Design principles¶
Exercise design-principles-figma-annex.pdf · PDF
You open Instagram and, without thinking, your thumb goes straight to the heart to like a post. Nobody taught you where it was. Why did you know?
Because someone designed that screen so your eyes and your hands would find things on their own. Good interfaces feel obvious. That is not luck: it is four principles applied on purpose. Learn them and you will start seeing them everywhere, and noticing when an app breaks them.
What you will learn
- What an interface is, and why its design is not just about "looking nice"
- How visual hierarchy tells the eye what to read first
- Why consistency lets you use an app you have never opened before
- How proximity groups things without drawing a single line
- How contrast makes things stand out, and why colour alone is a trap
- How to spot these four principles, and their violations, in apps you use every day
A screen is a newspaper front page¶
A user interface (UI) is everything on a screen that lets a person use a machine: buttons, text, icons, menus, gestures.
Picture the front page of a newspaper. It has a few seconds to catch someone walking past a kiosk. So it follows rules: one huge headline, related stories boxed together, the same layout every day, and black ink on white paper so you can read it from a distance.
An app screen has exactly the same problem. You scroll fast, you glance, you decide in a second. We will keep this front-page analogy for the whole page:
| Principle | What it does | On the front page |
|---|---|---|
| Visual hierarchy | Decides what you see first, second, third | The giant headline, then the subtitle, then the small print |
| Consistency | Things that work the same look the same | Same logo, same columns, same fonts every single day |
| Proximity | Things close together belong together | A photo and its caption sit side by side |
| Contrast | Makes important things stand out | Black ink on white paper, a red "BREAKING" banner |
Careful: design is not decoration
It is tempting to think UI design means "making it pretty". It does not. A beautiful screen where you cannot find the Send button is a bad design. These principles are about helping people do things. Looking good is a side effect.
Visual hierarchy: what do I read first?¶
Visual hierarchy is the order in which the eye moves through a screen, controlled by size, weight, colour and position.
On a front page, the headline is huge because it is the most important story. Your eye lands there first, then drops to the smaller text. Nobody reads the weather box before the headline.
On a screen you create that order with a few tools:
| Tool | Stronger | Weaker |
|---|---|---|
| Size | Big text, big button | Small text |
| Weight | Bold | Regular |
| Colour | Saturated, bright | Grey, muted |
| Position | Top, left | Bottom, right |
| Space | Surrounded by empty space | Crowded among other things |
Look at WhatsApp's chat list: the contact name is bold and dark, the last message is smaller and grey, the time is tiny. Three levels, instantly readable.
Position matters because of how people scan. In 2006, the Nielsen Norman Group recorded the eyes of 232 users reading thousands of web pages. The most common pattern looked like the letter F: a horizontal sweep along the top, a shorter one a bit lower, then a vertical scan down the left side.
flowchart TB
A["<b>1st sweep</b><br>across the top: the headline"] --> B["<b>2nd sweep</b><br>shorter, a bit lower"]
B --> C["<b>Vertical scan</b><br>down the left edge:<br>first words of each line"]
That is why the most important things go top-left, and why the first words of a line matter more than the last ones.
Squint test
Blur your eyes (or step back from the screen) and look at a design. What still stands out? That is your real hierarchy. If everything blurs into the same grey mush, nothing is important, which means the design has no hierarchy.
Consistency: I already know how this works¶
Consistency means that elements that do the same thing look and behave the same way, inside your app and compared with other apps.
You buy the same newspaper every day and find the sports section without searching. The layout never surprises you. That is the gift of consistency: you learn once, you use forever.
There are two kinds:
| Kind | Meaning | Example |
|---|---|---|
| Internal consistency | Your own app agrees with itself | Every "Delete" button is red and in the same place |
| External consistency | Your app agrees with the apps people already use | The shopping cart icon is top-right, like every other shop |
External consistency has a famous name. In 2000, usability expert Jakob Nielsen wrote what is now called Jakob's Law: users spend most of their time on other sites, so they expect yours to work like the ones they already know. A magnifying glass means search. Swiping down refreshes. A heart means like. Change those and people get lost.
Careful: consistent does not mean boring
Consistency is not "copy everyone and never be creative". Be original in the content and the personality. Be predictable in the controls. A game can have a wild art style and still put Pause where every player expects it.
Proximity: close means together¶
Proximity is the principle that elements placed close to each other are seen as a group.
On the front page, a photo sits right next to its caption. You never wonder which caption belongs to which photo. There is no arrow and no box: distance alone tells you.
This idea comes from psychology. In 1923, the German psychologist Max Wertheimer published a study on how we group what we see. His first experiment was simple: a row of dots. Equally spaced dots look like one line. Move some dots closer together, and your brain instantly sees pairs. These rules became known as the Gestalt principles (Gestalt is German for "shape" or "whole").
In a form, a label must sit closer to its own field than to the next one. If the space is the same everywhere, users type their surname in the email box.
flowchart LR
subgraph GOOD ["<b>Good</b>: label hugs its field"]
direction TB
L1["Name"] --- F1["[________]"]
L2["Email"] --- F2["[________]"]
end
subgraph BAD ["<b>Bad</b>: equal spacing, who belongs to whom?"]
direction TB
L3["Name"] --- F3["[________]"] --- L4["Email"] --- F4["[________]"]
end
White space is not wasted space
Beginners fill every pixel. But empty space is a tool: a bigger gap between groups and a smaller gap inside a group is how you organise a screen without drawing a single line or box.
