning how to critique your own work.

Study firstThe Making of a Manager (2019), and her essays on design critique.
In this course: Practice: feedback

Craig Mod

Writer, designer, publisher

Writes about books, reading and software with care: "Books in the Age of the iPad" (2010), "Subcompact Publishing" (2012), "Fast Software, the Best Software" (2019). Designs his own newsletters and walking books.

Study first"Fast Software, the Best Software", then "Books in the Age of the iPad".

Frank Chimero

Designer and writer

The Shape of Design (2012) is about the why of design; his talk-essays "The Web's Grain" (2015) and "Everything Easy is Hard Again" (2017) are about building with the medium.

Study firstThe Shape of Design (free to read online).
In this course: Practice: taste

Product and practice

How to find the right problem, scope it, and ship it with a small team or alone.

fixed time: the appetite cut Problem first, then scope to fit jobs to be done, the Mom Test, positioning, shaping, small bets, ship and learn
Product and practice. Fix the time, flex the scope. The practice group's common habit.

Jason Fried

Co-founder of 37signals (Basecamp, HEY)

Argues for small, calm companies, saying no by default, and building less. Getting Real (2006) is the short manifesto for small software teams.

Study firstGetting Real (free online), then It Doesn't Have to Be Crazy at Work (2018).
In this course: The Solo Practice

Ryan Singer

Former head of product strategy, Basecamp

Wrote Shape Up: fix the time (the appetite), shape the work at the right level of abstraction with breadboards and fat-marker sketches, bet on it, and let the builders find the details.

Study firstShape Up (2019, free online).

Clayton Christensen

Harvard professor

With colleagues, popularised jobs to be done: people hire a product to make progress in a particular circumstance. Look at the job, not the demographic.

Study firstCompeting Against Luck (2016).

Bob Moesta

Jobs-to-be-done practitioner

Developed switch interviews: ask people about the moment they switched products, and trace the forces of push, pull, anxiety and habit.

Study firstDemand-Side Sales 101 (2020).
In this course: Problems: interviews

Rob Fitzpatrick

Founder and author

Teaches how to talk to customers so they cannot lie to you: ask about their life and past behaviour, not your idea and the future.

Study firstThe Mom Test (2013). Two hours, and it will change every conversation you have.
In this course: Problems: the Mom Test

April Dunford

Positioning consultant

Shows that positioning is context: who it is for, what they would use otherwise, and what makes you different and valuable. Bad positioning makes good products look bad.

Study firstObviously Awesome (2019).
In this course: Problems: positioning

Teresa Torres

Product discovery coach

The opportunity solution tree connects an outcome to customer opportunities, then to solutions and experiments. Recommends weekly contact with customers.

Study firstContinuous Discovery Habits (2021).
In this course: Problems: insights

Atul Gawande

Surgeon and writer

Showed that simple checklists save lives in surgery by catching the steps experts skip under pressure, and distinguished do-confirm from read-do lists. The reason this library has checklists.

Study firstThe Checklist Manifesto (2009).
In this course: This guide: checklists

Information and data

How to show numbers and evidence honestly, so a reader can think with them.

Same scale, many panels the eye compares at a glance; one accent marks the story
Information and data. Tufte's small multiples: comparison is the point of most charts.

Edward Tufte

Statistician and information designer

Maximise the share of ink that shows data, remove chartjunk, compare with small multiples, and show causality and evidence honestly. Coined "sparkline".

Study firstThe Visual Display of Quantitative Information (1983).
In this course: Data: data-ink

Jacques Bertin

Cartographer

In Semiology of Graphics (1967) set out the visual variables, position, size, value, texture, colour, orientation and shape, and what each can encode.

Study firstA summary of the visual variables, then Munzner below.
In this course: Data: perception

William Cleveland and Robert McGill

Statisticians, Bell Labs

Their 1984 experiments ranked how accurately people read encodings: position on a common scale best, then length, angle, area, and colour worst. The reason bars usually beat pies.

Study firstTheir 1984 paper on graphical perception.
In this course: Data: perception

Stephen Few

Information designer

Applied Tufte's principles to business dashboards and tables: clear, calm, and designed to be read at a glance.

Study firstInformation Dashboard Design (2006).
In this course: Data: dashboards

Alberto Cairo

Journalist and professor

Explains how charts persuade and mislead, and how to read them critically: truncated axes, wrong encodings, uncertainty hidden.

Study firstHow Charts Lie (2019).
In this course: Data: honest graphics

Giorgia Lupi

Information designer; Pentagram partner

Calls for data humanism: data as a way to see people and context, not just numbers. With Stefanie Posavec drew a year of hand-made data postcards.

Study firstDear Data (2016).
In this course: Data: personal data

Hans Rosling

Physician and statistician; Gapminder

Made global statistics vivid with animated bubble charts and argued that the world is better than most people think.

Study firstFactfulness (2018), and his 2006 TED talk.
In this course: Information & Data

Tamara Munzner

Computer scientist

A framework for visualisation design: what is the data, why is the user looking, how is it encoded. Rigorous but readable.

Study firstVisualization Analysis and Design (2014).
In this course: Data: chart choice

Mike Bostock

Creator of D3.js; co-founder of Observable

Built D3 (2011), the library behind much of the web's interactive data graphics, and helped make the explorable explanation a normal format.

Study firstBrowse Observable notebooks; read one chart's code.
In this course: Data: chart craft

Ethics, calm and inclusion

The conscience of the field: attention, honesty, ownership and who gets left out.

center periphery Inform without demanding move to the center only when needed, then return to the edge. No tricks.
Ethics, calm and inclusion. Weiser and Brown's center and periphery, and the ethic of not stealing attention.

Mark Weiser and John Seely Brown

Researchers, Xerox PARC

Weiser described ubiquitous computing (1991); with Brown he argued for calm technology (1995), which informs without demanding focus and moves easily between the center and periphery of attention.

Study first"Designing Calm Technology" (1995), short and free.
In this course: Ethics: calm technology

Amber Case

Designer and anthropologist

Turned calm technology into eight principles: require the smallest possible amount of attention, inform and create calm, use the periphery, amplify the best of technology and humanity, and more.

Study firstCalm Technology (2015).
In this course: Ethics: eight principles

Harry Brignull

UX specialist

Coined "dark patterns" in 2010 to name interfaces that trick people, and catalogued them. Now uses "deceptive patterns" and works as an expert witness in cases about them.

Study firstDeceptive Patterns (2023), and deceptive.design.

Mike Monteiro

Designer, co-founder of Mule Design

Argues that designers are gatekeepers responsible for what they put into the world, and should refuse harmful work.

Study firstRuined by Design (2019).
In this course: Ethics: honest design

Tristan Harris

Former design ethicist at Google

Co-founded the Center for Humane Technology (2018) and campaigned for "time well spent", criticising products designed to capture attention at users' expense.

Study firstHis "How a handful of tech companies control billions of minds" TED talk (2017).

Ink & Switch

Independent research lab

Their 2019 essay "Local-first software" (Kleppmann, Wiggins, van Hardenberg, McGranaghan) set out seven ideals for software that keeps data on your device, works offline and still collaborates. Behind the Automerge library.

Study firstThe "Local-first software" essay.
In this course: Ethics: local-first

Kat Holmes

Inclusive designer

Reframes disability as a mismatch between a person and their environment, and shows how solving for one person can extend to many: permanent, temporary and situational.

Study firstMismatch (2018).
In this course: Accessibility: mismatch

Heydon Pickering

Accessibility specialist

Shows how to build common interface components so that they work for everyone, starting from semantic HTML.

Study firstInclusive Design Patterns (2016), then his Inclusive Components site.
In this course: Accessibility: patterns

Sara Hendren

Artist, designer, researcher

Studies how everyday objects and spaces assume a certain kind of body, and how adaptation is design. A humane widening of what accessibility means.

Study firstWhat Can a Body Do? (2020).
In this course: Accessibility: everyone

Cennydd Bowles

Designer and technology ethicist

Brings ethics into everyday design practice: thinking about who is affected beyond your users, and the futures your product makes more likely.

Study firstFuture Ethics (2018).
In this course: Ethics: safety
A note on accuracy

Entries state only well-documented facts: published works, products and dates. Where a date is approximate it says so. Many famous design "quotes" online are misattributed, so this directory paraphrases ideas instead of quoting. If you want the exact words, read the source named in "Study first".

For the solo creator

The independent makers in the software group (Brichter, Rizzi, Reichenstein, Arment, Panic) are your closest peers: small teams or single people who design and build. Study their products more than their talks. Open the app, use it for a week, and write down three decisions you would steal.

Do

  • Pick one person a week and do their "study first" item.
  • Write one paragraph after each: the idea, and where it applies in your product.
  • Prefer primary sources (their book, talk or product) over summaries of them.

Don't

  • Collect quotes for slides. Use ideas for decisions.
  • Follow only people from one group. The interesting work is where groups meet.
  • Take any one person's rules as universal; each wrote for a context.
Exercise 3.1 4 weeks · 1 hour a week

A four-person apprenticeship

  1. Pick four people from four different groups whose work relates to your product.
  2. Each week, do one person's "study first" item. Take notes by hand.
  3. Write a one-page memo: the idea, a picture of where it shows up in a real product, and one change it suggests for your own product.
  4. Make the change, or write down precisely why you will not.
You're done when: you have four one-page memos and at least two shipped changes traced back to a named person's idea.
BeginnerCompetentStrong
Summarises what each person said.Connects each idea to a specific screen in your product.Ships changes, and notes where two people's ideas conflict and which you chose.
4

Ten ideas everyone keeps repeating

A synthesis of the whole directory

Read enough of the people above and the same ten ideas come back in different clothes. Learn the ten and you can read anyone in the field quickly.

When Norman says feedback, Rams says understandable, Victor says immediate connection and Tufte says show the data, they are making versions of one argument: people should be able to see what is going on. This chapter names ten such arguments. The matrix shows which groups lean on each one. It is an editorial summary, not a measurement; use it to find where to read next.

Cognition Science Objects Type Software Practice Data Ethics 1 Make state visible 2 Fit the person, not the reverse 3 Less, but better 4 Respect attention 5 Act directly, see at once 6 Structure before surface 7 Content first 8 Problem before solution 9 Test early with real people 10 Be honest central to the grouppresentrare
Ten ideas against eight groups. Rows are ideas, columns are the directory's groups. Read a row to find who to read on an idea; read a column to see a group's priorities. Notice that "less, but better" crosses almost every group, and that honesty is shared by object designers, data designers and ethicists.
IdeaIn their words, paraphrasedGo deeper
1. Make state visibleNorman: feedback and a good conceptual model. Rams: a product should be understandable. Victor: let creators see what they are making. Tufte: show the data.Foundations
2. Fit the personDreyfuss: start from the body. Norman: errors are design failures. Holmes: disability is a mismatch. Fukasawa: fit the behaviour people already have.Accessibility
3. Less, but betterRams: as little design as possible. Hara: emptiness as capacity. Maeda: subtract the obvious, add the meaningful. Fried: say no by default.Foundations
4. Respect attentionRaskin: attention is precious, avoid modes. Weiser and Case: calm, peripheral. Harris: time well spent. Mark: interruptions are costly.Honest & Calm
5. Act directly, see at onceShneiderman: direct manipulation. Kay: a medium for thinking. Ording and Matas: physics you can feel. Victor: immediate connection.Interaction
6. Structure before surfaceGarrett: five planes, bottom up. Vignelli and Müller-Brockmann: the grid first. Rosenfeld and Morville: organise and label before you style.Foundations
7. Content firstBringhurst: typography honours content. Reichenstein: the web is mostly typography. Tufte: above all show the data. Mod: the book is the text.Typography
8. Problem before solutionChristensen: the job, not the customer. Fitzpatrick: ask about their life, not your idea. Singer: shape before you build.Problems
9. Test early, with real peopleNielsen: a few users, often. Krug: one morning a month. Torres: talk to customers every week.Testing
10. Be honestRams: honest design does not manipulate. Tufte: no lie factor. Brignull: name deceptive patterns. Monteiro: designers are responsible.Honest & Calm

What the ten look like on one screen

Ideas only matter when they change a pixel. Here is the same simple save flow drawn twice. The first ignores most of the ten; the second applies them. Count how many you can name in the second.

