UX patterns, broken down.
The pattern library behind @designmotionhq: every video breakdown, plus the key insights in plain text.
Animation Timing
Same modal, two timings: one feels premium, one feels broken. It's all milliseconds.
Charts That Lie
Same data, opposite stories: how you draw a chart decides which truth people see.
Date Pickers
Same date. Six clicks. Or one. The picker that respects your users' time.
Design System Kit
Random hex and eyeballed pixels don't scale. A token system does.
Doherty Threshold
Cross 400ms and your user checks out. Perceived speed is a design choice.
Drag and Drop
The board does the thinking: moving a card is moving state.
Dropdown Design
Your dropdown is broken. Five rules separate cheap from premium.
Easing Curves
Same distance, different feel: the easing curve is what decides how motion reads.
Empty States
Your empty state is your first impression. Most apps waste it.
Error States
Same error. Better recovery.
Form Field States
Six field states, one system. Miss one and you ship a bug.
Golden Ratio
One layout looks cheap, the other expensive. The difference is 1.618.
Grid System
Align everything to a 12-column grid, then break it on purpose.
Input Masking
Type 16 digits. Watch them become a card.
Loading States System
Stop using skeletons for everything. Loading is a system, not a default.
Navigation Patterns
Five nav patterns, one system: mobile = tabs, desktop = sidebar.
Notification System
Notifications are a system. Pick the wrong surface and users tune out.
Peak-End Rule
Users don't average an experience. They remember its peak and its end.
Proximity Rule
Close = related, far = separate: spacing alone groups your UI, no borders needed.
Range Sliders
Drag to 47. Or 48? Your finger can't tell.
Search Experience System
Search is a system. Five parts. Most apps skip them.
Serial Position
Strongest first, strongest last: people forget the middle
Shadow Elevation
Shadows aren't decoration. They encode hierarchy and depth.
Star Rating
Five stars looks trivial. Hover, half-fills, and honest averages are where it breaks.
Stepper Wizard
Twelve fields, one wall. Four steps, one path.
Tabs System
Tabs aren't a widget. They're a system. Stop letting them jump.
Toast Notifications
Toasts done right: five rules for notifications that inform without blocking.
Toggle Anatomy
Two toggles. One snaps. One morphs, and the difference is everything.
Tooltip Design
Your tooltip is annoying. Five rules that make it feel premium.
Visual Hierarchy
Five rules that decide what your users see first, and what they skip.
Z-Index Mastery
z-index lies: a bigger number won't win if the element isn't positioned.
Zeigarnik Effect
Your brain forgets what's finished, and won't stop nagging about what's not.
Focus States
Press Tab. Where did the focus go?
Swipe Actions
Your swipe actions are killing your UX
Undo UX
Deleted. You have five seconds.
Bottom Sheets
Your thumb can't reach that menu.
Form Validation Timing
The error fires while you're still typing.
Microcopy
Same form. Different words. One converts.
Optimistic UI
Click like. One waits. One feels instant.
Gradient Design
Why your gradients look cheap
Skeleton Loading
Your loading spinner is making the wait feel longer
Color Picker UX
Pick a color. Your whole UI answers.
File Upload UX
Same file. One upload feels broken. One feels safe.
Password Field UX
Eight characters, one symbol: still weak. Strength lives in real-time feedback.
Command Palette
⌘K is a system, not a search box.
Filter Chips
200 results. Three taps. 12 left.
OTP Input
Your OTP input is a system, not six boxes.
Pagination
Add one row and your pagination breaks.
Accordion Disclosure
One accordion glides open, the other jumps. Four small rules separate them.
Data Table
Your data table feels cheap because it's a grid of divs, not a system.
Card Hover Anatomy
Same card. One feels alive, three stay dead. Four rules separate them.
Modal Hierarchy
5 overlays. Most apps pick the wrong one.
Icon Design Rules
Your icons look cheap. 5 rules turn them premium.
Landing Page Skeleton
Every landing page that converts follows the same 5-section skeleton.
Scroll-Driven Animations
Same scroll: one feels dead, the other comes alive. Pure CSS, zero JavaScript.
Design Tokens
47 changes, or just one. Design tokens change everything.
Color Accessibility
Same text, same color: one is invisible. The contrast ratio nobody checks.
Gestalt Laws
Same elements. One is chaos. The other clicks instantly.
Border Radius
Same card. One looks off, one looks expensive. The gap is one CSS rule.
Dark Mode
Same app, one inverts colors. The other feels premium.
Von Restorff Effect
Three identical pricing cards, nobody clicks. Isolate one: 3× more conversions.
Perfect Card
One card looks free. The other costs $1000. Four CSS changes.
Depth Layers
Same layout, same colors: three properties turn flat cards into real depth.