Contrast: make it stand out¶
Contrast is the difference between two elements (in colour, size, shape or weight) that makes one of them stand out from the other.
A newspaper is black ink on white paper: maximum contrast, readable from across the street. When there is urgent news, a red banner shouts "BREAKING". Contrast is how the page says look here.
In an app, contrast has two jobs:
| Job | What it means | Example |
|---|---|---|
| Readability | Text must be clearly different from its background | Dark text on a light background, never light grey on white |
| Emphasis | The main action must look different from the rest | One filled, coloured Buy button next to a plain Cancel link |
Readability has hard numbers. The international accessibility rules (WCAG, which you will study later in this unit) ask for a contrast ratio of at least 4.5:1 for normal text and 3:1 for large text. The ratio goes from 1:1 (white on white, invisible) to 21:1 (black on white).
Careful: colour alone is a trap
About 1 in 12 men and 1 in 200 women have some form of colour blindness, mostly confusing red and green. If the only difference between "correct" and "wrong" is green versus red, some of your users see no difference at all. Always add a second signal: an icon, a word, a shape.
The four principles working together¶
Real screens use all four at once. Take the Buy button in a shop app:
flowchart LR
H["<b>Hierarchy</b><br>it is the biggest button"] --> B(["<b>BUY</b>"])
C["<b>Contrast</b><br>bright colour on a<br>neutral background"] --> B
P["<b>Proximity</b><br>right next to<br>the price"] --> B
K["<b>Consistency</b><br>same place and colour<br>on every product"] --> B
When one principle fails, the others cannot fully save it. A huge button with no contrast is invisible. A bright button far from the price is confusing.
Key takeaways¶
- A user interface is everything on screen that lets people use a machine. Good design helps people do things; looking good is a side effect.
- Visual hierarchy sets the reading order with size, weight, colour, position and space. People scan in an F-pattern, so important things go top-left.
- Consistency means the same thing always looks and works the same. Jakob's Law: users expect your app to work like the apps they already know.
- Proximity (a Gestalt principle, Wertheimer 1923): things close together are seen as a group. White space is a tool.
- Contrast makes text readable and the main action stand out. Never use colour alone to carry meaning.
Quick check¶
1. In WhatsApp's chat list, the contact name is bold and dark and the last message is small and grey. Which principle is this?
- Visual hierarchy
- Proximity
- External consistency
- Gestalt closure
Visual hierarchy uses size, weight and colour to set the reading order: name first, message second, time last. Proximity is about distance, not about which element is stronger.
2. A form has the same space between every label and every field. What is the most likely problem?
- Users cannot tell which label belongs to which field
- The form has too much contrast
- The form breaks Jakob's Law
- The form will not work with a keyboard
By proximity, a label must be closer to its own field than to the next one. With equal spacing, the brain has no clue to group them, so people type in the wrong box.
3. What does Jakob's Law say?
- Users expect your app to work like the other apps they already use
- Every screen should have exactly one main button
- Users read screens in an F-shaped pattern
- Text needs a contrast ratio of at least 4.5:1
Jakob Nielsen (2000): people spend most of their time on other sites and apps, so they bring those habits to yours. That is external consistency. The F-pattern and the 4.5:1 ratio are real, but they are different ideas.
4. Why do designers put the most important content at the top-left of a page?
- Because eye-tracking shows people scan in an F-shaped pattern that starts there
- Because screens render the top-left corner first
- Because WCAG requires it
- Because the right side of the screen is reserved for ads
The F-pattern (Nielsen Norman Group, 2006, 232 users): a sweep across the top, a shorter sweep lower down, then a scan down the left edge. Content on the right side is often missed.
5. A game shows correct answers in green and wrong answers in red, with nothing else. What is wrong?
- About 1 in 12 men cannot reliably tell red from green, so they cannot see the result
- Red and green have too much contrast
- Green should always mean "wrong"
- Nothing: colour is enough if it is bright
Colour alone must never carry the meaning. Most colour blindness is red-green. Add a second signal: a tick and a cross, or the words "Correct" and "Wrong".
6. Where does the proximity principle come from?
- Gestalt psychology: Max Wertheimer's 1923 study on how we group what we see
- Apple's first iPhone design guidelines
- The first web browser in 1990
- Jakob Nielsen's eye-tracking studies
The Gestalt principles come from psychology, long before computers had screens. Wertheimer showed that moving some dots closer together makes the brain see pairs. Designers borrowed the idea.
7. You are designing a checkout screen. Pick the two choices that apply the principles from this page.
- The Pay button is the largest, most colourful element, placed right under the total price
- The Pay button looks and sits the same on every step of the checkout
- Every button gets a different bright colour so the screen feels lively
- The total price is in light grey on white to look elegant
The first uses hierarchy, contrast and proximity (button next to the price). The second is consistency. Many bright buttons destroy hierarchy (if everything shouts, nothing stands out), and light grey on white fails readability contrast.
Now you know how to make a screen clear. But how do you know if it is actually usable? Next: Usability heuristics, the checklist professionals use to judge any interface.