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Rules for creating good-looking user interfaces, from a developer

https://weberdominik.com/blog/rules-user-interfaces/
30•domysee•2d ago

Comments

Terretta•18h ago
The notion that the sidebar icons should be aligned with the firm brand logo doesn't make sense to me, these things are not the same. On that point, the before looks better than the after, to me, as the difference is differentiated.

The "what good looks like" example provided, HeroUI, avoids aligning these:

https://www.heroui.pro/components/application/layouts

travem•1h ago
I am not sure what is going on with that screen, but the whole page seems to be "vibrating" in a very distracting way, never encountered that on another site before!

It appears to be related to my display settings on Mac OS. When the text size for the display is set to the "Larger text" it shows this vibrating. When the text size is set to one of the smaller sizes the shaking/vibrating does not appear.

boxed•39m ago
The top level icon misalignment is super small and looks like a mistake. The counts for the message list also renders partially renders outside the row for each message for me. So that's a bit of a fail.
empiko•26m ago
I think the after looks better, it feels more in control, but at the same time, even the before was completely functional and users would be completely happy with it.
userbinator•1h ago
I honestly don't care at all about "good-looking"; I care more about "functional". Far too many apps seem to be aiming for the former instead of or at the expense of the latter.
VerifiedReports•1h ago
Saw a lot of words here. Not a lot of examples.

"Dark mode was one of the most requested features for Lighthouse. I refrained a long time from adding it because it adds additional work to every UI task."

This reveals a lot about the regression in OSes. Way back in the early '90s, Windows provided a color-scheme editor. Users could set up any color scheme they liked, and all properly-written apps would inherit it and work fine.

I think the major Unix GUIs offered something similar. Meanwhile, Apple's vaunted UI was crippled by hard-coded colors everywhere.

Fast-forward what, 20 years? Everyone finally realizes that inverse color schemes (black text on a white background) SUCK. But what does Microsoft do? REMOVE the color-scheme editor from Windows.

We're still running around trying to deal with a "problem" that was solved 25 years ago. And, as a developer, I can tell you it has been pretty shambolic on Apple platforms. I guess you can say they never understood proper color management, but... damn. So many broken controls in iOS after "dark mode" was first added. A massive design and QA failure.

ghssds•1h ago
>Way back in the early '90s, Windows provided a color-scheme editor. Users could set up any color scheme they liked, and all properly-written apps would inherit it and work fine.

It was barely usable. Many developers used the colors of the default theme no matter what. Others used the Windows-supplied colors for the background color and maybe the main foreground color, then used fixed, non-customizable colors for everything else, making everything invisible or hard to see if you used anything but a white-ish background. Trying to use what we now call dark mode was a big no. At best you could replace the wallpaper by an all-black screen so you feel a little less irradiated by your crt.

mixmastamyk•52m ago
It worked quite well until skinz came in fashion, a self-inflicted issue.
zahlekhan•40m ago
I was looking at the Lighthouse pricing page and got confused. Looks like the strike-through for 50% off doesn’t seem to render on my device.
scary-size•27m ago
For engineers doing UIs once in a while, I can recommend Refactoring UI [1]. It has a bunch of practical tips for making your life easier: Picking a color palette, font sizes, margins/padding etc.

[1] https://www.refactoringui.com/

Brajeshwar•8m ago
I came to suggest this (also mentioned in the article). Not just engineers, I would suggest this to designers and managers too. A few of the books I always suggest to people involved in Product (the manager, engineers, and designers) are “Good Enough Design” (List Apart), “Refactoring UI” (this is actually a pretty recent addition), and the classic “Don’t Make Me Think.”

For anyone in the trenches long enough will know that most of the facts, such as the ones from “Refactoring UI” are common sense. Unfortunately, I’ve realized that it is NOT, even for many designers.

superice•6m ago
Starting from 'what looks good' is putting the cart before the horse. Making a UI usable and well laid out first is key. Practical UI and Refactoring UI are great resources, as long as you read them through a lens of 'what works well?' instead of 'what looks pretty?'. The author is absolutely right in that alignment and consistency are important, but that should really be your starting point.

Building a good user interface is fundamentally an engineering challenge. I see roughly two camps in building UIs, one designing a pretty picture and then tweaking the CSS until it looks like the picture, the other treating the CSS as rules of how the UI should behave. A simple example would be using display: flex; gap: 32px; on a parent of two elements instead of margin-right: 32px; on the left-most element. While the end result is identical, specifying the gap on the parent is better, because it puts the responsibility for spacing in the correct place. This also goes for the way you define CSS classes and rules, if two values are linked, like the height of your buttons and the height of your input fields, then try and capture that in a single rule, or extract it out to a variable.

A lot of building good UIs becomes much easier once you adopt the engineering approach. Consistency is almost built-in at that point, and that automatically makes your UIs better and easier to understand. It keeps your CSS more maintainable too.

While I'm sure there are ways to achieve this with Tailwind, generally I tend to see developers do the exact opposite when they use tools like that: just define everything with atomic classes inline, and forget all about the relations of styling rules to eachother. Tailwind has some great concepts, like defining a limited set of values to choose from, but be careful to keep the engineering, rules based way of building UIs.

There are so many times we've gone a direction in our products only to figure out that while we could make the page look pretty, it never would work well. It always ends up being some version of 'if we go direction X, then features Y and Z will have to be shoe-horned in and it'll look ugly'. When you get that feeling, take a step back, come up with some different approaches, and go with a better one.

The "make it pretty"-step should really be the last thing you do. If you design your UI with heavily visually simplified components and in black and white, it should still work and feel right. Make it work right, and the pretty will come.

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https://phishyurl.com/
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Rules for creating good-looking user interfaces, from a developer

https://weberdominik.com/blog/rules-user-interfaces/
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