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Rules for developers to design beautiful UIs without a designer

refactoringui.com

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Re: Rules for developers to design beautiful UIs without a designer

#4

Looking at the first example given I think this book is the one missing the mark. I genuinely have trouble when things have less borders! I don’t care about things designed to seem nice, I want them to be usable!

I think this is probably somewhat a pitfall of using this example as a lead.

Design rules like "fewer borders are better" don't tell the story well, but they're easy to teach people. It's harder and less grabby to say something like:

Over reliance on borders to separate types of content can lead to designs where contrast between elements is too sharp and it's harder to read through information. Designers should have a sense for information hierarchy and follow that through in their application. Have a point of view and use the visual design to express that. Tools you can use to create that hierarchy are things like borders, shadows, fills, scale, and space. Using all in concert, you can make a design that feels harmonious, but also allows users to freely navigate through the interface.

That advice is probably harder to grok, and isn't as punchy because it can't be used as a simple diagnostic (do we have fewer borders?), but it is realistic.

Re: Rules for developers to design beautiful UIs without a designer

#5

Looking at the first example given I think this book is the one missing the mark. I genuinely have trouble when things have less borders! I don’t care about things designed to seem nice, I want them to be usable!

It seems like this page/preview conflates interaction design with aesthetic/cosmetic design.

Interaction design is like “which buttons even exist?”, “should this input be represented by a radio or a drop down?”, what is the navigation hierarchy?

You won’t automatically be good at interactions even if your sense of aesthetic is good.

Re: Rules for developers to design beautiful UIs without a designer

#6
Skeleton UI (Svelte + Tailwind) is how I go about it. The developer experience is very good. As for the UX, that's mostly just a matter of actually thinking about how people will use the app and taking the time to account for it.

In my experience, bad UIs are a product of laziness more than know-how.

Re: Rules for developers to design beautiful UIs without a designer

#7
Often the bad designs come from the designers themselves. Just as software developers often fall prey to "NIH", many designers feel the established design systems like Material are insufficient for some reason. That is OK, if you know the rules you can break them, but often they don't know the rules either (grid system, typography, color for accessibility) and want to make "their own mark" with some new creation that is highly idiosyncratic. This doesn't help much, but as in software, it seems to come down to "taste" which is nebulous.

In the landing page for this book, there is an example of good (right) / bad(left) design. I have seen designers simply not know what to do with empty space, so they had to fill it with dividers, outlines, and doodads like the left design.

I'd like to hear any strategy one has to deal with that. I have taken up Figma and Sketch so I can meet them "where they are" but still, plenty of disagreements can happen.

Re: Rules for developers to design beautiful UIs without a designer

#10

Looking at the first example given I think this book is the one missing the mark. I genuinely have trouble when things have less borders! I don’t care about things designed to seem nice, I want them to be usable!

OTOH, I'm using full screen apps without decorations, and I'm fighting with edge to forcefully remove all the scrollbars on every website automatically (I want 0 scrollbar unless I'm actively scrolling)

different tastes for different people

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