Don't
Save changes? Unsaved data may be lost. Yes No Cancel
Ten ideas ignored. A wall of unlabelled icons, a modal that interrupts, three equal red buttons with vague labels, and no sign of whether the work is safe.
Do
Draft: Chapter two Saved 2s ago ⌘Z to undo · versions in File › History
Ten ideas applied. Autosave removes the question, a quiet status makes state visible, text gets the space, and undo plus history make it honest and safe. No modal, no choice to get wrong.
Key idea

When two designers seem to disagree, check whether they are applying the same idea to different contexts. Usually they are.

Do

  • Use the ten as a lens in reviews: which idea does this screen break?
  • Write your product's own principles as local versions of the ten.
  • Notice when two ideas conflict (less, but better against make state visible) and decide on purpose.

Don't

  • Treat the ten as a style. They produce very different looks in different products.
  • Use one idea to win every argument. Each has a cost.
  • Stop at the slogan. Each idea has a mechanism; learn it in the linked guide.

In the wild

  • iA WriteriA, 2010 onward
    Content first, less but better, respect attention: one typeface family, a focus mode, almost no settings. Three of the ten, applied without compromise, make a product's identity.
  • Google Docs version historyGoogle
    Autosave plus a browsable history make state visible and every action recoverable. Undo and history are honesty about mistakes.
  • Kindle e-readersAmazon, 2007 onward
    E-ink with no backlight glare in early models, no notifications while reading, progress shown quietly. Respecting attention can be the main feature.
Check yourself

Your minimal app hides sync status entirely "to keep it clean". A user loses an hour of work believing it had synced. Which two ideas are in conflict, and which should have won?

Connect the ideas

Which pairing of person and idea is correct?

Part two

Words, laws and numbers

Shared words let you think precisely and search well. Laws give you predictions about people. Numbers settle arguments that taste cannot. This part is the lookup heart of the course: a searchable glossary of 160 terms, a quick card of the laws and principles, and a table of the numbers worth knowing by heart, with two labs to check your own values.

5

Master glossary

180 terms, A to Z, each linked to the guide that teaches it

A precise word is a compressed idea. When you can name a thing, such as "gulf of evaluation" or "information scent", you can notice it, search for it and fix it.

Each definition is one line, written to be correct rather than complete. The link after each term opens the chapter that teaches it with pictures, examples and exercises. Search matches both terms and definitions, so you can search for a symptom ("forget", "slow", "cancel") and find the concept behind it.

Five families of words MindFitts, Gestalt Interactionmode, undo Visual, typemeasure, grid Evidencetree test, HEART Ethicsroach motel The circles overlap on purpose: "default" is interaction, mind and ethics at once.
Words come in families. Most terms belong to one of five families; the most useful ones, such as default, feedback and contrast, sit where families meet.
Lab: search the glossary
180of 180 terms shown
Search a symptom, not only a name. "Forget" finds working memory and recognition over recall; "cancel" finds the roach motel.

A

A/B test 15 Testing
Showing two versions to random groups of users and comparing a measured outcome; needs enough traffic to be meaningful.
Accessibility 10 Accessibility
Designing so people with disabilities can perceive, operate and understand a product; also benefits everyone in difficult situations.
Accessible name 10 Accessibility
The text a screen reader announces for a control, taken from its label, content or ARIA attributes.
Aesthetic-usability effect 02 The Human Mind
People perceive attractive designs as easier to use and forgive them more, which can hide real usability problems in tests.
Affordance 01 Foundations
A relationship between a person and an object that makes an action possible, such as a handle that can be pulled.
Agent 13 AI
An AI system that plans and takes multi-step actions on a user's behalf, which needs checkpoints, permissions and undo.
Alignment 05 Visual
Placing elements along shared edges or centres so the eye reads them as related and ordered.
Alt text 10 Accessibility
A text alternative for an image that conveys its purpose to people who cannot see it.
Anchoring 02 The Human Mind
The bias where the first number you see shapes your judgement of later numbers, as with a crossed-out price.
APCA 10 Accessibility
Advanced Perceptual Contrast Algorithm, a proposed contrast method that weights text size and weight; not yet part of a final WCAG standard.
Appetite 03 Problems
The amount of time you are willing to spend on a problem, fixed before shaping a solution to fit it (Shape Up).
ARIA 10 Accessibility
Accessible Rich Internet Applications: attributes that add roles and states for assistive technology when native HTML is not enough.
Ascender 06 Typography
The part of a lowercase letter that rises above the x-height, as in b, d and h.
Atomic design 12 Systems
Building interfaces from atoms, molecules, organisms, templates and pages (Brad Frost).
Autosave 07 Reading & Writing
Saving work continuously without a command, which removes a decision and a way to lose data.

B

Baseline 06 Typography
The invisible line letters sit on; aligning baselines across columns makes text feel ordered.
Breadboard 17 Practice
A words-only sketch of places, affordances and connections, used to design a flow before any visual layout (Shape Up).
Breakpoint 05 Visual
A width at which a responsive layout changes its arrangement.

C

Calm technology 16 Honest & Calm
Technology that informs without demanding attention, moving between the periphery and center of attention (Weiser and Brown).
Card sort 15 Testing
A method where people group topics into categories, revealing their mental model for your navigation.
Change blindness 02 The Human Mind
Failing to notice a change in a scene, especially when it happens during a flicker, scroll or page load.
Chartjunk 11 Data
Decoration in a chart that carries no data and distracts from it (Tufte).
Choice overload 02 The Human Mind
The idea that too many options can lower satisfaction or stop decisions; real but smaller and less consistent than often claimed.
Chunking 02 The Human Mind
Grouping items into meaningful units so working memory can hold more, as with phone numbers.
Cognitive load 02 The Human Mind
The mental effort a task demands; split into what the task needs and what bad design adds.
Cognitive walkthrough 15 Testing
An expert review method that steps through a task asking, at each step, whether a new user would know what to do and see that it worked.
Color contrast ratio 10 Accessibility
The ratio of relative luminance between two colours, from 1:1 to 21:1; WCAG uses it to set minimums for text.
Command palette 04 Interaction
A searchable list of every action, opened with a shortcut, that turns recall into type-to-find.
Common region 02 The Human Mind
The Gestalt principle that elements inside a shared boundary are seen as a group.
Component 12 Systems
A reusable piece of interface with defined variants, states and props.
Conceptual model 01 Foundations
A person's simplified understanding of how a system works; design should project a clear and correct one.
Confirmshaming 16 Honest & Calm
A deceptive pattern that guilts people for declining, as in "No thanks, I hate saving money".
Consistency 12 Systems
Making similar things look and behave alike, inside your product (internal) and with platform conventions (external).
Constraint 01 Foundations
A limit that prevents wrong actions, physical, logical, semantic or cultural.
Content design 09 Words
Designing the words and information of a product as part of the product, based on user needs.
Contextual inquiry 03 Problems
Watching and asking people while they do real work in their own setting.
Core Web Vitals 08 Motion
Google's page experience metrics: Largest Contentful Paint, Interaction to Next Paint and Cumulative Layout Shift.
Counter 06 Typography
The enclosed or partly enclosed space inside letters such as o, e and a.

D

Dark mode 05 Visual
A colour theme with light text on dark surfaces, designed as its own palette rather than inverted.
Dark pattern 16 Honest & Calm
An older name for a deceptive pattern: interface design that tricks people into choices they did not intend (Brignull, 2010).
Data-ink ratio 11 Data
The share of a graphic's ink that shows data; Tufte advises raising it within reason.
Default 04 Interaction
The option chosen when the user does nothing; the most powerful design decision because most people keep it.
Descender 06 Typography
The part of a letter that drops below the baseline, as in g, p and y.
Design system 12 Systems
A shared set of tokens, components, patterns and guidance that keeps a product consistent.
Design token 12 Systems
A named design value such as a colour, space or radius, stored once and referenced everywhere.
Diary study 03 Problems
Participants record their use of a product or their routine over days or weeks.
Direct manipulation 04 Interaction
Acting on visible objects with continuous, reversible actions and immediate feedback (Shneiderman, 1983).
Discoverability 01 Foundations
How easily people can find out what actions are possible.
Dogfooding 15 Testing
Using your own product for real work to find problems early.
Doherty threshold 02 The Human Mind
The finding that productivity rises sharply when a system responds in under about 400 ms (Doherty and Thadani, 1982).
Double diamond 01 Foundations
A process model: discover and define the problem, then develop and deliver the solution, diverging and converging twice.
Dynamic Type 06 Typography
Apple's system for user-chosen text sizes that apps should respect.

E

Easing 08 Motion
The acceleration curve of a motion, such as ease-out for things entering.
Edge case 04 Interaction
A rare or extreme situation (empty, huge, offline, long name) that a design must still handle.
Empty state 09 Words
What a screen shows when there is no content yet; a chance to teach and invite the first action.
Error prevention 04 Interaction
Designing so mistakes are hard to make, using constraints, good defaults and confirmation where needed.
Evals 13 AI
Systematic tests of an AI feature's outputs against examples and criteria.

F

F-pattern 02 The Human Mind
A common scanning pattern on text-heavy pages: two horizontal sweeps then a vertical scan down the left.
Fat-marker sketch 17 Practice
A deliberately coarse sketch that prevents premature detail (Shape Up).
Feedback 01 Foundations
Information that tells a person what happened after an action, ideally within 100 ms.
Fidelity 01 Foundations
How finished a sketch or prototype looks and behaves; pick the lowest that answers your question.
Figure-ground 02 The Human Mind
Perceiving an element as an object (figure) against a background (ground).
First-click test 15 Testing
A test of where people click first to complete a task; a correct first click strongly predicts success.
Fitts's law 02 The Human Mind
Movement time to a target grows with distance and shrinks with size.
Five-second test 14 Identity & Launch
Show a page for five seconds, then ask what people remember; tests whether the main message lands.
FLIP 08 Motion
First, Last, Invert, Play: an animation technique that animates layout changes using cheap transforms.
Flow 02 The Human Mind
A state of absorbed focus when challenge matches skill (Csikszentmihalyi).
Focus indicator 10 Accessibility
The visible outline showing which element has keyboard focus.
Focus mode 07 Reading & Writing
A writing or reading mode that dims everything except the current sentence or paragraph.
Forced action 16 Honest & Calm
A deceptive pattern that requires an unrelated action, like creating an account, to continue.

G

Gestalt principles 02 The Human Mind
Rules describing how we group visual elements: proximity, similarity, closure, continuity, common region and more.
Goal-gradient effect 02 The Human Mind
People speed up as they approach a goal, which is why visible progress motivates.
Golden path 04 Interaction
The main successful route through a flow, designed first and best.
Grid 05 Visual
A system of columns, gutters and margins that organises a layout.
Guerrilla testing 15 Testing
Quick, informal usability tests with whoever you can find.
Gulf of evaluation 01 Foundations
The difficulty of telling what state a system is in after acting.
Gulf of execution 01 Foundations
The difficulty of figuring out how to make a system do what you want.

H

Hallucination 13 AI
A confident but false output from a language model.
Haptics 08 Motion
Touch feedback such as a vibration tick, used to confirm actions.
HEART 15 Testing
A metrics framework: Happiness, Engagement, Adoption, Retention, Task success (Google).
Heuristic evaluation 15 Testing
Reviewing an interface against a set of principles such as Nielsen's ten.
Hick's law 02 The Human Mind
Decision time grows with the number and complexity of choices.
Hierarchy 05 Visual
Ordering elements by importance using size, weight, colour, position and space.
Human-in-the-loop 13 AI
An AI design where a person reviews or approves the system's output before it acts.

