UI/UX
7 issues tagged with this topic.
Color in motion: how animation changes what palettes need to do
Static color palettes are designed for still compositions. But most digital products include motion — transitions, hover states, micro-interactions, loading states, scroll effects. Animation changes the perceptual requirements of a palette in ways that are rarely documented.
Color contrast for accessibility: what WCAG actually requires and why it matters
WCAG contrast ratios are often treated as a compliance checkbox. Understanding what the numbers actually measure — and where they fall short — makes you a better designer, not just a more compliant one.
Dark mode is not just inverted light mode: the design decisions that make it work
Most dark mode implementations are design accidents — light mode with the lightness flipped. Real dark mode design requires different color relationships, different contrast strategies, and different handling of shadows and elevation.
Designing color systems for mobile apps: constraints that change the rules
Mobile app color design operates under constraints that do not apply on desktop or web: smaller touch targets, varied ambient lighting, OLED displays that make pure black meaningful, and OS-level dark mode that must be handled systematically.
Working with pastel palettes: softness without weakness
Pastel colors are among the most misused in design. Used without intention, they produce interfaces that feel faded, low-contrast, and childish. Used well, they create something rare: warmth, approachability, and calm without sacrificing usability.
Designing with gradients: when they help and when they hurt
Gradients are back — not as skeuomorphic shadows but as a contemporary design tool for backgrounds, UI surfaces, and brand systems. But the same properties that make gradients expressive also make them easy to misuse. Understanding the mechanics helps you use them intentionally.
Color for presentations: slides, decks, and pitch materials
Presentations have a specific set of color requirements that differ from web and brand work. The surface is projected or screen-rendered at variable quality, the audience reads text at low resolution from a distance, and the design must support rapid comprehension rather than exploration.
