# UI UX Design

> Master guide for designing usable, accessible, polished interfaces — covers visual foundations (typography, color, spacing, hierarchy), interaction design (states, motion, microcopy, feedback), accessibility (WCAG 2.2 AA), and common patterns (forms, navigation, empty/error/loading states). Use when designing or reviewing a UI, choosing visual treatments, building or auditing components, writing microcopy, or making accessibility decisions.

- Skill: `alibugatekinn/ui-ux-design` (Agent Skill, multi-file: 8 files)
- Install (CLI): `npx skillmds@latest add alibugatekinn/ui-ux-design`
- Raw SKILL.md: https://api.skillmd.com/api/skills/alibugatekinn/ui-ux-design/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Design & Media
- License: MIT
- Author: alibugatekinn (https://skillmd.com/u/alibugatekinn)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/alibugatekinn/ui-ux-design

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# UI/UX Design Master Guide

## Overview

This guide gives you the principles, decision frameworks, and battle-tested patterns to design interfaces people can actually use. It is opinionated — when there is a clear better answer, it says so. When the answer is "it depends," it names what it depends on.

The guide is organized into a quick-start checklist, ten core principles, decision frameworks, and four reference deep-dives. Read SKILL.md first; load the reference and example files only when this guide tells you to.

## Quick Start: Six Questions Before You Touch a Pixel

Before designing anything, answer these. If you cannot, your design will drift.

1. **Who is the user?** A specific user, not "users." Their context, expertise, time pressure.
2. **What are they trying to accomplish?** The job-to-be-done, not the feature name.
3. **What is the single most important action on this screen?** That is the visual focus.
4. **What is the riskiest moment?** Where the user could lose data, money, or trust. That moment gets extra care.
5. **What is the smallest viable interface?** Strip everything. Add back only what earns its place.
6. **What does failure look like?** Empty states, errors, slow networks, screen readers. Designed, not punted.

## The Ten Core Principles

### 1. Hierarchy is a contract
Every element on the screen claims a level of importance. If three things scream, nothing screams. Use one dominant element per zone. Techniques: size, weight, color, and space — in that order. See `reference/foundations.md` for the full toolkit.

### 2. Reduce, then refine
Default to less. Fewer type sizes, fewer colors, fewer spacing values, fewer components. Constraint produces consistency. Adding is easy; the discipline is subtraction.

### 3. Whitespace is structure, not decoration
Padding, margin, and gaps communicate grouping faster than borders or backgrounds. Tight = related; loose = separate. Whitespace is what your eye reads first, even though you do not notice it.

### 4. Type does the heavy lifting
Most "design" problems are typography problems. Get the type scale, line-height, and contrast right and 60% of the work is done. See `reference/foundations.md` for the type scale, pairing, and hierarchy rules.

### 5. Color carries meaning
Pick a palette of 1 brand color, 2–3 neutrals, and 3–4 semantic colors (success, warning, error, info). Anything more is decoration. WCAG contrast is non-negotiable; see `reference/accessibility.md`.

### 6. Every state must be designed
Default, hover, focus, active, disabled, loading, empty, error, success. Skipping any of these is a bug, not a polish item. See `reference/interaction.md`.

### 7. Motion is feedback
Use motion to confirm an action, indicate continuity, or direct attention. Never use it for delight alone. Default: 150–300ms with an ease-out curve. See `reference/interaction.md`.

### 8. Words are UI
Microcopy is a primary design element, not an afterthought. Every label, button, error, and empty state is an opportunity to be clear, short, and human. See `reference/interaction.md`.

### 9. Accessibility is the floor, not the ceiling
WCAG 2.2 AA is the minimum. Keyboard, screen reader, color blindness, low vision, motor impairment — all real users. See `reference/accessibility.md`.

### 10. Patterns over invention
Use established patterns unless you have a strong reason not to. Inventing a new dropdown costs your user comprehension; the win is rarely worth it. See `reference/patterns.md`.