I

Inattentional blindness 02 The Human Mind
Missing something visible because attention is elsewhere (the invisible gorilla).
Inclusive design 10 Accessibility
Designing with people who are excluded, so the result works for a broader range of people.
Information architecture 04 Interaction
The organisation, labelling and structure of content so people can find and understand it.
Information scent 04 Interaction
Cues in labels and links that tell people whether a path leads to what they want.
Information software 11 Data
Software used mainly to learn and decide rather than to create; Victor argues it should minimise interaction.
Interaction to Next Paint 08 Motion
INP: a Core Web Vitals metric of responsiveness; good is 200 ms or less.

J

Jakob's law 12 Systems
Users spend most of their time on other products, so they expect yours to work the same way.
Job story 03 Problems
"When [situation], I want to [motivation], so I can [outcome]": a needs statement built on context.
Jobs to be done 03 Problems
The idea that people hire products to make progress in a specific circumstance.
Justification 07 Reading & Writing
Setting text flush to both margins by stretching word spaces; needs hyphenation to avoid rivers.

K

Kerning 06 Typography
Adjusting space between specific letter pairs.
Keystroke-level model 02 The Human Mind
A method to predict expert task time by adding standard times for keystrokes, pointing and thinking.

L

Lateral thinking with withered technology 18 Breakdowns: Objects
Gunpei Yokoi's approach of using mature, cheap technology in new ways.
Leading 06 Typography
The vertical space between lines of text, also called line height.
Lie factor 11 Data
The size of an effect shown in a graphic divided by the size of the effect in the data (Tufte); 1 is honest.
Local-first 16 Honest & Calm
Software that keeps the primary copy of data on the user's device and syncs in the background.
Locus of attention 02 The Human Mind
The one thing a person is attending to at a moment; Raskin argued we have only one.
Loss aversion 02 The Human Mind
Losses feel larger than equal gains, which pressure patterns exploit.

M

Mapping 01 Foundations
The relationship between controls and their effects; natural mapping uses spatial correspondence.
Material Design 12 Systems
Google's design system, introduced in 2014; Material 3 is the current version.
MAYA 12 Systems
Most Advanced Yet Acceptable: Raymond Loewy's rule for introducing the new.
Measure 06 Typography
The length of a line of text, ideally about 45 to 75 characters.
Mental model 02 The Human Mind
What a user believes about how a system works, built from experience.
Microcopy 09 Words
The small words in an interface: labels, buttons, hints and errors.
Microinteraction 04 Interaction
A contained moment around a single task: trigger, rules, feedback, loops and modes (Saffer).
Modal 04 Interaction
A view that blocks the rest of the interface until dismissed.
Mode 04 Interaction
A state in which the same action has a different result; a frequent cause of errors.
Mom Test 03 Problems
Rules for customer conversations: talk about their life and past, not your idea and the future.
MVP 03 Problems
Minimum viable product: the smallest thing that tests your riskiest assumption, often not a product at all.

N

Nagging 16 Honest & Calm
A deceptive pattern of repeated interruptions asking for something the user declined.
North Star metric 15 Testing
A single measure that captures the value users get from a product.

O

Object-oriented UX 04 Interaction
Designing around the objects users care about first, then the actions on them.
Onboarding 09 Words
The first-run experience that brings a new user to their first success.
Optical alignment 05 Visual
Adjusting positions by eye, not by box, so round or pointed shapes look aligned.
Optical size 06 Typography
A font design or setting tuned for a particular size, with more open spacing for small text.

P

Pattern library 12 Systems
A collection of reusable solutions to recurring design problems, with guidance on when to use them.
Peak-end rule 02 The Human Mind
People judge an experience mostly by its most intense moment and its end.
Perceived performance 08 Motion
How fast a product feels, which can be improved by feedback, skeletons and optimistic updates.
Persona 03 Problems
A description of a representative user built from research; useful only when grounded in real data.
Placeholder 09 Words
Hint text inside an empty field; should never replace a label.
Plain language 09 Words
Writing that the intended audience can understand the first time they read it.
Postel's law 02 The Human Mind
Be liberal in what you accept and conservative in what you send; in UI, accept many input formats.
Preattentive attribute 02 The Human Mind
A visual property, such as colour or size, the eye detects in under about 250 ms without search.
Prefers-reduced-motion 08 Motion
A user setting, exposed to CSS, asking apps to minimise non-essential motion.
Progressive disclosure 04 Interaction
Showing only what is needed now and revealing advanced options on request.
Prompt 13 AI
In behaviour design, the cue that triggers an action; in AI, the input text to a model.
Proximity 02 The Human Mind
The Gestalt principle that things close together are seen as related.

R

Rage click 15 Testing
Repeated fast clicks on an element, usually a sign it looks interactive but is not, or is slow.
Readability 06 Typography
How easy text is to read and understand, shaped by language and typography.
Recognition over recall 02 The Human Mind
Showing options so people can recognise them, instead of making them remember.
Reflow 10 Accessibility
Content adapting to a narrow viewport without horizontal scrolling; WCAG asks for it at 320 CSS px.
Rhythm 06 Typography
A consistent pattern of vertical spacing that makes a page feel orderly.
Roach motel 16 Honest & Calm
A deceptive pattern where signing up is easy and cancelling is hard.
Rubber banding 08 Motion
Elastic bounce when scrolling past the end of content, showing you have reached the edge.

S

Satisficing 02 The Human Mind
Choosing the first option that seems good enough (Simon).
Screen reader 10 Accessibility
Software that reads interface content aloud or to braille, such as VoiceOver, TalkBack and NVDA.
Semantic HTML 10 Accessibility
Using elements for their meaning (button, nav, h1) so browsers and assistive tech understand them.
Serial position effect 02 The Human Mind
People remember the first and last items of a list best.
Severity rating 15 Testing
A score for how serious a usability problem is, combining frequency, impact and persistence.
Signifier 01 Foundations
A perceivable cue that shows where and how to act, such as an underline on a link.
Skeleton screen 04 Interaction
A placeholder layout shown while content loads, giving a sense of structure and speed.
Skeuomorphism 05 Visual
Imitating physical materials and objects in an interface.
Small multiples 11 Data
A series of small charts on the same scale for easy comparison.
Sneak into basket 16 Honest & Calm
A deceptive pattern that adds items or options the user did not choose.
Sparkline 11 Data
A small, word-sized line chart shown inline with text (Tufte).
Spring animation 08 Motion
Motion driven by a physical spring model (stiffness, damping) instead of a fixed duration.
Stopping cue 16 Honest & Calm
A natural end point that lets people decide to stop, such as the end of a feed.
Streaming 13 AI
Showing AI output token by token as it is generated, so the wait feels shorter.
Swipe file 17 Practice
A curated collection of designs you admire, annotated with why.
System font 06 Typography
The default UI font of the platform, such as SF Pro or Roboto.

T

Tabular figures 06 Typography
Digits of equal width that line up in columns.
Task success rate 15 Testing
The share of participants who complete a task in a test.
Tesler's law 02 The Human Mind
Every system has irreducible complexity; the question is who handles it.
Think-aloud 15 Testing
A test method where participants say what they are thinking as they work.
Toast 04 Interaction
A brief, non-blocking message that appears and disappears on its own.
Touch target 04 Interaction
The tappable area of a control, which can be larger than what is drawn.
Tracking 06 Typography
Uniform adjustment of spacing across a range of text, also called letter-spacing.
Tree test 15 Testing
A test of whether people can find items in a text-only version of your navigation.
Trick question 16 Honest & Calm
A deceptive pattern using confusing wording, such as double negatives in opt-outs.
Truncation 06 Typography
Cutting text with an ellipsis when it does not fit; always provide a way to see the whole.
Type scale 06 Typography
A set of font sizes related by a ratio, such as 1.25.
Typeface 06 Typography
A family of related fonts with a shared design; a font is one style or file of it.

U

Undo 04 Interaction
Reversing an action; the best alternative to most confirmation dialogs.
Usability 15 Testing
How effectively, efficiently and satisfyingly people can use a product for their goals.
User flow 04 Interaction
The sequence of screens and decisions a person goes through to complete a task.

V

Variable font 06 Typography
A single font file with continuous axes such as weight, width and optical size.
Vertical rhythm 06 Typography
Consistent spacing derived from the line height, applied down the page.
Visual weight 05 Visual
How strongly an element draws the eye, from size, contrast, colour and density.
Von Restorff effect 02 The Human Mind
An item that differs from its neighbours is more likely to be remembered.

W

WCAG 10 Accessibility
Web Content Accessibility Guidelines; version 2.2 (2023) is current, with levels A, AA and AAA.
White space 05 Visual
Empty space between and around elements; structure, not waste.
Wireframe 17 Practice
A low-fidelity layout of a screen showing structure without visual styling.
Working memory 02 The Human Mind
The small, temporary store we use to hold and work with information, about four chunks.

X

x-height 06 Typography
The height of lowercase letters like x; a large x-height reads bigger at the same size.

Z

Zeigarnik effect 02 The Human Mind
Unfinished tasks are remembered better than finished ones, which is why progress bars and checklists pull us on.
Zero state 04 Interaction
Another name for an empty state, especially the first one a new user sees.

Do

  • Use the exact term in your own notes and commit messages, so you can search them later.
  • Explain a term out loud in one sentence before you claim to know it.
  • Add terms you meet to your own glossary, with a link to where you met them.

Don't

  • Use jargon in the product itself. These words are for you, not your users.
  • Mistake knowing a name for knowing how to apply it.
  • Use "intuitive" as a design term. Say what makes it learnable instead.
For the solo creator

You will often be the only person who reads your design notes. Precise words still pay off: in six months, "add a stopping cue to the feed" is a clear task, while "make the feed feel better" is not.

Exercise 5.1 20 minutes a day for 5 days

Teach-back drill

  1. Each day, filter the glossary to one guide you have read.
  2. Cover the definitions and explain ten terms aloud in your own words, with an example from your product.
  3. Check against the definition and the linked chapter. Mark any you got wrong.
  4. On day five, redo only the ones you missed.
You're done when: you can explain fifty terms with a product example each, and your list of misses is empty.
BeginnerCompetentStrong
Recites definitions.Gives a correct example from a real product for each.Spots each term at work in your own app and names the fix it implies.
6

Laws and principles: the quick card

Fitts, Hick, Miller, Cowan, Tesler, Postel, Kahneman, Wertheimer, Nielsen, Shneiderman, Rams

A law of UX is a prediction about people, borrowed from research, with a limited range where it holds. Use each one as a question to ask of a design, not as a rule that wins arguments.

Most of these "laws" come from experiments under narrow conditions. Fitts measured tapping between two plates; Hick measured reaction to lights. They generalise well enough to be useful, but each has a boundary. The table gives, for each law, what it says, how to use it, and where it breaks. The pictures show eight of them at a glance.

