Visibility of system status: Keep users informed about what is going on, through appropriate feedback within reasonable time.
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UI/UX Design Cheatsheet
A comprehensive cheatsheet covering essential UI/UX design principles, processes, and best practices. This guide provides a quick reference for designers to create user-friendly and engaging digital experiences.
Core Principles
      
        
            Usability Heuristics (Jakob Nielsen)
        
      
    
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| Match between system and the real world: Speak the users’ language, using words, phrases and concepts familiar to the user. | 
| User control and freedom: Offer users an ‘emergency exit’ to leave unwanted states without having to go through an extended dialogue. | 
| Consistency and standards: Follow platform conventions and industry standards. | 
| Error prevention: Eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. | 
| Recognition rather than recall: Minimize the user’s memory load by making elements, actions, and options visible. | 
| Flexibility and efficiency of use: Allow experienced users to tailor frequent actions. Accelerators – unseen by the novice user – may often speed up the interaction for the expert user. | 
| Aesthetic and minimalist design: Dialogues should not contain information which is irrelevant or rarely needed. | 
| Help users recognize, diagnose, and recover from errors: Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. | 
| Help and documentation: Provide help that can be easily searched, is focused on the user’s task, list concrete steps to be carried out, and is not too large. | 
      
        
            Key UX Principles
        
      
    
  | Learnability | How easy is it for users to accomplish basic tasks the first time they encounter the design? | 
| Efficiency | Once users have learned the design, how quickly can they perform tasks? | 
| Memorability | When users return to the design after a period of not using it, how easily can they reestablish proficiency? | 
| Errors | How many errors do users make, how severe are these errors, and how easily can they recover from the errors? | 
| Satisfaction | How pleasant is it to use the design? | 
The UX Design Process
      
        
            Typical UX Design Process Steps
        
      
    
  | 1. Research: Understand user needs, behaviors, and goals through methods like user interviews, surveys, and competitive analysis. | 
| 2. Analysis: Analyze research data to identify patterns, insights, and opportunities for design improvements. | 
| 3. Design: Create wireframes, prototypes, and user flows to visualize the user experience and test different design solutions. | 
| 4. Testing: Evaluate design solutions with real users to identify usability issues and gather feedback for iterative improvements. | 
| 5. Implementation: Collaborate with developers to implement the design and ensure it meets user needs and business goals. | 
| 6. Evaluation: Continuously monitor and evaluate the user experience to identify areas for further optimization and improvement. | 
      
        
            Common UX Deliverables
        
      
    
  | User Personas | Representations of target users, based on research. | 
| User Flows | Diagrams showing the steps a user takes to complete a task. | 
| Wireframes | Low-fidelity prototypes outlining the structure and layout of a page. | 
| Prototypes | Interactive models used for testing and validation. | 
| Usability Testing Reports | Documents summarizing the findings of usability tests. | 
| Style Guides | Documents outlining the visual and interaction design standards. | 
      
        
            Research Methods
        
      
    
  | User Interviews | One-on-one conversations to gather in-depth insights. | 
| Surveys | Quantitative data collection from a large audience. | 
| Usability Testing | Observing users interacting with a product or prototype. | 
| A/B Testing | Comparing two versions of a design to see which performs better. | 
| Card Sorting | Users organize topics into categories to inform information architecture. | 
UI Design Principles
      
        
            Visual Hierarchy
        
      
    
  | Arrange elements to guide the user’s eye in order of importance. 
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            Gestalt Principles
        
      
    
  | Proximity | Elements that are close together are perceived as a group. | 
| Similarity | Elements that share visual characteristics are seen as related. | 
| Closure | The mind fills in gaps to create complete figures. | 
| Continuity | Elements arranged on a line or curve are perceived as related. | 
| Figure/Ground | The eye differentiates an object from its surrounding area. | 
      
        
            Accessibility
        
      
    
  | WCAG (Web Content Accessibility Guidelines): 
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| Color Contrast: Ensure sufficient contrast between text and background (minimum 4.5:1 for normal text, 3:1 for large text). | 
| Keyboard Navigation: Make sure all interactive elements can be accessed and operated using a keyboard. | 
| Alternative Text: Provide descriptive alternative text for images. | 
UI Design Patterns
      
        
            Navigation Patterns
        
      
    
  | Breadcrumbs | Show the user’s location in the site hierarchy. | 
| Tabs | Organize content into distinct sections. | 
| Mega Menus | Large, multi-level menus for complex navigation. | 
| Pagination | Divide content into discrete pages. | 
      
        
            Input & Feedback Patterns
        
      
    
  | Autocomplete | Suggest options as the user types. | 
| Progress Indicators | Show the status of a process. | 
| Tooltips | Provide contextual help on hover. | 
| Confirmation Messages | Confirm successful actions or warn about potential errors. | 
      
        
            Layout Patterns
        
      
    
  | Cards | Content containers that group related information. | 
| Lists | Display structured data in a vertical format. | 
| Grids | Arrange content in a two-dimensional structure. | 
| Full-screen Takeovers | Overlay the entire screen with a modal or notification. | 
