Vol. 01 — A living catalogue of interface craft
Design is how it works.
Don't just look at great interfaces. Touch them. Every exhibit on this page is live, with a short note on why it works.
- Live exhibits
- 0
- Principles to feel
- 0
- Design tools
- 0
- Dependencies
- 0
Exhibits, in motion
Twelve small interactions that turn functional interfaces into ones people love. Each one is live, so try them.
- 8+ characters
- Upper & lowercase
- A number
- A symbol
What makes an interface feel fast?
Immediate feedback. Respond within 100ms, even if the real work takes longer. Optimistic updates help too.
Why do easing curves matter?
Nothing in the real world moves linearly. An ease-out start feels responsive, and the soft landing feels natural.
How much animation is too much?
If you notice the animation more than the result, it's too much. Motion should explain what happened, not perform.
Principles, felt
UX laws are easy to quote and easy to forget. These demos let you feel them instead.
The Doherty Threshold
People stay engaged when the system responds in under 400ms. Press each button and compare.
Fitts's Law
The time to hit a target depends on its size and distance. Click five dots, then change the size and try again.
Law of Proximity
Same sixteen dots, different meaning. Spacing alone tells the eye what belongs together.
Visual Hierarchy
Same content, same layout. Size, weight, and color decide what you read first.
The Lab, tools
Good systems start with good foundations. Try a modular type scale, or build a color ramp in a perceptual color space.
Modular type scale
OKLCH color ramp
Click a swatch to copy it. Because OKLCH is perceptually uniform, each step looks evenly spaced, whatever the hue.
Process, slowly
Great interfaces aren't drawn. They're the result of many decisions, each one a little better than the last.
01 / 06 — Observe- 01
Observe
Watch real people use real things. The best insights come from noticing what they do, not what they say.
- 02
Define
Name the problem precisely. A well-framed problem is already half solved.
- 03
Sketch
Go wide before going deep. Fifty bad ideas on paper cost less than one in code.
- 04
Prototype
Make it real enough to touch. Motion, timing, and feel can't be judged in a static mockup.
- 05
Refine
Sweat the 2px. Tune the curves. Remove one more thing. Craft is cumulative.
- 06
Ship
Release it, learn from it, and start again. A design isn't finished until people are using it.
Index, of inspiration
Studios, products, and people who keep raising the bar. Worth studying closely.
- LinearProduct · Speed as a feature↗
- StripeMarketing · Gradients & documentation↗
- VercelSystems · Geist & restraint↗
- AppleStorytelling · Scroll choreography↗
- ThingsProduct · Calm, considered motion↗
- RaycastProduct · Keyboard-first UX↗
- Rauno FreibergCraft · Interaction experiments↗
- Emil KowalskiCraft · Animation done right↗
- Teenage EngineeringIndustrial · Playful precision↗