Fitts big, near targets win Hick time rises with log(choices) Proximity space makes groups Von Restorff the odd one is remembered Peak-end peak and end are recalled Tesler usermaker complexity moves, never vanishes Doherty 400 ms reply fast to keep flow Goal gradient 4 of 5 done effort rises near the goal
Eight laws in eight pictures. If you can redraw these from memory, you know the laws well enough to use them in a review.
Law or principleWhat it saysUse it toWhere it breaks
Fitts's law (1954)Time to reach a target grows with distance and shrinks with size.Make frequent targets big and near; use screen edges and corners; put actions near the pointer.Ignores the time to decide what to click.
Hick–Hyman law (1952–53)Decision time grows with the log of the number of equally likely choices.Reduce or group choices in unfamiliar decisions; highlight a recommended default.Experts scanning a familiar, ordered menu are not slowed much by length.
Miller (1956) and Cowan (2001)We can hold only a few chunks in working memory, about four.Show, do not make people remember; chunk codes and numbers.Not a limit on menu items you can see. Visible lists do not need memorising.
Jakob's law (Nielsen)People expect your product to work like the others they use.Follow platform conventions for common tasks; save novelty for your core idea.Conventions can be bad; break them with care when you have a better reason.
Tesler's lawEvery task has irreducible complexity; someone must handle it.Move complexity from the user into the software where you can.Hiding complexity can remove control experts need.
Postel's law (robustness)Be liberal in what you accept, conservative in what you send.Accept phone numbers and dates in many formats; output one clean form.Over-liberal parsing can guess wrong silently. Show what you understood.
Doherty threshold (1982)Responses under about 400 ms keep people productive and engaged.Respond instantly with feedback, even if the work takes longer.Fake speed (spinners for show) erodes trust.
0.1 / 1 / 10 seconds0.1 s feels instant, 1 s keeps the train of thought, 10 s is the limit of attention.Pick feedback by expected wait: none, a subtle indicator, a progress bar with an estimate.Context changes tolerance; a search can take longer than a button press.
Peak-end ruleExperiences are judged by their peak and their end.Make the end of a flow good: clear success, a calm finish.Does not excuse a painful middle; it changes memory, not the experience.
Serial position effectFirst and last items in a list are remembered best.Put key navigation at the ends; important items first.Matters for memory, less for visible menus people scan.
Von Restorff (isolation) effectThe item that differs is noticed and remembered.Make one primary action distinct. Only one.Two distinct items cancel each other out.
Zeigarnik effectUnfinished tasks stay in mind.Show progress and what is left; let people resume.Easily abused to nag. Use for the user's goals, not yours.
Goal-gradient effectEffort rises as people approach a goal.Show progress; give credit for steps already done.Artificial progress (fake head starts) is manipulative if hidden.
Aesthetic-usability effectAttractive designs are perceived as easier to use.Invest in polish; it buys patience.Can mask real usability problems in tests. Watch behaviour, not opinions.
Gestalt: proximity, similarity, common region, closure, continuity, figure-groundThe eye groups by space, likeness, boundaries and continuity.Group with space first, then with boxes only if needed.Conflicting cues (close but different colour) confuse; pick one.
Recognition over recallRecognising is easier than remembering.Show recent items, suggestions, visible options.Too much shown at once becomes clutter.
Progressive disclosureShow what most people need; reveal the rest on request.Keep advanced settings one level down.Hiding something people need often is just hiding.
Occam's razorAmong equal solutions, prefer the simplest.Remove elements that do not earn their place."Simple" for you can mean "missing" for the user.
Pareto principleRoughly 80% of effects come from 20% of causes.Polish the few screens people use most.The ratio is a heuristic, not a measurement.
Parkinson's lawWork expands to fill the time available.Set an appetite and ship within it.Some quality work genuinely needs more time.
Gall's lawComplex systems that work evolved from simple systems that worked.Ship the simple version first, then grow it.Not an excuse to skip structure you know you will need.
MAYA (Loewy)Most Advanced Yet Acceptable.Introduce new ideas inside familiar forms.Too acceptable becomes timid.
Kano model (1984)Features are basic expectations, performance features or delighters, and delight decays into expectation.Get basics right before adding delight.Categories shift over time and across audiences.

Three short sets of principles worth knowing by number

  1. Visibility of system status.
  2. Match between system and the real world.
  3. User control and freedom.
  4. Consistency and standards.
  5. Error prevention.
  6. Recognition rather than recall.
  7. Flexibility and efficiency of use.
  8. Aesthetic and minimalist design.
  9. Help users recognize, diagnose, and recover from errors.
  10. Help and documentation.

Taught in depth in Testing & Iteration.

Don't
Invoice #204 Send Download Delete
Von Restorff, cancelled. Three highlighted buttons means none stands out, and Delete is as easy to hit as Send.
Do
Invoice #204 ••• Send invoice Download
One distinct thing. One big primary action near the thumb (Fitts), one quiet secondary, and destructive actions tucked into the overflow menu.
Myth

"Miller proved menus should have seven items or fewer." Miller's paper was about absolute judgement and immediate memory span, not menus. A visible menu does not need to be memorised. Group long menus for scanning instead of cutting them to an arbitrary number.

Do

  • Phrase each law as a question in reviews: "What is the Fitts cost of this button?"
  • Learn the boundary of each law along with the law.
  • Prefer watching five people use the screen over citing a law at it.

Don't

  • Use a law to override evidence from your own users.
  • Quote numbers ("seven items") the original research never claimed.
  • Apply persuasion findings (goal gradient, Zeigarnik) to push people toward your goals instead of theirs.

In the wild

  • macOS menu barApple, since 1984
    Menus pinned to the top edge of the screen: you cannot overshoot, so the target is effectively very tall. Fitts's law via the screen edge.
  • Stripe CheckoutStripe
    Card number fields that accept spaces or none, and format as you type. Postel's law: accept loosely, show clearly.
  • Duolingo lesson endDuolingo
    Each lesson ends on a celebratory summary screen. Peak-end at work; also a reminder to check whose goal the celebration serves.
Check yourself

Your settings screen has 40 options in one list. A friend cites Hick's law and says to cut it to seven. What is the better response?

Exercise 6.1 40 minutes · on your own product

A laws walkthrough

  1. Pick one core flow, such as creating and saving an item.
  2. For each screen, ask four questions: What is the Fitts cost of the main action? How many equal choices does Hick charge here? What must the user remember (Miller, Cowan)? Who carries the complexity (Tesler)?
  3. Note how the flow ends (peak-end) and whether anything stands out by accident (Von Restorff).
  4. Change the two worst answers and redraw those screens.
You're done when: you have an annotated sketch of the flow with one law per note and two redrawn screens.
BeginnerCompetentStrong
Names laws that seem relevant.Applies each law with its boundary in mind and changes two screens.Confirms the changes by watching two people use the old and new versions.
7

Numbers to remember

From WCAG 2.2, Apple and Google guidelines, Bringhurst, Nielsen and others

A handful of numbers settle most interface arguments before they start. Learn them, put them in your design tokens, and you will not have to decide them again.

These come in two kinds. Some are hard minimums from standards (contrast, target size, flashing). Ignore them and real people cannot use your product, and in some places you may break the law. Others are well-tested starting points (line length, motion durations, a spacing grid). Start there and move only for a reason you can name.

AreaNumberWhat it meansSource, guide
Touch target (iOS)44 × 44 ptMinimum comfortable hit area for controls.Apple HIG · Interaction
Touch target (Android)48 × 48 dp, about 8 dp apartMinimum touch target, roughly 9 mm physically.Material Design · Interaction
Target size (web)24 × 24 CSS px (AA); 44 × 44 (AAA)WCAG 2.2 minimum, with spacing exceptions; 44 is the enhanced level.WCAG 2.5.8, 2.5.5 · Accessibility
Text contrast4.5:1 (AA), 7:1 (AAA)Normal-size text against its background.WCAG 1.4.3, 1.4.6 · Accessibility
Large text contrast3:1Text at least 18 pt (24 px) regular, or 14 pt (about 18.7 px) bold.WCAG 1.4.3 · Accessibility
UI component contrast3:1Borders of inputs, icons, focus rings and chart lines needed to understand the UI.WCAG 1.4.11 · Accessibility
FlashingNo more than 3 flashes per secondAbove that, content can trigger seizures.WCAG 2.3.1 · Motion
Zoom and reflow200% text; reflow at 320 CSS pxText resizes to 200% without loss; content fits 320 px wide without horizontal scroll.WCAG 1.4.4, 1.4.10 · Accessibility
Text spacing1.5 line height, 2× paragraph, 0.12 em letter, 0.16 em wordYour layout must survive users setting these.WCAG 1.4.12 · Typography
Time limitsWarn, allow at least 20 s to extendUsers can turn off, adjust or extend time limits.WCAG 2.2.1 · Accessibility
Line length45–75 characters, about 66 idealSingle-column body text. Shorter for narrow mobile columns is fine.Bringhurst · Typography
Body text size16 px web; 17 pt iOS BodyBrowser default and iOS default Dynamic Type body size. Do not go smaller for reading.Browsers, Apple HIG · Typography
Smallest textAbout 11 pt iOS; avoid under 12 px webFor captions and labels only.Apple HIG · Typography
Line height1.4–1.6 body; 1.1–1.3 headingsLonger lines need more leading.Typography
Type scale ratios1.125, 1.2, 1.25, 1.333, 1.5Major second to perfect fifth. Smaller ratios for dense UI, larger for editorial.Typography
Spacing grid8 pt, with 4 for fine stepsAll spacing is a multiple: 4, 8, 12, 16, 24, 32, 48, 64.Visual
Response time0.1 s, 1 s, 10 sInstant; keeps flow; limit of attention.Nielsen, after Miller (1968) · Mind
Doherty thresholdabout 400 msSystem responses under this keep people engaged.Doherty and Thadani, 1982 · Mind
UI motion100–500 ms; most 150–300 msSmall changes faster, large or full-screen changes slower; exits faster than entrances.Motion
Core Web VitalsLCP ≤ 2.5 s, INP ≤ 200 ms, CLS ≤ 0.1Thresholds for a "good" page experience.Google · Motion
Working memoryabout 4 chunksNot seven. Show rather than ask people to remember.Cowan, 2001 · Mind
Usability test size5 users per roundFinds most of the common problems in one round under Nielsen and Landauer's model; then fix and test again.Nielsen, 2000 · Testing
Reading speedabout 240 words per minuteAverage silent reading for adults; use it for "x min read".Brysbaert, 2019 · Reading
Dark surfaceAvoid pure black for UI surfacesMaterial's dark theme baseline surface is #121212; off-white text reduces glare.Material · Visual
App icon master1024 × 1024 pxThe App Store icon size; design it to read at 29 pt too.Apple · Launch
Five-second test5 sCan a stranger say what the page is for after five seconds?Launch
Target sizes, to relative scale 24 pxWCAG AA floor 44 ptApple, WCAG AAA 48 dpMaterial icondraw small, hit big
Draw small, hit big. A 20 px icon can sit inside a 44 pt hit area. Pad the button, not the icon. Units differ (pt, dp, CSS px) but all map to roughly the same physical size on their platforms.
How long it takes decides what to show 0.1 s0.4 s1 s10 s feels instantno indicator noticeable, still in flowpressed state, subtle spinner attention driftsskeleton or progress goneprogress, time left, cancel Scale is logarithmic. Each band needs a different kind of feedback.
Match the feedback to the wait. A spinner on a 50 ms action is noise; a spinner on a 30 s export is a broken promise. Add progress, an estimate and a way to cancel as waits grow.
Measure: the comfortable band 30 ch: choppy, many returns about 66 ch: the eye finds the next line easily 110 ch: the return sweep gets lost
45 to 75 characters. Set a max-width in ch units (for example 66ch) on reading text. Leading should grow a little as lines get longer.
Lab: check your product's numbers
Set the sliders to your product's real values (measure them, do not guess). Green is a sound default, amber needs a reason, red fails a standard or a well-tested guideline.
Lab: contrast checker

Heading at 24 px

Body text at 16 px. Can you read this comfortably at arm's length?

Caption at 12 px, the size people most often make too faint.

0:1
#767676
#ffffff
Uses the WCAG 2 relative luminance formula. Grey #767676 on white is about the lightest grey that passes 4.5:1. Try white on amber to see why yellow buttons usually need dark text. This demo uses literal colours because colour is its subject.
For the solo creator

Put these numbers in code once: a spacing scale, a type scale, a max-width for text, a minimum hit area in your button component, motion durations as tokens, and a contrast check in your palette file. Then you stop deciding them screen by screen. See Systems: scales.

