designing-an-interfacelisted
Install: claude install-skill mirzaaghazadeh/StandBye
# Designing an interface
Most bad screens are not ugly. They are unreadable: everything the same weight, nothing answering
the question the person actually arrived with. Start from that question.
## Before you draw anything
Say in one sentence what the person is here to find out or do. "What is my team working on?"
"Why did last night cost that much?" If you cannot say it, the screen has no shape yet and any
layout will do — which is why it will be bad.
Then find the one thing on the screen that answers it. That is the only element allowed to be
loud. Everything else supports it or gets out of the way.
## Hierarchy is contrast, not size
Three levels is usually enough: the answer, its supporting detail, and the chrome around them.
Separate them with weight and colour before reaching for size — a 13px semibold label against
12px muted text reads better than 18px against 14px, and stays calm.
- One accent colour, used for the action you want taken and nothing else. An accent on everything
is an accent on nothing.
- Colour is never the only signal. A red dot and a green dot are the same dot to a colourblind
reader: pair it with a word or a shape.
- Numbers people compare belong in a monospaced or tabular font, right-aligned, same precision.
`$0.03` under `$12.40` reads as a column; `$0.0300` and `$12.4` read as noise.
## Density
Desktop users are not on a phone. Tight rows, real information, no card with four words in it.
But density is not clutter: group related t