UI/UX Atlas

Interactive gallery

Play with the patterns

Every interactive example from across the lessons, in one place. Click, type, drag, and toggle — then follow the link to the full lesson behind each.

Navigation & disclosure

Navigation patterns Lesson →

Interactive example · Navigation patterns
Acme

Home

Mock page content

Top bar — best for a handful of top-level destinations on desktop/web. Always visible, low interaction cost.

Tabs Lesson →

Interactive example · Tabs (keyboard accessible)

Tabs let users switch between peer views within the same context, without navigating away. Keep tab labels short and parallel.

Accordion Lesson →

Interactive example · Accordion / progressive disclosure

Showing only what a user needs at each step, and revealing advanced or secondary detail on demand. It lowers cognitive load by deferring complexity until it is relevant.

For scannable, independent sections where users want one topic at a time — FAQs, settings groups, or long forms. Avoid hiding content users always need behind a click.

Single-open keeps focus and saves space but costs a click to compare sections. Multi-open lets users compare but can get long. Match the choice to the task.

Yes, when each header is a real button with aria-expanded, controls its panel via aria-controls, and the panel is reachable in reading and tab order.

Dropdown menu Lesson →

Interactive example · Dropdown menu (keyboard ready)

Command palette Lesson →

Interactive example · Command palette
⌘K

Overlays & feedback

Modal dialog Lesson →

Interactive example · Modal dialog (focus trap + Esc)

Focus moves into the dialog, is trapped while open, returns to the trigger on close, and Esc dismisses it.

Toasts & undo Lesson →

Interactive example · Toasts & undo

Toasts appear here

Confirmations are non-blocking and auto-dismiss; destructive actions pair with an undo window instead of a confirm dialog — recovery over prevention.

System states Lesson →

Interactive example · System states

Skeleton screens preserve layout and feel faster than a spinner for content-heavy views.

Forms & data

Form validation Lesson →

Interactive example · Form validation (inline, on blur)

At least 8 characters.

Modern practice: persistent top-aligned labels, validation on blur (not every keystroke), and specific, recoverable error messages tied to the field with aria-describedby.

Sortable table Lesson →

Interactive example · Sortable data table
Ada LovelaceDesignerActive2d ago
Alan TuringEngineerActive9d ago
Grace HopperPMInvited1d ago
Katherine JohnsonResearcherInactive21d ago
Linus TorvaldsEngineerActive5d ago

Sortable headers expose aria-sort, right-align numeric columns, and use a subtle row hover for scannability.

Pagination patterns Lesson →

Interactive example · Pagination vs. load more vs. infinite
Item 1
Item 2
Item 3
Item 4
Item 5
Item 6

Pagination — best when users need to find a known item, jump around, or remember a position. Keeps the page bounded and footers reachable.

Search autocomplete Lesson →

Interactive example · Search with autocomplete

Good autocomplete filters as you type, highlights the match, supports full keyboard control, and degrades gracefully when there are no results.

Filtering Lesson →

Interactive example · Filtering & faceted search
TypePrice

Monstera

Plant · Premium

Snake plant

Plant · Budget

Pruning shears

Tool · Budget

Watering can

Tool · Premium

Terracotta pot

Pot · Budget

Ceramic planter

Pot · Premium

Fiddle-leaf fig

Plant · Premium

Trowel

Tool · Budget

Filters apply instantly, show their active state, expose a count, and offer a one-click reset — and an empty result still explains what happened.

Onboarding flow Lesson →

Interactive example · Onboarding flow
1
2
3

Welcome to Acme

A quick 3-step setup gets you to value fast. Good onboarding shows the destination, not just a tour of buttons.

Step 1 of 3

Strong onboarding is short, shows progress, asks only for what’s needed, and ends at a first win — not a feature tour.

Motion & microinteractions

Microinteractions Lesson →

Interactive example · Microinteractions
Notifications off
Tap to like
Confirms the action

Each microinteraction has a clear trigger, immediate visual feedback, and a calm resting state — the smallest unit of good interaction design.

Easing & timing Lesson →

Interactive example · Easing & timing

Ease-out — fast start, gentle stop. The default for UI: elements entering or responding to input.

Reduced motion Lesson →

Interactive example · prefers-reduced-motion

Card entrance

New message from Ada
Default: a springy slide-and-scale entrance. Expressive, but can cause discomfort for motion-sensitive users.