Do

  • Treat the standards numbers as floors, not targets.
  • Measure real values in the browser or simulator, not in your design file.
  • Write the numbers into tokens and component defaults.

Don't

  • Shrink hit areas to make a layout fit. Make the layout fit the hit areas.
  • Check contrast only in light mode.
  • Use long, decorative motion on frequent actions.

Common mistakes with numbers

Passing contrast on one theme only

You tune colours in light mode and invert for dark, assuming the ratio holds.

Check every text and UI token pair in both themes; muted text is the usual failure.

Confusing drawn size with hit size

A 16 px icon looks right, so the tappable area ends up 16 px too.

Give the button padding or a minimum size of 44 pt; keep the icon small inside it.

Check yourself

Your reading app sets body text at 15 px, line height 1.2, in a column 900 px wide on desktop. Which change helps most first?

Exercise 7.1 45 minutes · on your own product

A numbers audit

  1. Pick your three most used screens.
  2. Measure in the running app: body size, line length, line height, smallest hit area, slowest common response, typical transition.
  3. Run each colour pair for text and controls through the contrast lab, in light and dark.
  4. Enter the values in the numbers lab. Write down every red and amber.
  5. Fix the reds today. For each amber, write the reason it stays or fix it.
You're done when: you have a one-page table of measured values, every red is fixed, and the fixes live in tokens or components, not one-off styles.
BeginnerCompetentStrong
Measures some values; fixes visible problems.Measures all values in both themes; fixes all reds.Encodes the numbers in tokens and adds an automated contrast check.
Part three

Master checklists

Twelve checklists, from the problem brief to ship day. Each distils one or more guides into statements you can check against a real product. Ticks are saved in this browser, so you can run a long checklist across several sessions. The first chapter explains how to use checklists well; the rest group the twelve by when you need them.

8

How to use a checklist, and the problem brief

Taught by Atul Gawande, with the aviation tradition he drew on

A checklist does not make you a good designer. It stops a good designer from forgetting the things they already know, especially when tired, rushed or proud.

Gawande's The Checklist Manifesto (2009) describes how short checklists cut complications in surgery. The mechanism is simple: experts skip steps they consider obvious, and under pressure, obvious steps are exactly the ones that get skipped. A checklist moves those steps out of memory and into the world.

He distinguishes two kinds. A read-do checklist is followed step by step, like a recipe. A do-confirm checklist is used after you have worked from memory: you pause and confirm nothing was missed. Most of the checklists here are do-confirm. Design the screen your way, then run the list. The exception is the problem brief, which is read-do: answer each item before you start.

Which checklist, when Frame Design each screen Polish pass Ship Live 1 Problem brief 2 Every screen review 3 Forms 4 States 12 Reading app (if relevant) 5 Visual 6 Typography 7 Accessibility 8 Copy 9 Motion 10 Ship (61 items) 11 Ethics and trust each release: rerun 2, 10, 11 Bold outline: run every time. Thin outline: run when the screen or release touches that area.
Twelve lists across one loop. The brief comes first and once. The screen review runs on every screen. The craft passes run when a feature is nearly done. Ship and ethics run on every release. On narrow screens, scroll sideways.

Five rules for checklists that work

  1. Short beats complete. Gawande suggests five to nine items per pause point. Long lists here are split into groups; run one group at a time.
  2. Check the product, not your memory of it. Open the real screen on a real device. Most false ticks come from checking from memory.
  3. Write each item as a statement that can be false. "Errors are friendly" cannot fail. "Error messages say what went wrong and how to fix it" can.
  4. An unticked item is a decision, not a failure. If you choose to skip an item, write why. That note is design rationale.
  5. Edit the list. When you make the same mistake twice, add it. When an item never catches anything, cut it.
Don't
Launch checklist
☐ Make it good
☐ Check design
☐ Accessibility
☐ Test everything
☐ Polish
Unfalsifiable. Every item can be ticked by anyone, any time. It checks nothing.
Do
Launch checklist
☐ Core flow done by 3 people without help
☐ Text contrast ≥ 4.5:1, both themes
☐ Keyboard-only run of sign-up
☐ Cancel is as easy as subscribe
☐ Restore from backup tested
Checkable. Each item is specific, observable, and could fail today.

Checklist 1. Before you design: the problem brief

The problem
The bet
The constraints
For the solo creator

You will be tempted to skip the brief because you already "know" the problem. Write it anyway; it takes thirty minutes. Its real value comes later, when you are deep in building and need to decide whether a feature belongs. The brief answers that question in the voice of your earlier, clearer self. See Problems Worth Solving.

Do

  • Run do-confirm checklists after you design, not instead of designing.
  • Keep a copy of each checklist in your project repo and edit it.
  • Run them on a real device.

Don't

  • Tick items from memory.
  • Run all twelve at once; you will skim.
  • Treat a full set of ticks as proof of quality. Users decide that.

In the wild

  • Aviation checklistsSince the 1930s
    Pilots use short read-do and do-confirm lists at fixed pause points, however experienced they are. Expertise and checklists are allies, not opposites.
  • The WHO Surgical Safety ChecklistWorld Health Organization, 2008
    A one-page list run at three pause points in an operation, the subject of Gawande's book. Pause points matter as much as the items.
  • Pull request templatesGitHub and others
    Many teams add a checklist to every pull request: tests, screenshots, accessibility. Put the checklist where the work already happens.
Check yourself

You keep shipping screens where long names overflow their cards. What is the best change to your process?

9

The screen review

Distilled from Foundations, Interaction, Visual, Words and Accessibility

Thirty items you can run on any screen in fifteen minutes. If you run only one checklist, run this one.

The review moves from big to small: purpose, orientation, layout, interaction, states, then words and look. That order matters. There is no point polishing type on a screen that has two competing purposes. If you fail an item in "Purpose", stop and fix it before going further, because the fix may change everything below.

Below is the same settings screen before and after a review. Toggle between them, then look for which checklist items each change answers.

One screen, before and after the review
Prefsv2.3.1-b
sync_mode
Enter sync mode…
notif_freq
Enter frequency…
Invalid values will be rejected by server (ERR_422).
Submit Reset Delete account
Before: internal names as labels, placeholders doing a label's job, faint text below 4.5:1, a vague "Submit", an error code nobody understands, and Delete account sitting beside Reset at equal weight.

Checklist 2. Every screen review

Purpose
Orientation
Layout
Interaction
States
Words and look
For the solo creator

Do the review with fresh eyes: the next morning, on a different device, ideally after a walk. You cannot unknow your own design, but distance helps. Reading the screen aloud as if explaining it to a stranger catches surprising amounts. See Self-critique and fresh eyes.

Do

  • Run it in order, big to small.
  • Screenshot before and after; keep both in your design log.
  • Fix "Purpose" failures before anything else.

Don't

  • Review in your design tool only; check the built screen.
  • Skip states because the happy path looks great.
  • Treat thirty ticks as a substitute for watching a user.
Exercise 9.1 45 minutes · on your own product

Review your three most used screens

  1. Pick the three screens people spend most time on.
  2. Run the 30-item review on each, on a real device.
  3. List every unticked item with a one-line fix or a one-line reason to leave it.
  4. Fix the three cheapest, most visible issues today.
You're done when: you have before and after screenshots of three screens and a list of remaining issues ranked by severity.
BeginnerCompetentStrong
Ticks items and notes failures.Fixes the visible failures and ranks the rest.Turns repeated failures into component or token fixes so they cannot recur.
10

Forms and screen states

From Interaction, Words and Accessibility

Forms are where people give you something; states are where your product admits it is not ready. Both are where trust is won or lost, and both are usually designed last.

A form is a conversation in which you ask for effort. Each field is a question, and each question costs attention. The forms checklist is about asking less, asking clearly, and forgiving mistakes. The states checklist covers the screens nobody draws in the first mock-up: empty, loading, partial and error. Real users see them constantly: on first use, on bad networks, after deleting the last item.

Empty Loading Partial !Error Ideal
Five states, one screen. Draw all five for every screen that shows data. Empty and error each end in an action; loading keeps the layout's shape so nothing jumps. See Interaction: screen states.
Don't
Email
Phone
Invalid input
Submit
Placeholders as labels, vague error. Labels vanish while typing; "Invalid input" does not say what is wrong; "Submit" does not say what happens.
Do
Email
rohit@example.com
Phone (optional)
98765 4321
⚠ Phone numbers in India have 10 digits. This one has 9.
Create account
Labels that stay, errors that help. Visible labels, "optional" marked, an error with an icon and a specific fix, and a button that names the result.

Checklist 3. Forms

Ask less
Labels and help
Errors
Flow

Checklist 4. Empty, loading and error states

Empty
Loading
Partial and error
For the solo creator

Build states into your components, not your screens. A list component that takes loading, empty and error props, each with a sensible default, means every new list gets all five states for free. Write the empty and error copy once, well.

Do

  • Seed test data with empty, huge and broken cases.
  • Throttle your network in dev tools for a day.
  • Write error messages while building the feature, not after.

Don't

  • Ship a blank white screen as the empty state.
  • Show raw error codes or stack traces to users.
  • Clear a form after a failed submit.
11

Craft passes: visual, typography, motion

From Visual Design, Typography and Motion & Feel

Polish is many small consistencies. The craft passes catch the one-offs: the stray 13 px gap, the third grey, the 600 ms fade on a button.

Run these when a feature works and its words are settled. Polishing earlier wastes effort on screens that will change. Each pass takes about twenty minutes per screen. Work at 100% zoom and at 200%, in both themes, and on the slowest device you support.

Before
Before. Ragged left edges, three greys, a pill next to a square.
After
After. One left edge at 16, one text grey, one radius (6 inside 10).
Type, too
Chapter 3
“Sync is on.” Last run 12:04, 1,204 items.
Recent
Details. Curly quotes, tight heading leading, roomy body leading, tracked small caps label.

Checklist 5. Visual polish

Structure
Colour and depth
Details

Checklist 6. Typography

Choice
Setting
Details

Checklist 9. Motion

Purpose
Timing
Safety and craft
For the solo creator

Most craft failures are one-off values. Search your code for raw pixel values, hex colours and millisecond numbers outside your token files. Each hit is either a missing token or a mistake. This one search often fixes more polish than an afternoon of eyeballing. See Systems: tokens.

Do

  • Polish after the words and flow are stable.
  • Fix at the token or component level.
  • Check motion with reduced-motion turned on.

Don't

  • Add a new grey, size or radius to fix one screen.
  • Animate to impress; animate to explain.
  • Judge type at a zoom level nobody uses.
12

Accessibility and copy passes

From Accessible & Inclusive and Words

Two passes that are cheap to run and expensive to skip: one checks that everyone can use the product, the other that everyone can understand it.

The accessibility pass is a quick pass, not an audit. It catches most common barriers in under an hour for a small product: contrast, keyboard, labels, motion and zoom. The deep work, including screen reader testing across flows, is in Testing accessibility on your own. The copy pass reads every word as a user would. The most effective single technique is reading aloud: your ear catches what your eye skips.

Don't
Oops! Something went wrong 😬
Error 0x80070057. Please try again later or contact your administrator.
OK
Cute, vague, useless. No cause, no fix, a code, a dead-end "OK", and a tone that jars when someone just lost work.
Do
Couldn't save “Chapter two”
You're offline. Your changes are kept on this device and will save when you reconnect.
Try again now
What, why, what next. Names the thing, explains the cause, reassures about data, offers a specific action.

Checklist 7. Accessibility quick pass

Perceive
Operate
Understand and robust

Checklist 8. Copy pass

Clarity
Actions
Tone
Edit
For the solo creator

Turn on VoiceOver or TalkBack once a week for ten minutes and use your own app. You will feel the problems faster than any checklist can describe them. For copy, keep a single file of all user-facing strings; reading them together reveals inconsistent terms immediately.

