Design & Visual

UX & Interaction

How interfaces behave, guide, and respond.

The territory

30 core terms mapped for this field, ranked by how often builders reach for them. Each one is a future entry. Want to bust one? One entry, one file, one pull request.

  • Optimistic UIShow the result instantly, reconcile with the server after"act like it worked already" · "instant even though it's still saving"
  • Empty, error, and loading statesThe three non-happy screen states every view needs"the nothing-here screen" · "empty state"
  • Visibility of system statusTelling the user what's happening right now"show it's actually doing something" · "feedback loop"
  • Inline validationField-level errors shown as the user types or blurs"tell them the email is wrong before they submit" · "errors while you type"
  • AffordanceVisual cue that signals how an element can be used"it looks clickable" · "the thing that tells you you can drag it"
  • Progressive disclosureReveal advanced options only when the user needs them"hide the complicated stuff until asked" · "show more as you go"
  • Undoable actionReversible action offered instead of a confirm dialog"let them take it back instead of asking" · "the little undo bar"
  • Error recoveryKeep the user productive when something fails"what it does when it breaks" · "how they get unstuck"
  • Mental modelThe user's assumed picture of how the system works"what they expect it to do" · "how they think it works"
  • User flow / task flowThe step-by-step route a user takes to a goal"the screens in order" · "the click path"
  • Happy path / edge caseThe intended flow versus everything that deviates"when everything goes right" · "the weird cases"
  • DiscoverabilityHow easily users find a feature exists at all"nobody knows that button is there" · "people can't find it"
  • Recognition over recallShow options rather than making users remember them"don't make them memorize it" · "let them pick from a list"
  • Guardrails / constrained inputPreventing invalid states instead of validating after"stop them entering something wrong" · "grey out what they can't pick"
  • Escape hatchAlways-available way out of a flow or mode"a way to back out" · "let them bail"
  • Smart defaultsPre-fill the most likely choice"pick the sensible option for them" · "pre-filled fields"
  • Forgiving formatAccept messy input and normalize it silently"let them type it however they want" · "clean up what they typed"
  • Focus managementDeliberately moving keyboard focus after an interaction"where the cursor goes after the modal opens" · "what's selected next"
  • Destructive-action confirmationFriction gate before irreversible operations"type DELETE to confirm" · "are-you-sure step"
  • Dirty state / unsaved-changes guardWarn before leaving with unsaved edits"are you sure you want to leave" · "don't lose my work"
  • Autosave with save indicatorContinuous persistence plus a visible "saved" cue"saves as you type" · "the little saved checkmark"
  • Optimistic rollbackReverting the UI when the server rejects the assumed result"put it back if the save fails" · "undo it when the server says no"
  • Onboarding flowGuided first-run sequence that gets a user to value"the setup wizard on signup" · "the first-time walkthrough"
  • Contextual / just-in-time helpAssistance shown at the moment of need"the little ? next to the field" · "help right where you need it"
  • Fitts's lawBigger and closer targets are faster to hit"make the button bigger" · "why tiny buttons are hard to click"
  • Hick's lawMore choices means slower decisions"too many options slows people down" · "fewer choices is faster"
  • MicrointeractionTiny feedback moment on a single action"the little reaction when you tap" · "micro-interaction"
  • Infinite scroll vs paginationContinuous loading versus discrete numbered pages"keeps loading as you scroll" · "page 1, 2, 3 at the bottom"
  • Bulk actions / multi-selectOperate on many rows at once via checkboxes"select all and delete" · "tick the boxes and act"
  • Drag-and-drop with drop targetPicking up an item and showing where it can land"the highlighted slot where it'll go" · "drag it into place"

Deeper in the field

  • Direct manipulation Manipulate visible objects directly instead of issuing abstract commands
  • Signifier Perceptible cue showing where or how a user can act
  • Feedforward Show what an action will do before the user commits
  • Error prevention Design out avoidable errors instead of validating after the fact
  • User control and freedom Let users cancel, back out, and reverse actions
  • Consistency and standards Similar actions behave predictably across the whole interface
  • Cognitive load Mental effort required to understand and complete an interaction
  • Natural mapping Controls correspond clearly to the effects they produce
  • Mode error Mistake caused by acting while the interface is in another mode
  • Slip vs mistake Execution error versus choosing the wrong goal or plan
  • Change blindness Users fail to notice an interface change after acting
  • Cancellation / interruptibility Let users stop a long-running action mid-flight
  • State persistence Preserve inputs and selections across navigation or interruption
  • Scroll restoration Return the user to their previous position after navigation
  • Multi-step wizard Long form broken into sequential validated steps
  • Product tour Guided overlay sequence explaining the UI on first use
  • Information scent How strongly a link predicts what's behind it
  • Modal vs modeless Blocking the app versus letting work continue
  • Nudges and friction Deliberately easing or slowing a specific behavior
  • Banner blindness Users ignore anything shaped like an ad
  • Hover intent Delay before reacting so passing the cursor doesn't trigger
  • Pull-to-refresh Drag past the top of a list to reload
  • Gestural affordance / peek Partially revealing content to hint at a swipe
  • Haptic feedback Physical vibration confirming an action
  • Conversational UI Chat-driven task completion with confirmations along the way