Respect the OS prefers-reduced-motion setting: replace large or looping motion with a minimal fade. Never remove feedback entirely — just the intensity.

Visual & typography

Visual hierarchy Lesson →

Interactive example · Visual hierarchy

New feature

Real-time collaboration

Work together on the same canvas with live cursors, comments, and instant sync across every device.

Size, weight, color, and spacing guide the eye: eyebrow → headline → body → action. You know where to look first.

Gestalt grouping Lesson →

Interactive example · Gestalt grouping

Proximity: elements placed close together are perceived as a group — spacing alone creates structure.

Elevation Lesson →

Interactive example · Depth & elevation
Surface · level 2

Higher elevation = larger, softer shadows and more separation from the background. In dark mode, prefer raising surface lightness over shadows, which are nearly invisible on dark backgrounds.

Spacing grid Lesson →

Interactive example · Spacing & the 8-pt grid

Every gap, padding, and size is a multiple of 8px (8, 16, 24, 32…). A single spacing unit makes layouts feel consistent and removes arbitrary, eyeballed values.

Type scale Lesson →

Interactive example · Modular type scale
DisplayDesign with rhythm39px
H1A modular scale31px
H2Harmonious sizes25px
H3Built from one ratio20px
BodyBody text sits at the base size, usually 16px, the anchor of the whole scale.16px
SmallCaptions and metadata13px

Every size is the base (16px) multiplied by the ratio raised to a step. One ratio yields a consistent, musical hierarchy instead of arbitrary sizes.

Grid systems Lesson →

Interactive example · Grid systems
12
6
6
4
4
4
8
4

A column grid gives every element a shared place to start and stop. Components span a number of columns, so layouts stay aligned even as content changes. 12 columns is the web default because it divides cleanly into halves, thirds, and quarters.

Font pairing Lesson →

Interactive example · Font pairing

Field guide

The shape of a letter carries meaning.

Pairing two typefaces is about contrast with harmony: a display face with personality for headlines, and a highly legible workhorse for body text. The two should differ enough to create hierarchy, yet share a similar era, proportion, or mood so they feel intentional together.

Serif display over a clean sans — editorial, warm, and trustworthy. A safe, timeless pairing.

Dark mode & elevation Lesson →

Interactive example · Dark mode & elevation

Base surface

Level 0

Raised card

Level 1

Popover

Level 2

In light mode, elevation comes from progressively larger, softer drop shadows on white surfaces.

Foundations & accessibility

Hick’s Law Lesson →

Interactive example · Hick’s Law
HomeSearchLibraryCreate

Predicted decision time

0.35s

The time to choose grows logarithmically with the number of options (T = b·log₂(n+1)). Group, prioritize, or progressively disclose choices instead of exposing them all at once.

Contrast checker Lesson →

Interactive example · Contrast checker (WCAG)

The quick brown fox

jumps over the lazy dog — 14px body text sample.

4.83:1

AA
Body (4.5:1)PassLarge (3:1)PassAAA (7:1)Fail

WCAG 2.2 requires 4.5:1 for normal text and 3:1 for large text (≥24px, or ≥19px bold). Don’t rely on low-contrast “light gray on white” for body copy.

Touch targets Lesson →

Interactive example · Touch target size
WCAG 2.5.8 minimum (24px) Comfortable (44px, Apple/AAA)

Small targets cause mis-taps, especially for motor impairments and one-handed use. WCAG 2.2 sets a 24×24px floor (2.5.8); 44×44px is the comfortable target on touch.

Color-blindness simulator Lesson →

Interactive example · Color-blindness simulator

Color only (fragile)

SuccessErrorWarning

Color + icon + label (robust)

SuccessErrorWarning

Deuteranopia (green-blind, the most common CVD): red and green are nearly indistinguishable. This is why color alone fails. The takeaway: never encode meaning with color alone — pair it with an icon, label, or pattern (WCAG 1.4.1).

AI & prompting

Anatomy of a prompt Lesson →

Interactive example · Anatomy of a prompt
Assembled promptToo vague · 20%
Write 3 options for an empty-state headline plus a one-line subtext.

A good prompt reads like a creative brief. Watch the specificity climb as you add a role, context, constraints, examples, and an explicit output format — a bare task alone leaves the model guessing.