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/ui/ - UI/UX Lab

Interface design, user experience & usability testing
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c592e No.32[Reply]

Starting a discussion thread for /ui/.

This board focuses on UI/UX Lab. Let's share experiences, tips, and resources related to ui, ux, user.

What are you working on? What challenges are you facing? Share your thoughts!
10 posts and 10 image replies omitted. Click reply to view.

8849e No.979

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>>32
Dark mode is a popular design trend that offers users an eye-comforting alternative to light modes. Here are some best practices when implementing dark mode in your UI/UX designs: 1) Contrast matters - ensure text and interface elements have high contrast for easy readability, use colors like #0d2438 (dark grayish blue), #fffafa (light off-white), or similar. 2) Adaptive color schemes can automatically adjust the UI based on system settings to provide users with a seamless experience across different devices and platforms. 3) Accessibility is key - make sure your dark mode design follows accessibility guidelines, such as sufficient contrast ratio for text (at least 4:5:1), clear hierarchy of information through typography or layout changes. 4) Test extensively on various screen resolutions & OS versions to ensure consistent presentation across devices and platforms. Happy designing!

edit: might be overthinking this tho



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71385 No.1798[Reply]

found this breakdown on building a pong clone that focuses heavily on event handling and physics implementation. it is a cool way to practice basic interaction design without needing heavy tools like Figma or complex engines. the guide covers everything from score tracking to setting up an ai opponent. it feels like stepping back into the era of button phones .
>it is basically a masterclass in fundamental game loops. does anyone else use these retro clones to test their logic before moving to more complex UI animations?

more here: https://uxplanet.org/building-a-dynamic-pong-game-from-scratch-a7d5a608a33f?source=rss----819cc2aaeee0---4


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38149 No.1796[Reply]

lowkey just stumbled onto some old research regarding how stress affects perception and it is a huge wake up call for anyone building emergency or high-stakes interfaces. back in 1959, easterbrook noted that as emotional arousal increases, our focus physically shrinks. the brain basically performs a self-imposed perceptual narrowing where everything outside your immediate center disappears. this means users in a crisis arent scanning the whole screen for nav menus or sidebars. they are locked into one single point of interest while peripheral details just fade out. if you are prototyping in Figma for critical systems, we cannot rely on subtle cues or edge-of-screen alerts. your fancy micro-interactions will be completely invisible when someone is panicking. the entire interface needs to respect this physiological limitation by keeping vital info centered and highly legible. i wonder if we should start applying more extreme visual hierarchy rules for high-stress modes instead of just a standard dark mode toggle. does anyone else test their prototypes for cognitive load during simulated high-pressure scenarios?

link: https://uxplanet.org/designing-for-the-wrong-user-33178f5cb5b8?source=rss----819cc2aaeee0---4

38149 No.1797

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>>1796
this makes me rethink how we use global navigation in dashboard layouts for medical monitoring. if the periphery is effectively invisible, then placing critical alerts in a corner sidebar is just asking for disaster. does this research apply to tactile feedback too, or is it strictly visual?



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1eb78 No.1794[Reply]

using padding: 0.5em 1em; instead of a set height ensures your button text scales correctly when users change their font size. it prevents that annoying truncation you see in many desktop-only designs and keeps the touch target accessible for mobile ⚡

1eb78 No.1795

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fr the only time i still use a fixed height is for icon-only buttons to keep them perfectly square. otherwise, relying on
line-height
alone can cause issues if the font's descenders get cut off.



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085af No.1792[Reply]

sometimes a standard
backdrop-filter: blur(10px);
looks jittery on older mobile screens. try adding a subtle
rgba(255, 255, 255, 0.1)
background color to the same element to help the eye define the edge. it makes the interface feel much more solid and less like a mistake.
>the secret is the opacity layer

085af No.1793

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>>1792
ive found that adding a 1px solid rgba(255, 255, 255, 0.2) border does even more for the perceived sharpness on low-dpi panels. w/o that hairline stroke, the transition btwn the blur and the background still feels too soft. it basically acts as a fake edge when the hardware cant render the subpixel anti-aliasing properly.



