User Interface Design Patterns

Getting input

Getting the user to input data is a task that should be tailored to the context of use.


The user needs to locate specific features and content and needs navigation to accomplish this.

Dealing with data

Data can be searched, formatted, overviewed, and browsed in a variety of ways.


Allow the user to associate, communicate, and interact with other people online.


Patterns that haven't found their main category yet.

Persuasive Design Patterns


Patterns of psychological tendencies that cause the human brain to draw incorrect conclusions.

Game mechanics

Games engage, involve, and influence us through its playful nature.

Perception and memory

Patterns in how we visually perceive, interpret, and remember meanings as we interact with systems.


As the users interacts with your system feedback motivate them to take the next step.


Allow the user to associate, communicate, and interact with other people online.


Find inspiration and influence from years of carefully curated collections of great design. Find out what works for you and what doesn't work. Compare and inspect a multitude of implementation examples of the problem you're trying to solve.

Gaze over great design, pick them apart and understand the techniques behind them.

Recently uploaded screenshots

Browse screenshot library


Designing for push and pull in web design
Dec 04, 2011

The profession of improving usability asks how we best help our users fulfill their goals. The goal and task orientation of usability is carved into stone in the ISO standard definition for what usability is. There is however a part of the u...

Continue reading

Optimization vs innovation
Oct 24, 2011

You might have tried it before: as you incrementally tweak your web application with small changes, you can’t seem to convert your users any better. It seems as if you’ve hit a dead end. A large number of A/B tests and multivaria...

Continue reading

Psychology of rewards in web design
May 03, 2011

Rewards is a mechanism for telling users that they have done well - that their actions have been judged favorably.

Continue reading

Read more design perspectives