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.

Onboarding

The user needs to acquire the necessary knowledge, skills, and behaviors to become effective.

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

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Blog

Beyond usability: Designing with persuasive patterns
Feb 25, 2016

You probably have a great product. You have done your usability deeds and you have a few core customers who regularly use your product.

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Mapping design goals to tactics
Feb 15, 2016

Through prototyping and testing the Persuasive Patterns card deck, I’ve held a series of workshops to explore how the cards are best used. The goal was to come up with product ideas making both new and existing products more persuasive &#821...

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How to facilitate and plan a UX workshop
Jan 11, 2016

I’ve spent the last 4 months prototyping and testing the Persuasive Patterns card deck, which will ship its pre-orders when spring comes. As I conducted test after test, I found the key to successful use of the cards being as much bei....

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