| name | ux-design-principles |
| description | Comprehensive UI/UX design principles covering affordances, visual hierarchy, grids, typography, color theory, dark mode, shadows, icons, buttons, feedback states, micro-interactions, and overlays. Use when designing UI components, reviewing design quality, building new screens, giving design feedback, writing design specs for AI coding assistants, or teaching product/engineering teams correct design vocabulary. |
UX Design Principles
Source: "Every UI/UX Concept Explained in Under 10 Minutes" — Kole Jain (March 2026, 138K views)
Figma files: https://www.kolejain.com/resources?scrollTo=every-ui-concept
The One Rule That Governs Everything
"When a user does anything, there should be a response."
Every interaction — click, hover, focus, error, load, success — must have a visible, purposeful response. This is the single most important principle in UI/UX design.
Chapter Map
| Chapter | Core Concept | Quick Rule |
|---|
| Affordances & Signifiers | UI communicates how it works through appearance | Good UI teaches itself |
| Visual Hierarchy | Size, position, color control what users see first | Most important = largest + boldest + top |
| Grids, Layouts & Spacing | Structure and breathing room | Whitespace > rigid grids |
| Typography | Font choices, sizing, letter spacing | One sans-serif font, max 6 sizes |
| Color Theory | Brand color + semantic colors + ramps | Color with purpose, not decoration |
| Dark Mode | Depth via lightness, not shadows | Lighter cards on dark backgrounds |
| Shadows | Elevation and depth on light mode | Low opacity, high blur |
| Icons & Buttons | Sizing, padding, ghost buttons | Match icon size to line-height |
| Feedback & States | Every element needs multiple states | 4 states minimum per button |
| Micro-interactions | Motion that confirms and delights | Confirm actions with animation |
| Overlays | Gradients and blur over images | Linear gradient then progressive blur |
For Engineers: How to Talk to AI Assistants
Use precise vocabulary when describing UI to an AI coding assistant:
BAD: "Make the button look better"
GOOD: "Add hover, active/pressed, and disabled states. Use ghost button style
(transparent background, border only) as secondary CTA next to primary."
BAD: "Fix the dark mode"
GOOD: "In dark mode: elevate card by lightening surface relative to background,
remove box-shadow, lower border opacity, reduce chip saturation/brightness."
BAD: "Add some animation"
GOOD: "Add micro-interaction on copy button: slide up a 'Copied!' chip on click
that auto-dismisses after 1.5s. This confirms the action."
BAD: "Fix the spacing"
GOOD: "Apply 4-point grid: all spacing values must be multiples of 4.
32px between top-level sections, group related items with 8-16px."
See text/engineering-rules.md for the full quick-reference.
The 10 Design Laws
- Every interaction needs a response — no silent state changes ever
- Contrast creates hierarchy — big vs small, colorful vs gray, bold vs regular
- Whitespace is design — let elements breathe; 32px between sections default
- Color carries meaning — blue=trust, red=danger, yellow=warning, green=success
- One font is enough — pick one sans-serif, vary by weight and size
- Match icon size to line-height — body line-height 24px = icons 24px
- If the shadow is the first thing you notice, it's too strong
- Images always improve hierarchy — add color, aid scanning, draw the eye
- Dark mode = lighter surfaces for elevation, not shadows
- Linear gradient beats solid overlay — preserves image, readable text
Deep Dives