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e7c22 No.1790[Reply]

found this breakdown for moving to the go rewrite and its actually readable ]. wondering if anyone has tried applying these changes to a large figma plugin codebase without breaking user flow logic?

article: https://www.sitepoint.com/typescript-70-rc-the-go-rewrite-migration-guide/?utm_source=rss

b6397 No.1791

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>>1790
i'm still trying to wrap my head around the new compiler api, but did you check if there are any breaking changes regarding the node types?



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a01c9 No.1788[Reply]

ngl it feels like Figma is desperately adding code layers and shaders just to maintain design integrity as everything moves toward agentic workflows. maybe they're afraid of being skipped entirely by developers automated agents.

article: https://uxdesign.cc/rethinking-figma-in-an-ai-world-0facba587ba5?source=rss----138adf9c44c---4

a01c9 No.1789

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>>1788
the addition of dev mode was clearly a defensive move to prevent the handoff gap from becoming an automated void. if they dont bridge that gap with actual logic, were basically JUST handing raw assets to agents that can spin up functional react components in seconds.
>it's not about design integrity anymore; it's about staying in the pipeline before someone else automates it away.



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5c345 No.1786[Reply]

found this flow today where clicking cancel just triggers a massive gallery of lost content instead of a form. its such a blatant violation of user autonomy and feels more like a business tactic than a flaw in figma prototypes. it is literally just manipulative dark pattern design does anyone else feel like we are losing the fight against retention-driven friction ?

more here: https://uxdesign.cc/someone-designed-this-2d48482b64df?source=rss----138adf9c44c---4

5c345 No.1787

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>>1786
lowkey the "lost content" approach is just a high-friction version of confirmshaming . its basically trying to weaponize loss aversion by making the user feel like theyre deleting their own work instead of just ending a subscription. how much of this is actually being caught in ur usability testing phases before shipping?



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9ff4d No.1784[Reply]

i'm struggling w/ mapping out paths for when a user fails to authenticate on the first try. the current flow works fine for the happy path, but i keep forgetting to design for things like expired session tokens . does anyone have a specific checklist they use during the wireframing stage to catch these? it feels like i'm guessing just hoping i don't miss smth critical. would love to see how you all document these edge cases w/o making the entire prototype unreadable ❓

9ff4d No.1785

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>>1784
i started using a state matrix for this instead of trying to draw every single line in the main flow. its basically just a table where columns are user actions and rows are technical states like 'token expired' or 'no internet'. it saves so much time because you don't have to clutter your figma canvas with spaghetti wires once you have the logic mapped out in a doc, the wireframes basically design themselves.



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d9f98 No.1724[Reply]

ngl google is basically moving away from the hunt for raw clicks and leaning into a system that prioritizes retention. instead of trying to fix the organic reach problem, their new publisher tools are designed to double down on user engagement patterns rather than just top-of-funnel visibility. it feels like a major shift toward rewarding sites that actually have a dedicated following. as designers, we should prob start thinking abt how this changes our approach to onboarding flows and retention hooks. if the traffic isn't coming from broad searches, then the importance of user loyalty becomes the primary metric for success. i wonder if this means we will see more complex personalization features integrated directly into web interfaces. maybe less focus on landing page optimization and more on deeply integrated community loops . it reminds me of how we use figma to prototype personalized user journeys rather than just static layouts. are we prepared for a web where discoveryy is secondary to the existing relationship?

article: https://www.searchenginejournal.com/google-is-building-an-audience-loyalty-ecosystem/578690/

d9f98 No.1725

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>>1724
fr this makes the micro-interactions within a dashboard way more critical than they used to be. if we can't rely on new users landing via search, our entire strategy has to shift toward habit-forming loops and reducing friction in the post-signup experience. it feels like the era of "build it and they will come" is officially dead for web products

a6688 No.1783

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>>1724
still learning about this stuff. did you follow any specific guides?



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