Do

  • Use native controls first; they come with accessibility built in.
  • Read every screen aloud.
  • Test with system text size at its largest.

Don't

  • Rely on automated checkers alone; they catch only part of the problems.
  • Add ARIA to fix what a native element would handle.
  • Write jokes into error messages.
13

The ship checklist

From every guide, with the launch chapters of Identity & Launch

Sixty-one items across eleven areas. Run it before every significant release, over several sessions if you need to, and do not ship with an unticked item you have not consciously accepted.

This is the longest list in the course because shipping touches everything. It is grouped so you can run one area per sitting. Some areas will be quick (you already ran the screen and accessibility passes); others, like reliability and trust, are easy to forget because they are invisible until they fail. A backup you have never restored is a hope, not a backup.

Eleven areas, sixty-one checks Problem and scope5 Core flows7 Screens and states4 Visual and type5 Accessibility5 Performance6 Reliability and data5 Trust and legal7 Words and help5 Launch surfaces7 After launch5
Where the checks are. Invisible areas (reliability, trust, after launch) hold almost as many checks as visible ones. Solo makers skip them most.

Checklist 10. The ship checklist

Problem and scope
Core flows
Screens and states
Visual and type
Accessibility
Performance
Reliability and data
Trust and legal
Words and help
Launch surfaces
After launch
Watch out

Legal requirements for privacy, consumer rights and accessibility differ by country and change over time. The trust items here are prompts, not legal advice. If you sell in the EU, read about the GDPR and the European Accessibility Act; in India, the Digital Personal Data Protection Act, 2023. See Accessibility: the law.

For the solo creator

You cannot do all sixty-one items perfectly for a first release. Rank them. The non-negotiables are: no data loss, the core flow works for strangers, accessibility basics, honest pricing and cancellation, and a way for users to reach you. Everything else can be "accepted, with a note".

Do

  • Start the ship checklist a week before launch, not the night before.
  • Write a note for every item you consciously skip.
  • Rerun it on each major release.

Don't

  • Launch on a Friday night with no time to fix.
  • Assume backups work.
  • Add analytics for everything "just in case".

In the wild

  • Show HN and Product Hunt launchesCommon pattern
    Launches often hit problems no one tested: a sign-up that breaks at scale, a pricing page that confuses. The ship checklist exists because launch day is the worst time to find these.
  • Staged rolloutsApp Store phased release, Google Play
    Both stores let you release an update gradually to a share of users. A rollback plan and gradual release turn a bad bug into a small one.
Exercise 13.1 3 evenings · on your next release

A dry-run launch

  1. Pick your next release, however small.
  2. Run four areas of the ship checklist each evening.
  3. For each unticked item: fix it, or write a one-line acceptance note.
  4. Restore a backup to a scratch environment and confirm the data.
  5. After release, note which items caught something real. Edit the list.
You're done when: all 61 items are ticked or carry a note, the backup restore is proven, and your own edited copy of the checklist lives in your repo.
BeginnerCompetentStrong
Runs most of the list once.Runs all of it, with notes for every skip and a tested restore.Automates the repeatable checks (contrast, links, performance budgets) and trims the list based on evidence.
14

Ethics and trust, and reading apps

From Honest & Calm, Reading & Writing and Breakdowns: Reading

The last two lists are about respect: for people's choices and attention, and, in a reading product, for the text and the person reading it.

The ethics list is phrased so you can catch yourself. Nobody sets out to build a roach motel; it happens one growth experiment at a time. A useful test from the Honest & Calm guide: would you be comfortable if your users could see exactly how and why a feature was designed? The reading list is specific to the learner's favourite category, products for reading text, and doubles as a scorecard when you study Kindle, Kobo, Reeder or Instapaper.

Don't
Wait! You'll lose everything 😢 Only 2 hours left on this offer Keep my benefits no thanks, I don't care about my data
Obstruction, urgency, shame. A fake timer, guilt, a giant "keep" and a near-invisible, shaming cancel link.
Do
Cancel your subscription? You keep Pro until 12 March. Your notes stay yours and can be exported any time. Keep Pro Cancel Export my notes
Plain and fair. Clear consequences, data reassurance, the user's chosen action easy to take, an export link.

Checklist 11. Ethics and trust

Honesty
Control
Attention
Harm

Checklist 12. Reading-app specific

The page
Attention
Tools
Access and devices
For the solo creator

As a solo maker you have an advantage big companies lack: no growth team pushing for engagement at any cost. Make honesty part of your positioning. "Cancel in one click", "export everything", "no tracking" are features people choose products for. See Honest & Calm.

Do

  • Make cancel and delete as easy as subscribe and create.
  • Use the reading checklist as a scorecard when studying other apps.
  • Ask "whose goal does this serve?" of every engagement feature.

Don't

  • Run "small" dark-pattern experiments; they add up.
  • Put upsells inside the reading view.
  • Lock highlights and notes inside your app.
Connect the ideas

Your reading app's retention dips. A friend suggests a daily streak with a push notification at 9 pm that says "Don't lose your 12-day streak!". Which checklist items does this risk failing?

Part four

The mistakes compendium

Every guide in the course has its own common mistakes. This part collects the sixty that solo creators make most often, in ten areas of six. Each has a name, the reason it happens, the fix, and a link. Reading the reasons is the point: a mistake you understand is one you stop making.

15

Sixty common mistakes, and their fixes

Collected from all twenty guides

Most product design mistakes are not failures of taste. They are defaults: the tool's default, the fastest code path, the way you have always done it. Fixing them means replacing a default with a decision.

Notice how many of the "why it happens" lines describe a solo creator's natural situation: you know the product too well, you test on your own fast machine, you write the error message last, you designed with perfect sample data. None of that is a character flaw. It is a position, and the fix is to change your position: fresh eyes, slow devices, real data, other people.

Four sources of almost every mistake You know too muchinternal names, unlabeled icons,no onboarding. Fix: fresh eyes. Your setup is too goodfast machine, big screen, mouse.Fix: cheap phone, slow network. Your order of workhappy path first, states last.Fix: draw all five states early. Your incentivesengagement, launch pressure.Fix: the ethics checklist.
Change your position, not just the pixel. Each of the sixty mistakes traces back to one of these four. Fixing the source prevents a whole family of mistakes.
Don't
Ana Lee₹1,200 Raj Iyer₹980 Mei Wu₹640
Designed with perfect data. Short names, photos for everyone, tidy amounts. Real data will break it on day one.
Do
SVSubramaniam Venkatara…₹12.4 L Raj Iyer₹0 ?(no name)₹640
Designed with real data. A long name truncates with room for the amount, initials stand in for photos, lakh formatting for Indian rupees, a placeholder for a missing name.
Lab: find a mistake
60of 60 mistakes shown
Search the symptom you see in your product ("nobody finds", "slow", "cancel") or pick an area to review before a pass.

Problems and scope

Building the solution before finding the problem

You love the idea and building feels like progress.

Write the problem brief and talk to five people about their past behaviour before writing code.

Go deeper: 03 Problems

Asking people if they would use your idea

It feels like research, but people are polite about the future.

Ask about the last time they had the problem and what they did; follow the Mom Test.

Go deeper: 03 Problems

Designing for everyone

A narrow audience feels like a smaller market.

Pick one specific person in one situation; position the product for them.

Go deeper: 03 Problems

An MVP that is just a smaller version of the full product

"Minimum" gets read as "fewer features" instead of "fastest test".

Identify the riskiest assumption and the cheapest way to test it, which may be a landing page or a manual service.

Go deeper: 03 Problems

No appetite, so the project grows forever

Without a fixed time, every good idea gets added.

Set a time box first and shape the scope to fit; cut, do not extend.

Go deeper: 03 Problems

Copying a competitor's feature list

Their features are visible; their reasons are not.

Ask what job each feature serves and whether your users have that job.

Go deeper: 03 Problems

Structure and flow

Navigation built around your code, not users' tasks

Your mental model is the database.

Card sort with users; name sections by their words and tasks.

Go deeper: 04 Interaction

Too many top-level sections

Every feature wants a tab.

Keep primary navigation to the core objects; move the rest into the screens that need them.

Go deeper: 04 Interaction

Modes that surprise people

Modes are easy to build, a flag in the state.

Remove modes or make them obvious and quasi-modal (held, not toggled).

Go deeper: 04 Interaction

Modal dialogs for everything

Modals are a quick way to add a screen.

Use inline editing, sheets or new screens; keep modals for short, blocking decisions.

Go deeper: 04 Interaction

Only the happy path is designed

Mock-ups start with perfect data.

Map the flow's edge cases and draw empty, error and partial states.

Go deeper: 04 Interaction

Confirmation dialogs instead of undo

"Are you sure?" is easy; undo needs architecture.

Make actions reversible and show an undo toast; confirm only what cannot be undone.

Go deeper: 04 Interaction

Visual design

Everything emphasised, so nothing is

Each element seems important while you design it.

Choose one primary element per screen; de-emphasise the rest with size, weight and colour.

Go deeper: 05 Visual

Random spacing values

Spacing is nudged by eye, screen by screen.

Use a spacing scale (4, 8, 12, 16, 24, 32…) and nothing else.

Go deeper: 05 Visual

Too many colours

Each state or category gets a new hue.

One accent, neutrals with one temperature, and semantic colours used only for meaning.

Go deeper: 05 Visual

Borders and boxes around everything

Boxes feel like structure.

Group with space first; use subtle background shifts before borders.

Go deeper: 05 Visual

Dark mode by inversion

Inverting is fast.

Design dark surfaces and elevation separately; reduce saturation; check contrast again.

Go deeper: 05 Visual

Icon-only buttons nobody understands

Icons look clean and save space.

Label icons, or use only universally known icons; test with someone new.

Go deeper: 05 Visual

Typography

Body text too small

Small text looks elegant in mock-ups.

16 px or more on the web, 17 pt iOS body; let users scale it.

Go deeper: 06 Typography

Lines far too long

Full-width layouts on big screens.

Set a max-width of about 66ch on reading text.

Go deeper: 06 Typography

Too many sizes and weights

A new size for each new element.

Use a type scale with five or six steps and two weights.

Go deeper: 06 Typography

Light grey text for "elegance"

Low contrast looks refined on a good monitor.

Keep body text at 4.5:1 or more; use weight and size for hierarchy.

Go deeper: 06 Typography

Straight quotes and double hyphens in prose

Keyboards type them by default.

Use real quotes, apostrophes and dashes; automate it in your content pipeline.

Go deeper: 06 Typography

Proportional figures in tables

Fonts default to proportional digits.

Turn on tabular figures for numbers that line up or change.

Go deeper: 06 Typography

Interaction

Small touch targets

Visual size is mistaken for hit size.

Make hit areas at least 44 pt or 48 dp regardless of drawn size.

Go deeper: 04 Interaction

No feedback on tap or click

The action is fast on your machine.

Show a pressed state immediately and progress for anything slower than about a second.

Go deeper: 01 Foundations

Placeholders used as labels

It saves vertical space.

Put a visible label above every field; use placeholders only for examples, or not at all.

Go deeper: 04 Interaction

Validation that shouts while you type

Validating on each keystroke is easy to code.

Validate on blur and on submit; show success quietly.

Go deeper: 04 Interaction

Hover-only controls

Designed on a desktop with a mouse.

Make every action reachable without hover; touch and keyboard users need it.

Go deeper: 04 Interaction

No keyboard support

Testing only with a mouse or touch.

Tab through every screen; add shortcuts and a command palette for frequent actions.

Go deeper: 04 Interaction

Words

Internal names in the interface

You have used them for months, so they feel normal.

Replace them with users' words; test labels with a newcomer.

Go deeper: 09 Words

Vague buttons: OK, Submit, Yes

They are the default.

Use a verb that names the result: "Save draft", "Delete 3 files".

Go deeper: 09 Words

Error messages that blame or say nothing

Errors are written last, by the code path.

