UI / UX

This content was generated with the assistance of AI and should be verified against the official documentation of the tools it describes before being relied on in production.

The section bibliography lists the reference material consulted while preparing these pages.

User interface (UI) design is the craft of the surface people see and touch: layout, typography, colour, components, icons and motion. User experience (UX) design is wider: it covers who the users are, which tasks they want to finish, how the product is structured, how it behaves and whether it actually helps. UI is therefore a part of UX, and a beautiful interface can still deliver a poor experience if the flow behind it is wrong.

UX covers understanding, structure and the UI surface; UI is the visible layer
Figure 1. UX contains understanding and structure; UI is the visible surface
Aspect UI design UX design

Question

How does it look and feel to use?

Does it solve the right problem in a way people can follow?

Typical outputs

Visual styles, components, screens, design tokens

Research findings, personas, journey maps, sitemaps, flows, test reports

Typical evidence

Consistency, contrast, readability, visual hierarchy

Task success, time on task, errors, satisfaction

The UX process at a glance

Real projects loop and skip steps, but most follow the same shape: learn about the problem, decide what to solve, explore solutions, make them tangible, test them with people, give developers what they need and keep improving after release.

flowchart LR D1[Discover] --> D2[Define] --> D3[Ideate] --> D4[Prototype] D4 --> D5[Test] --> D6[Hand off] --> D7[Iterate] D7 -. new findings .-> D1
From design to shipped screen: design, review, build and release, with iteration
Figure 2. Design is handed to developers, shipped and then iterated
  1. Discover: interviews, observation and analytics reveal who the users are and what they struggle with.

  2. Define: the findings become a clear problem statement, personas and success measures.

  3. Ideate: sketches, flows and information architecture explore several ways to solve it.

  4. Prototype: clickable mock-ups make the best ideas concrete enough to react to.

  5. Test: usability sessions show where the prototype fails real people.

  6. Hand off: specifications, assets and a design system let developers build what was designed.

  7. Iterate: metrics and feedback after release start the next round.

Accessibility belongs to every step, not only the last one. See Web Accessibility for the web, and for platform conventions the Apple Human Interface Guidelines, Liquid Glass and the Design System and Material 3 and Theming in Compose pages.

Design tools landscape

Interface design tools differ in platform, collaboration model and how close they sit to code. This site documents one of them in depth; the others are only named so that readers know the landscape.

Tool What it is Coverage here

Figma

Browser-based collaborative design, prototyping and developer handoff.

Documented in depth: Figma.

Sketch

macOS-only vector interface design application.

Named only.

Penpot

Open-source design and prototyping tool, self-hostable.

Named only.

Adobe XD

Adobe’s interface design tool, now in maintenance mode with no new features; check Adobe’s announcements for its current status.

Named only.

Framer

Design and publishing tool that produces live websites.

Named only.

Product status changes quickly, so verify a tool’s current state on its official site before choosing it.

Figma

Figma

Frames, auto layout, components, variables, prototyping, Dev Mode, collaboration, plugins and the REST API, taught through one running scenario, the Bookshelf app.

Further tools may be added later as sibling sub-sections next to Figma.

References