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Rules for developers to design beautiful UIs without a designer

refactoringui.com

41–50 of 245 posts

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

#41

Honestly their first concrete example, with fewer borders, is something that bothers me a lot on the internet today. Cool everything looks flat and like part of everything else. That's not hard to go down through a giant list of or anything... /s

The goal was beautiful design, not good usability.

You gotta admit that it looks good, and eye candy is usually extremely effective for user retention, even if the alternative handles better, technically.

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

#42

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.

> just a matter of actually thinking about how people will use the app

What I learned during my professional career is that this is exactly what 80% of engineers are absolutely incapable of. Do belong to the 20% and hit the jackpot.

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

#43

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…

Honestly, I'd just once like to work with a designer that has heard of words longer than 5 letters.

Every. Single. Darn. Design I get completely ignores the fact that the texts inside them won't be built from nice little short words with EXACTLY the correct letter counts (especially when localized).

Which results in shit UIs like one I've just seen on Android where (in my language) the button literally just says "Tap to..." and every single label on a button is truncated and doesn't finish a word.

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

#44
post #40

Honestly their first concrete example, with fewer borders, is something that bothers me a lot on the internet today. Cool everything looks flat and like part of everything else. That's not hard to go down through a giant list of or anything... /s

It's also important to contrast the information density. Both the "bad" and "good" examples are quite readable but the one on the left is going to be more useful for larger lists of things.

To be fair, the course is about designing beautiful UIs, not necessarily useful ones. Wether that is actually desirable is up to you.

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

#47

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.

You've basically just answered "with a brush" to the question "how do you think I should paint my wall". True, but irrelevant. You can make a ugly, unusable UIs with your listed frameworks. You can make amazing, smooth UIs with plain HTML+CSS.

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

#48
> Borders are a great way to distinguish two elements from one another, but using too many of them can make your design feel busy and cluttered. Instead, try adding a box shadow, using contrasting background colors, or simply adding more space between elements.

In many cases I like busy and cluttered; I enjoy https://dofsimulator.net/ , I use gmail in "compact" mode, etc.

The example listed as "bad" is also interesting; it is busy, which may be unappealing, but it also means higher contrast. Also being "cluttered" lets me simply see more information at once. So if I had to deal with large amount of data, I'd prefer that "bad" design.

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

#49
Design is how it works, not how it looks. This article seems to mainly be talking about the "polish" of a design. There are more important principles which don't have anything to do with polish, such as not putting the Cancel button next to the Ok button.

More like this:

https://lawsofux.com

https://asktog.com/atc/principles-of-interaction-design/

https://www.nngroup.com/articles

I recommend prototyping the flow/feel of the app before working on the polish, or the functionality:

https://principle.app/

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

#50
post #24

Earlier quoted context omitted.

> (I want 0 scrollbar unless I'm actively scrolling) How do you know when there is content to scroll then? You randomly scroll parts of the screen to see if they move?

> How do you know when there is content to scroll then? You randomly scroll parts of the screen to see if they move? Sometimes, but more often I press on page down to read more content until there's no more content to read, so having scrollbar is pointless: it eats screen real estate without providing anything in return

I loathe things "magically" disappearing and reappearing. I want a predictable, consistent interface. I can work faster when things are consistent. Scrollbars, besides allowing me to jump around in a document, give me an indication of where I am on the page. When I ask, "How much of this page/window/document is left? About where am I in it?" (a common question) the answer should be RIGHT THERE and not unhelpfully hidden/unavailable or difficult to see. I shouldn't have to waste time fighting to find out.
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