Say what happened, why, and what to do next, in plain words.

Go deeper: 09 Words

Jokes in the wrong moment

Personality feels like brand.

Match tone to the user's state: plain when something went wrong.

Go deeper: 09 Words

Too many words

Explaining feels helpful.

Cut by a fifth; front-load the key word; read it aloud.

Go deeper: 09 Words

Empty states with no guidance

Designed with sample data.

Explain what goes here and offer the first action.

Go deeper: 09 Words

Accessibility

Contrast checked in one theme only

Dark mode was added later.

Check every text and control token pair in both themes.

Go deeper: 10 Accessibility

Colour as the only signal

Red and green seem obvious.

Add icons, text or patterns to every colour-coded meaning.

Go deeper: 10 Accessibility

Focus outline removed

It looked ugly on mouse click.

Use :focus-visible to show a strong ring for keyboard users only.

Go deeper: 10 Accessibility

Div buttons and custom controls without semantics

Styling native controls feels hard.

Use native elements and style them; add ARIA only when needed.

Go deeper: 10 Accessibility

Ignoring user text size

Layouts were built at default size.

Support Dynamic Type and browser zoom; test at the largest size.

Go deeper: 10 Accessibility

Motion that cannot be turned off

Animation was added as delight.

Honour prefers-reduced-motion; replace movement with fades.

Go deeper: 08 Motion

Motion and performance

Slow animations on frequent actions

Long animations look smooth in demos.

Keep most UI motion between 150 and 300 ms; make frequent actions instant.

Go deeper: 08 Motion

Linear easing

It is the default in many tools.

Use ease-out for entering, ease-in for leaving, or springs.

Go deeper: 08 Motion

Animation that blocks input

Transitions are chained without interruption.

Let users act during and interrupt animations.

Go deeper: 08 Motion

Spinners for everything

A spinner is the quickest loading state.

Use skeletons that match the layout, and optimistic updates where safe.

Go deeper: 08 Motion

Layout jumps as content loads

Image and ad sizes are unknown at first.

Reserve space with aspect ratios and fixed slots.

Go deeper: 08 Motion

Motion that contradicts the spatial model

Each transition was designed alone.

Define a spatial model (where screens live) and make all transitions obey it.

Go deeper: 08 Motion

Testing and evidence

Never testing with real users

It feels slow and awkward alone.

Test with five people per round; one morning a month is enough to start.

Go deeper: 15 Testing

Leading questions in tests

You want to help, and you want it to work.

Give tasks, not instructions; stay quiet; ask "what would you do now?"

Go deeper: 15 Testing

Trusting opinions over behaviour

People say they like it.

Watch what they do; measure task success, not compliments.

Go deeper: 15 Testing

A/B tests without enough traffic

Big companies do it.

With little traffic, test qualitatively and make reversible decisions.

Go deeper: 15 Testing

Measuring everything, learning nothing

Analytics tools collect it all by default.

Pick three questions; instrument only what answers them.

Go deeper: 15 Testing

Not using your own product

You build it all day, so you assume you know it.

Dogfood it for real work and keep a diary of friction.

Go deeper: 15 Testing

Trust and ethics

Dark patterns "just for this launch"

Growth pressure and borrowed playbooks.

Run the ethics checklist; make cancel as easy as subscribe.

Go deeper: 16 Honest & Calm

Notifications on by default for everything

Engagement metrics go up at first.

Ask in context, default to fewer, and let users tune them.

Go deeper: 16 Honest & Calm

Data locked in

Export feels like helping people leave.

Offer export in open formats; it builds trust and is often required.

Go deeper: 16 Honest & Calm

Hidden pricing and surprise renewals

Fear that clear prices scare people off.

Show full price, renewal date and how to cancel before payment.

Collecting data "in case"

Storage is cheap and the future is uncertain.

Collect only what a feature needs now; say why in plain words.

Go deeper: 16 Honest & Calm

Feeds with no end

Infinite scroll is the default pattern.

Add stopping cues, summaries or an end of today's items.

Go deeper: 16 Honest & Calm

My top five: mistakes I know I make

For the solo creator

Keep a "mistakes I made" file in your project. Each entry: what happened, which of the four sources it came from, and the checklist item you added. After a year it will be the most valuable design document you own.

Do

  • Read the "why" before the fix.
  • Fix the source when you can: a component, a token, a test fixture.
  • Use the search as a diagnostic when something feels off.

Don't

  • Try to fix all sixty at once.
  • Feel bad about recognising many of them. Everyone does.
  • Fix the instance and leave the default that produced it.
Check yourself

Three different screens in your app shipped with unreadable error states. What is the strongest fix?

Part five

Where to learn next

The course ends; the practice does not. This part gives you 59 readings, talks and references, marked by level and by cost (19 are free), a suggested order, and the places and tools worth keeping close.

16

The reading list

59 books, essays, talks and references, by level

Read fewer books, more slowly, and apply each one to your product before starting the next. One book a month, applied, beats ten skimmed.

Each entry is marked Start, Intermediate or Deep, and Free when it can be read or watched at no cost. "Start" means short, practical, and useful the same week. "Intermediate" assumes you have shipped something and want depth in one area. "Deep" means classic, demanding and slow; read these when a specific problem sends you to them.

A suggested path: one a month for fifteen months 1 The Design of Everyday Things 2 Don't Make Me Think 3 Refactoring UI 4 Practical Typography 5 The Mom Test 6 Shape Up 7 Laws of UX 8 Microinteractions 9 Strategic Writing for UX 10 Inclusive Design Patterns 11 Calm Technology 12 Magic Ink 13 Elements of Typographic Style 14 Visual Display of Quant. Information 15 Designing Design start intermediate deep Snake left to right, then back. Swap items to suit your product.
Fifteen months, fifteen books. The first row builds fundamentals in a few months. The second adds the practice and the details. The third is the deep tradition: type, data and emptiness. Do the related guide's exercises alongside each book.
Lab: filter the reading list
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Tick "Free only" with "Start" for a reading plan that costs nothing: Practical Typography, Laws of UX, Shape Up, Getting Real, the heuristics, the HIG and WCAG.
  • The Design of Everyday Things
    Don Norman · 1988, revised 2013 · book
    Start
    The vocabulary of the whole field: affordances, signifiers, mapping, feedback, conceptual models, and why errors are design problems.
  • Don't Make Me Think, Revisited
    Steve Krug · 2014 · book
    Start
    How people really use screens: scanning, satisficing, muddling through. Read in an afternoon, use for years.
  • Refactoring UI
    Adam Wathan and Steve Schoger · 2018 · book
    Start
    Practical visual design for developers: hierarchy by de-emphasis, spacing scales, colour, depth. The fastest way to make your screens look designed.
  • Butterick's Practical Typography
    Matthew Butterick · online, 2013 onward · book
    Start Free
    Typography rules for anyone who writes, with clear reasons. Start with "Typography in ten minutes".
  • The Mom Test
    Rob Fitzpatrick · 2013 · book
    Start
    How to talk to customers so they cannot lie to you. Two hours that will change every user conversation.
  • Laws of UX
    Jon Yablonski · website, and book 2020 · book
    Start Free
    Short, illustrated summaries of the psychology most useful to interface designers. The website is free.
  • Shape Up
    Ryan Singer · 2019 · book
    Start Free
    Appetites, shaping, breadboards and fat-marker sketches, betting. Adapt it to one person by fixing your own cycles.
  • Getting Real
    37signals · 2006 · book
    Start Free
    A short manifesto for building less, faster, with a small team. Dated in places, still sharp.
  • Inventing on Principle
    Bret Victor · talk, 2012 · talk
    Start Free
    Creators need an immediate connection to what they create. Watch the demos, then ask where your product hides its state.
  • The Vignelli Canon
    Massimo Vignelli · 2010 · book
    Start Free
    A short, opinionated PDF on grids, type and discipline from a modernist master.
  • 10 Usability Heuristics for User Interface Design
    Jakob Nielsen · NN/g article · essay
    Start Free
    The ten heuristics with explanations and examples. Use them for every review.
  • Badass: Making Users Awesome
    Kathy Sierra · 2015 · book
    Start
    Design for the user's growing skill, not your feature list. Highly visual and quick.
  • Rocket Surgery Made Easy
    Steve Krug · 2010 · book
    Start
    A do-it-yourself guide to monthly usability testing. Perfect for a solo maker.
  • Human Interface Guidelines
    Apple · online · reference
    Start Free
    The platform's conventions and components for iOS, macOS and the rest. Read the foundations sections once, then look things up.
  • Material Design 3
    Google · online · reference
    Start Free
    Android's design system: layout, type, colour, motion, components. Useful even if you build for the web.
  • WCAG 2.2 and the WAI tutorials
    W3C · online · reference
    Start Free
    The accessibility standard, with the more readable "How to Meet WCAG" quick reference and tutorials.
  • Thinking with Type
    Ellen Lupton · 2004, later editions · book
    Start
    Letter, text, grid: a clear visual introduction to typography.
  • Universal Principles of Design
    Lidwell, Holden and Butler · 2003 · reference
    Start
    A hundred-plus principles, one per spread. A good bedside reference to browse.
  • Competing Against Luck
    Clayton Christensen and colleagues · 2016 · book
    Intermediate
    Jobs to be done from the source: people hire products to make progress in a circumstance.
  • Obviously Awesome
    April Dunford · 2019 · book
    Intermediate
    A practical method for positioning, so the right people instantly see why your product is for them.
  • Continuous Discovery Habits
    Teresa Torres · 2021 · book
    Intermediate
    Weekly customer contact and opportunity solution trees. Scale it down to a monthly habit if you work alone.
  • Microinteractions
    Dan Saffer · 2013 · book
    Intermediate
    Triggers, rules, feedback, loops and modes. Where products earn their feel.
  • About Face
    Alan Cooper and others · 4th edition 2014 · book
    Intermediate
    The long manual of goal-directed interaction design. Read part one, then dip in.
  • The Elements of User Experience
    Jesse James Garrett · 2002 · book
    Intermediate
    The five planes, from strategy to surface. Short; the diagram alone repays it.
  • Information Architecture
    Rosenfeld, Morville and Arango · 4th edition 2015 · book
    Intermediate
    Organisation, labelling, navigation and search. Read when your product outgrows one screen.
  • Strategic Writing for UX
    Torrey Podmajersky · 2019 · book
    Intermediate
    A practical method for interface text: voice charts, patterns for buttons, errors and notifications.
  • Inclusive Design Patterns
    Heydon Pickering · 2016 · book
    Intermediate
    How to build common components so they work for everyone, from semantic HTML up.
  • Mismatch
    Kat Holmes · 2018 · book
    Intermediate
    Disability as mismatch, and how designing for exclusion widens your product's reach.
  • Calm Technology
    Amber Case · 2015 · book
    Intermediate
    Eight principles for technology that respects attention.
  • Designing Calm Technology
    Mark Weiser and John Seely Brown · essay, 1995 · essay
    Intermediate Free
    The short original argument for center and periphery. Read before Case's book.
  • Articulating Design Decisions
    Tom Greever · 2015, 2nd edition 2020 · book
    Intermediate
    Explaining design choices to others. For a soloist: explaining them to clients, users and your future self.
  • Sprint
    Jake Knapp with Zeratsky and Kowitz · 2016 · book
    Intermediate
    A five-day team process from problem to tested prototype. Written for teams: borrow the map, sketch and test days, skip the rest.
  • Atomic Design
    Brad Frost · 2016 · book
    Intermediate Free
    Building design systems from small parts. Free to read online.
  • Magic Ink
    Bret Victor · essay, 2006 · essay
    Intermediate Free
    Most software is information software, and interaction is a cost. Changes how you see dashboards and settings.
  • Grid Systems in Graphic Design
    Josef Müller-Brockmann · 1981 · book
    Intermediate
    The classic manual of the grid. Look at the examples more than you read the text.
  • Deceptive Patterns
    Harry Brignull · 2023 · book
    Intermediate
    The taxonomy of tricks, the harm they do and the law catching up. Pair with the ethics checklist.
  • Ruined by Design
    Mike Monteiro · 2019 · book
    Intermediate
    A polemic on designers' responsibility. Read it to test your own lines.
  • Hooked
    Nir Eyal · 2014 · book
    Intermediate
    Read critically. The habit model is clear; ask of every step whose interest it serves, then read Honest and Calm.
  • Thinking, Fast and Slow
    Daniel Kahneman · 2011 · book
    Intermediate
    The biases behind defaults, anchors, framing and peak-end. Read parts one and five.
  • Local-first software
    Kleppmann, Wiggins, van Hardenberg and McGranaghan · essay, 2019 · essay
    Intermediate Free
    Seven ideals for software where users own their data. Essential if you make notes, writing or reading tools.
  • Fast Software, the Best Software
    Craig Mod · essay, 2019 · essay
    Intermediate Free
    Speed as a form of respect and a source of joy.
  • The Shape of Design
    Frank Chimero · 2012 · book
    Intermediate Free
    Why we design and how to think about craft. Free to read online.
  • Information Dashboard Design
    Stephen Few · 2006, 2nd edition 2013 · book
    Intermediate
    Dashboards that inform at a glance. Useful for any stats or progress screen.
  • How Charts Lie
    Alberto Cairo · 2019 · book
    Intermediate
    Reading and making charts honestly.
  • Design for How People Learn
    Julie Dirksen · 2012 · book
    Intermediate
    How learning works, for anyone designing onboarding, tutorials or education products.
  • Learn Accessibility
    web.dev (Google) · online course · course
    Intermediate Free
    A free, practical course on building accessible web interfaces.
  • The Elements of Typographic Style
    Robert Bringhurst · 1992, later editions · book
    Deep
    The bible of typographic craft. Read chapters 1 and 2 first; keep the rest for reference.
  • The Visual Display of Quantitative Information
    Edward Tufte · 1983 · book
    Deep
    Data-ink, chartjunk, small multiples, graphical integrity. Beautiful and demanding.
  • Envisioning Information
    Edward Tufte · 1990 · book
    Deep
    Layering, separation, micro and macro readings. Lessons for any dense interface.
  • The Humane Interface
    Jef Raskin · 2000 · book
    Deep
    Modes, habits, attention and quantified interface efficiency. Opinionated and still ahead of most software.
  • Designing Design
    Kenya Hara · English edition 2007 · book
    Deep
    Emptiness, MUJI and the reawakening of the familiar. Slow reading, deep effect.
  • Super Normal: Sensations of the Ordinary
    Naoto Fukasawa and Jasper Morrison · 2007 · book
    Deep
    Photographs of perfected ordinary objects with short texts. Trains the eye for quiet quality.
  • Less and More: The Design Ethos of Dieter Rams
    Klaus Klemp and Keiko Ueki-Polet, eds. · 2009 · book
    Deep
    The catalogue of Rams' work. Study the products one by one with his ten principles beside you.
  • Human-Centered AI
    Ben Shneiderman · 2022 · book
    Deep
    High automation and high human control together. A frame for AI features.
  • The Sciences of the Artificial
    Herbert A. Simon · 1969 · book
    Deep
    Design as a science of the artificial; satisficing; bounded rationality. Chapter five on design.
  • Designing the User Interface
    Ben Shneiderman and others · 6th edition 2016 · book
    Deep
    The HCI textbook: direct manipulation, golden rules, evaluation.
  • The Psychology of Human-Computer Interaction
    Card, Moran and Newell · 1983 · book
    Deep
    The founding science of HCI. Read the keystroke-level model chapter.
  • As We May Think
    Vannevar Bush · essay, 1945 · essay
    Deep Free
    The memex. Read it to see how old the dream of linked personal knowledge is.
  • The Mother of All Demos
    Douglas Engelbart · video, 1968 · talk
    Deep Free
    Watch twenty minutes and list everything you still use.
For the solo creator

