UX
UI/UX Design Cheat Sheet
A one-page reference of the terms, numbers and rules of thumb used in UI/UX design, from research to testing. The left column is the term or principle; the right column is how to use it.
UX and UI basics Lesson
UX (user experience) | How the whole product works and feels to use |
UI (user interface) | The screens, controls and visuals people interact with |
Usability | Can people reach their goal easily, quickly and without errors? |
Learnability, efficiency, memorability, errors, satisfaction | NN/g's five parts of usability |
Accessibility | Usable by people with disabilities; design it in from the start |
User-centred design | Decisions based on evidence about users, not opinions |
Design thinking Lesson
Empathise → Define → Ideate → Prototype → Test | The five stages; loop back whenever you learn something |
Problem statement | Who has the problem, what it is, and why it matters |
"How might we…?" | Turns a problem into an open question for ideas |
Diverge, then converge | Generate many ideas first, then choose |
Double Diamond | Discover, Define, Develop, Deliver |
Fail early | Cheap prototypes reveal wrong ideas before costly builds |
User research Lesson
Interviews | Qualitative: learn why people do things |
Surveys | Quantitative: learn how many; keep them short |
Analytics | Shows what people do, not why |
Field study / contextual inquiry | Watch people in their real setting |
Ask about past behaviour | "Tell me about the last time…" beats "Would you…?" |
Open questions | Ask "how" and "what"; avoid yes/no and leading questions |
Say vs do | What people say and what they do often differ; observe |
Personas and maps Lesson
Persona | A realistic user profile built from research, not guesses |
Goals, frustrations, context | The parts of a persona that guide design decisions |
Primary persona | The main user each design must satisfy first |
Empathy map | Says, Thinks, Does, Feels |
Journey map | Steps, feelings and pain points across a whole task |
Scenario | A short story of a persona using the product for a goal |
Information architecture Lesson
Sitemap | The hierarchy of all pages or screens |
User flow | The path a user takes to finish one task |
Open card sort | Users group topics and name the groups |
Closed card sort | Users sort topics into groups you provide |
15 participants | NN/g's recommended number for a card sort |
Tree testing | Tests if people can find items in a text-only menu |
Labels | Use your users' words, not internal jargon |
Breadcrumbs | Show where you are in a deep hierarchy |
Wireframing Lesson
Wireframe | Low-fidelity layout: structure and content, no styling |
Mockup | Static high-fidelity visual design |
Prototype | Clickable version used to test a flow |
Greyscale first | Keeps feedback on layout, not colours |
Real content | Use real headings and labels, not lorem ipsum, where you can |
Mobile first | Design the smallest screen first to set priorities |
Annotations | Notes explaining behaviour, rules and edge cases |
Prototyping in Figma Lesson
Trigger → Action → Animation | The three settings of every Figma interaction |
On click/tap, On drag, While hovering, After delay | Common triggers: what the user does |
Navigate to, Back, Open overlay, Change to | Common actions: what happens |
Smart animate | Animates layers with the same name and place in the hierarchy |
Interactive components | Add interactions to variants, e.g. On tap → Change to |
Set variable + Conditional | Store values and add simple if/else logic |
Flow starting point | Where a prototype begins; name it after the task |
Dev Mode | Where developers inspect specs for hand-off |
Wire only the screens and paths needed for the tasks you plan to test.
Visual hierarchy Lesson
Size | Bigger elements are noticed first |
Contrast and colour | Strong contrast pulls the eye; save it for key items |
White space | Space around an element gives it importance |
Proximity | Items close together are seen as a group |
Similarity | Items that look alike are seen as related |
Alignment | A shared edge makes a layout feel ordered |
One primary action | Make the main button on a screen clearly stand out |
F-pattern | How people scan text-heavy pages; front-load key words |
8-point grid | Spacing in multiples of 8 (4 for tight gaps) keeps rhythm |
Squint test: blur your eyes at the screen; the first thing you see should be the most important.
UX laws
Hick's law | More choices mean slower decisions; reduce or group options |
Fitts's law | Big, close targets are faster to hit |
Jakob's law | Users expect your site to work like ones they know |
0.1 s | Feels instant; no feedback needed |
1 s | Flow is kept; beyond this, show that something is happening |
10 s | Attention is lost; show progress and allow cancel |
Colour and contrast (WCAG 2.2) Lesson
4.5:1 | Minimum for normal text (AA) |
3:1 | Minimum for large text: about 24px, or 18.5px bold (AA) |
3:1 | Minimum for icons, input borders and control states (SC 1.4.11, AA) |
7:1 | Enhanced contrast for normal text (AAA) |
Not colour alone | Pair colour with text, icons or patterns (SC 1.4.1) |
Colour roles | Primary, neutral and status colours (success, warning, error) |
Test both themes | Check contrast in light and dark mode |
Typography Lesson
16px | A common minimum for body text on the web |
1.5 line height | Comfortable spacing for paragraphs (WCAG 1.4.8, AAA) |
≤ 80 characters per line | Keeps lines easy to follow (WCAG 1.4.8, AAA) |
1–2 typefaces | Create variety with size and weight instead |
Type scale | A fixed set of sizes for headings and body text |
Left-aligned text | Easier to read than centred or justified paragraphs |
200% zoom | Text must resize without loss of content (SC 1.4.4) |
Avoid long ALL CAPS | Harder to read in blocks; fine for short labels |
Touch targets and accessibility
24 × 24 CSS px | WCAG 2.2 minimum target size, or enough spacing (AA) |
44 × 44 CSS px | WCAG enhanced target size (AAA) |
44 × 44 pt | Apple HIG minimum hit target on iOS |
48 × 48 dp | Material Design / Android minimum touch target |
Visible focus | Keyboard users must see where they are (SC 2.4.7, AA) |
Focus not obscured | Sticky bars must not fully hide the focused item (SC 2.4.11, AA) |
Visible labels | Placeholders disappear; they are not labels |
Alt text | Describe the purpose of images; empty alt for decorative ones |
Usability testing Lesson
5 users | Finds most problems in a qualitative test; then fix and retest |
Think-aloud | Participants say what they think as they work |
Task scenario | A realistic goal, not step-by-step instructions |
Don't lead | Avoid hints and the exact words used on buttons |
Moderated vs unmoderated | With a facilitator present, or done alone online |
Severity rating | Rank issues so the worst are fixed first |
Test early | Paper sketches and wireframes can be tested too |
For numbers you plan to compare (quantitative studies), NN/g suggests about 20 users.
Nielsen's 10 usability heuristics
Visibility of system status | Always show what is happening |
Match between the system and the real world | Use familiar words and concepts |
User control and freedom | Offer undo, back and cancel |
Consistency and standards | Same words and actions mean the same thing |
Error prevention | Stop mistakes before they happen |
Recognition rather than recall | Show options instead of making people remember |
Flexibility and efficiency of use | Shortcuts for experts that don't confuse beginners |
Aesthetic and minimalist design | Remove anything that competes with what matters |
Help users recognise, diagnose and recover from errors | Plain error messages that suggest a fix |
Help and documentation | Easy-to-search help focused on tasks |