## Decision Frameworks

### When choosing between options
- **Default to the most boring option that works.** Boring = familiar = fast to learn.
- **Cost of being wrong matters.** Reversible changes can be bold. Irreversible ones (delete, send, pay) need friction.
- **Fewer steps is not always better.** A 3-step flow with clear progress beats a 1-step flow with 12 fields.

### When the screen feels "off"
Check in this order — fix the first thing that fails:

1. **Hierarchy** — does the eye know where to land first?
2. **Spacing** — is grouping clear? Are gaps consistent?
3. **Type** — too many sizes? Weights doing the wrong job?
4. **Color** — is anything competing for attention with the primary action?
5. **Alignment** — is everything on the grid? Are optical adjustments right?
6. **Density** — too cramped or too sparse for the content type?

### When you cannot decide between two designs
- Show both to a real user with a real task.
- If you cannot test, pick the one that is easier to *change* later.
- Never resolve disagreements with "I prefer X." Resolve them with "X serves the user goal better because Y."

### When stakeholders ask for "more emphasis"
The instinct is to make the thing bigger or redder. The fix is usually to make everything else *quieter*. Hierarchy is comparative.

## How to Use This Skill

The references are self-contained deep-dives. Read the one that matches the current task:

| Task | Read |
|------|------|
| Choosing type, color, spacing, or grid | `reference/foundations.md` |
| Designing component states, motion, or microcopy | `reference/interaction.md` |
| Auditing for accessibility | `reference/accessibility.md` |
| Designing forms, navigation, or common UI patterns | `reference/patterns.md` |

The examples show concrete good-vs-bad pairs:

| Topic | Read |
|-------|------|
| Button design and labels | `examples/buttons.md` |
| Form layout and field design | `examples/forms.md` |
| Empty, loading, and error states | `examples/error-states.md` |

### Related skills

This skill teaches **universal UI/UX principles**. It does not carry brand-specific visual decisions — palettes, signature shadows, custom cursors, named primitives. When the work is for a project with a defined visual system, also load that system's skill alongside this one.

| If the project is… | Also load |
|--------------------|-----------|
| In the alibugatekin ecosystem (alibugatekin.com, agent-skills-mcp, dev-inspector, or their landings) | [`cartoon-design-system`](../cartoon-design-system/SKILL.md) — the cartoon-sticker brand language with composable overlays (agentic, dev-tool) |

The two skills compose: `ui-ux-design` answers *"is this design good?"*, the brand skill answers *"does this design read as our brand?"*. Apply both.

## Voice and Tone of UI Reviews

When using this skill to critique a design, be:

- **Specific.** "The CTA loses against the secondary button" beats "hierarchy is off."
- **Prioritized.** Lead with what costs the user the most. Polish notes go last.
- **Constructive.** Every problem gets a suggested fix or a question that surfaces the trade-off.
- **Honest.** If it is wrong, say so. Designers learn from clear feedback, not hedged feedback.

## Anti-Patterns to Recognize

These appear constantly. When you see one, the correct alternative is in the reference noted.

- Decorative animations on every interaction → `reference/interaction.md`
- More than ~6 type sizes in a single product → `reference/foundations.md`
- Disabled buttons with no explanation of why → `reference/interaction.md`
- Empty states that show nothing instead of teaching what to do → `examples/error-states.md`
- Forms that validate on first keystroke and shame the user mid-typing → `examples/forms.md`
- Modals stacked on modals → `reference/patterns.md`
- "Are you sure?" on reversible actions; no confirmation on irreversible ones → `reference/patterns.md`
- Tooltips carrying essential information (not keyboard- or touch-accessible by default) → `reference/accessibility.md`
- Color as the only signal (red/green with no icon or text) → `reference/accessibility.md`
- Placeholder text used as the only label → `examples/forms.md`
- "Click here" or "Submit" as the only button label → `examples/buttons.md`

## When This Skill Does Not Apply

- **Pure brand or marketing visual design** (poster, illustration, identity system) — different discipline. This skill is for product UI.
- **Hardware or industrial design.**
- **Information architecture at the org level** — covered partially in `reference/patterns.md` but not the focus.

For those, recognize the boundary and say so explicitly rather than misapplying these principles.

