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.

UI/UX Design lessons Take the quiz

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
UsabilityCan people reach their goal easily, quickly and without errors?
Learnability, efficiency, memorability, errors, satisfactionNN/g's five parts of usability
AccessibilityUsable by people with disabilities; design it in from the start
User-centred designDecisions based on evidence about users, not opinions

Design thinking Lesson

Empathise → Define → Ideate → Prototype → TestThe five stages; loop back whenever you learn something
Problem statementWho has the problem, what it is, and why it matters
"How might we…?"Turns a problem into an open question for ideas
Diverge, then convergeGenerate many ideas first, then choose
Double DiamondDiscover, Define, Develop, Deliver
Fail earlyCheap prototypes reveal wrong ideas before costly builds

User research Lesson

InterviewsQualitative: learn why people do things
SurveysQuantitative: learn how many; keep them short
AnalyticsShows what people do, not why
Field study / contextual inquiryWatch people in their real setting
Ask about past behaviour"Tell me about the last time…" beats "Would you…?"
Open questionsAsk "how" and "what"; avoid yes/no and leading questions
Say vs doWhat people say and what they do often differ; observe

Personas and maps Lesson

PersonaA realistic user profile built from research, not guesses
Goals, frustrations, contextThe parts of a persona that guide design decisions
Primary personaThe main user each design must satisfy first
Empathy mapSays, Thinks, Does, Feels
Journey mapSteps, feelings and pain points across a whole task
ScenarioA short story of a persona using the product for a goal

Information architecture Lesson

SitemapThe hierarchy of all pages or screens
User flowThe path a user takes to finish one task
Open card sortUsers group topics and name the groups
Closed card sortUsers sort topics into groups you provide
15 participantsNN/g's recommended number for a card sort
Tree testingTests if people can find items in a text-only menu
LabelsUse your users' words, not internal jargon
BreadcrumbsShow where you are in a deep hierarchy

Wireframing Lesson

WireframeLow-fidelity layout: structure and content, no styling
MockupStatic high-fidelity visual design
PrototypeClickable version used to test a flow
Greyscale firstKeeps feedback on layout, not colours
Real contentUse real headings and labels, not lorem ipsum, where you can
Mobile firstDesign the smallest screen first to set priorities
AnnotationsNotes explaining behaviour, rules and edge cases

Prototyping in Figma Lesson

Trigger → Action → AnimationThe three settings of every Figma interaction
On click/tap, On drag, While hovering, After delayCommon triggers: what the user does
Navigate to, Back, Open overlay, Change toCommon actions: what happens
Smart animateAnimates layers with the same name and place in the hierarchy
Interactive componentsAdd interactions to variants, e.g. On tap → Change to
Set variable + ConditionalStore values and add simple if/else logic
Flow starting pointWhere a prototype begins; name it after the task
Dev ModeWhere developers inspect specs for hand-off

Wire only the screens and paths needed for the tasks you plan to test.

Visual hierarchy Lesson

SizeBigger elements are noticed first
Contrast and colourStrong contrast pulls the eye; save it for key items
White spaceSpace around an element gives it importance
ProximityItems close together are seen as a group
SimilarityItems that look alike are seen as related
AlignmentA shared edge makes a layout feel ordered
One primary actionMake the main button on a screen clearly stand out
F-patternHow people scan text-heavy pages; front-load key words
8-point gridSpacing 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 lawMore choices mean slower decisions; reduce or group options
Fitts's lawBig, close targets are faster to hit
Jakob's lawUsers expect your site to work like ones they know
0.1 sFeels instant; no feedback needed
1 sFlow is kept; beyond this, show that something is happening
10 sAttention is lost; show progress and allow cancel

Colour and contrast (WCAG 2.2) Lesson

4.5:1Minimum for normal text (AA)
3:1Minimum for large text: about 24px, or 18.5px bold (AA)
3:1Minimum for icons, input borders and control states (SC 1.4.11, AA)
7:1Enhanced contrast for normal text (AAA)
Not colour alonePair colour with text, icons or patterns (SC 1.4.1)
Colour rolesPrimary, neutral and status colours (success, warning, error)
Test both themesCheck contrast in light and dark mode

Typography Lesson

16pxA common minimum for body text on the web
1.5 line heightComfortable spacing for paragraphs (WCAG 1.4.8, AAA)
≤ 80 characters per lineKeeps lines easy to follow (WCAG 1.4.8, AAA)
1–2 typefacesCreate variety with size and weight instead
Type scaleA fixed set of sizes for headings and body text
Left-aligned textEasier to read than centred or justified paragraphs
200% zoomText must resize without loss of content (SC 1.4.4)
Avoid long ALL CAPSHarder to read in blocks; fine for short labels

Touch targets and accessibility

24 × 24 CSS pxWCAG 2.2 minimum target size, or enough spacing (AA)
44 × 44 CSS pxWCAG enhanced target size (AAA)
44 × 44 ptApple HIG minimum hit target on iOS
48 × 48 dpMaterial Design / Android minimum touch target
Visible focusKeyboard users must see where they are (SC 2.4.7, AA)
Focus not obscuredSticky bars must not fully hide the focused item (SC 2.4.11, AA)
Visible labelsPlaceholders disappear; they are not labels
Alt textDescribe the purpose of images; empty alt for decorative ones

Usability testing Lesson

5 usersFinds most problems in a qualitative test; then fix and retest
Think-aloudParticipants say what they think as they work
Task scenarioA realistic goal, not step-by-step instructions
Don't leadAvoid hints and the exact words used on buttons
Moderated vs unmoderatedWith a facilitator present, or done alone online
Severity ratingRank issues so the worst are fixed first
Test earlyPaper 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 statusAlways show what is happening
Match between the system and the real worldUse familiar words and concepts
User control and freedomOffer undo, back and cancel
Consistency and standardsSame words and actions mean the same thing
Error preventionStop mistakes before they happen
Recognition rather than recallShow options instead of making people remember
Flexibility and efficiency of useShortcuts for experts that don't confuse beginners
Aesthetic and minimalist designRemove anything that competes with what matters
Help users recognise, diagnose and recover from errorsPlain error messages that suggest a fix
Help and documentationEasy-to-search help focused on tasks