User Interface Design Patterns

Getting input

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

Navigation

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.

Social

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

Miscellaneous

Patterns that haven't found their main category yet.

Persuasive Design Patterns

Cognition

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.

Feedback

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

Social

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

Screenshots

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Blog

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...

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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...

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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.

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