Read with your product open. After each chapter, write one sentence: "This means I should change ___ in my product." If you cannot fill the blank, the chapter was not for you yet. Skip it without guilt and come back later.

Do

  • Read one book at a time, with the related guide's exercises.
  • Prefer the free originals (essays, talks) for the deep ideas.
  • Reread the Start books once a year; they read differently after shipping.

Don't

  • Buy ten books at once.
  • Read the deep books first to feel serious.
  • Read a summary instead of the book for anything in the Start tier.
Exercise 16.1 30 minutes, then one hour a week

Your next three months of reading

  1. Use the filter to choose three items: one Start, one Intermediate, one free essay or talk.
  2. Match each to a guide in this course and to a part of your product.
  3. Put one reading hour a week in your calendar.
  4. After each, write the one-sentence change and make it.
You're done when: after three months you have three one-page notes and three shipped changes traced to what you read.
BeginnerCompetentStrong
Reads the three items.Writes notes and makes at least one change per item.Connects ideas across the three and writes a short principle for your product from them.
Check yourself

You have shipped a small notes app and users say it "feels cluttered". Which reading order makes most sense right now?

17

Inspiration, tools and communities

Where to look, what to use, who to talk to

Look at real products more than at design galleries, and keep what you collect with a note on why it works. Inspiration without annotation is just scrolling.

Galleries show you surfaces, often polished concepts that never shipped. Products show you decisions under real constraints: real data, real edge cases, real users. Use galleries to widen your visual range; use products to learn design. For both, the habit that matters is the swipe file: save it, then write one line on the decision it shows and where it would apply in your work. See Practice: the swipe file.

Collectscreens, objects Annotatewhy does it work? Extractthe pattern Applyto your product most people stop here "one accent for one meaning" The value is in the middle two steps.
Collecting is the easy quarter. A screenshot without a note teaches nothing a month later. Write the reason while you still see it.
Don't
inspo/
IMG_2041.png
IMG_2042.png
screenshot 2026-03-14.png
cool dashboard.png
… 812 more
A pile. Hundreds of unnamed screenshots you will never search or reread.
Do
Reeder · unread count
Count sits quiet in grey, no badge. Respects attention: I see it when I look, it never calls me.
Use in:my app's library list, replace red badge.
A lesson. One item, named by product and pattern, with the reason and where to use it.

Places to look

WhereWhat it is good forWatch out
The products themselvesReal decisions under real constraints. Use the apps you admire for a week with a notebook.You only see the surface; infer the reasons carefully.
MobbinA large library of screenshots and flows from real mobile and web apps, searchable by pattern.Paid for full access; screens lack the context of why.
Apple Design AwardsApple's yearly selection of apps, with categories such as interaction and inclusivity. A good shortlist to study.Biased toward Apple platforms and Apple's taste.
Platform guidelines (Apple HIG, Material)The conventions users already know, with rationale.Platforms push their own style; separate conventions from fashion.
Dribbble, BehanceVisual range, illustration, colour ideas.Many shots are concepts that never met real data or users.
Typewolf, Fonts In UseType in real use; pairings; what fonts look like at scale.Mostly editorial and brand, less interface.
Are.naSlow, thoughtful collections of references across art, design and ideas.Easy to collect forever; remember to annotate.
NN/g articles, Laws of UXEvidence-based explanations of patterns and problems.Some advice is general; test it in your context.
deceptive.designExamples of deceptive patterns to recognise and avoid.A catalogue of what not to do; study it once a year.
MDN, web.dev, Inclusive ComponentsHow to build accessible, robust web interfaces properly.Check dates; the web moves.
Museums, shops, objectsMUJI stores, design museum collections, a well-made kettle. Lessons in restraint and material.Translate the lesson, not the look. See atoms to bits.

Tools worth knowing

Paper and a fat marker
The fastest design tool for flows and layouts. Use it first.
Figma, Sketch, Penpot
Interface design tools. Figma is the common standard; Sketch is Mac-native; Penpot is open source.
Excalidraw, tldraw
Quick, hand-drawn style diagrams and breadboards in the browser.
Your own code
For a design engineer, the browser or simulator is often the best high-fidelity tool. See Practice: designing in code.

Communities

Working alone, you need a few people who will tell you the truth. Look for small, specific groups over large general ones: a forum for your platform, a group of indie developers, a local design meetup, two or three peers you swap critiques with monthly. Large feeds are good for news and bad for feedback. When you post work, ask a specific question ("Is the primary action clear on this screen?") rather than "Thoughts?". See Practice: getting feedback as a soloist.

For the solo creator

Set a limit: twenty minutes of inspiration browsing, then twenty minutes applying one thing you found. Without the second half, browsing becomes procrastination that feels like work.

Do

  • Study shipped products more than galleries.
  • Annotate every saved item with the reason and a place to use it.
  • Find two peers for monthly critique swaps.

Don't

  • Copy a surface without understanding its constraints.
  • Collect without reviewing; prune your swipe file monthly.
  • Ask strangers "thoughts?" and expect useful feedback.

In the wild

  • Apple Design AwardsApple, yearly
    A curated, annual shortlist of apps worth studying, many from small teams. A ready-made syllabus of real products.
  • Indie makers' blogsPanic, iA, Craig Mod and others
    Several small studios write about their design decisions in detail. Reasons from the makers themselves beat any gallery.

Wrap-up

This library ends the course, but it is meant to be the guide you open most after finishing it. The other guides teach the reasons; this one keeps them within reach while you work.

Ten things to remember

  1. The field is a few long threads. Study one hub per thread: Rams, Hara, Bringhurst, Engelbart, Tufte, Norman, Weiser.
  2. Ten ideas recur everywhere: visible state, fit the person, less but better, respect attention, direct action, structure first, content first, problem first, test early, honesty.
  3. A precise word lets you notice and fix a problem. Learn the glossary by teaching it back.
  4. Laws are predictions with boundaries. Ask them as questions, never use them to overrule users.
  5. A few numbers settle most arguments: 44 pt and 48 dp, 4.5:1, 45–75 characters, 16 px, 0.1/1/10 s, 150–300 ms, 3 flashes, 5 users.
  6. Put the numbers into tokens and components so you decide them once.
  7. Checklists stop experts forgetting what they know. Run do-confirm lists after designing, on the real product.
  8. Most mistakes come from four defaults: your knowledge, your setup, your order of work, your incentives. Fix the source.
  9. Read fewer books, apply each one, and prefer free originals for the deep ideas.
  10. Collect inspiration with a note on why, or do not collect it.

Self-assessment: I can…

Practice assignment for the next two weeks

  1. Days 1–2: numbers. Run the numbers and contrast labs on your three main screens. Fix every red; move the values into tokens.
  2. Days 3–5: screen review. Run the 30-item review on five screens, one a day. Keep before and after screenshots.
  3. Days 6–7: states and forms. Draw and build the five states for your most important list, and run the forms checklist on your sign-up or main input.
  4. Days 8–9: access and words. Run the accessibility and copy passes on your core flow, with a screen reader for ten minutes.
  5. Day 10: mistakes. Read all sixty mistakes, mark your top five, and add a specific item for each to your own checklists.
  6. Days 11–13: ship. Run the ship checklist on your next release, four areas an evening, including a tested backup restore.
  7. Day 14: plan. Pick one person from the directory and one book from the reading list for the next month. Put the hours in your calendar.

If you read only five things

  • The Design of Everyday Things
    Don Norman · the vocabulary and the stance: errors are design problems.
  • Refactoring UI
    Wathan and Schoger · the fastest practical improvement in how your screens look.
  • Butterick's Practical Typography (free)
    Matthew Butterick · because most of every screen is text.
  • The Mom Test
    Rob Fitzpatrick · so you build the right thing before you build it well.
  • Magic Ink and Inventing on Principle (free)
    Bret Victor · to keep asking what software could be, not only what it usually is.