Design and UX
UI and visual design
Visual design is where an interface earns trust before anyone reads a word. Type, colour, spacing, alignment and contrast tell people what matters, what belongs together and what they can press. It is a craft with principles that can be learnt and argued over, not a matter of taste, and it is judged harshly: people decide almost at a glance whether something looks reliable enough to use.
Why this topic exists: Layout, typography, colour, hierarchy and the craft of the screen: NN/g's Visual Design topic, IxDF's UI design, colour theory and Gestalt literature.
UI design takes the structure and behaviour an interaction designer has settled and gives it form. The work is less decoration than signalling. Every visual choice either helps a person read the screen in the right order or gets in their way. Nielsen Norman Group reduces the core to a handful of principles, and the Interaction Design Foundation supplies the perceptual science underneath, colour theory and the Gestalt laws of grouping above all.
Principles that carry the weight
- Hierarchy and scale. Size, weight and position rank elements, so the most important thing on a screen should also be the most prominent, and only one thing can hold that place.
- Contrast. Elements that behave differently should look different, and elements that are the same should not vary by accident. Text contrast also has a published minimum, covered under accessibility.
- Balance and alignment. A consistent grid and shared edges make a screen read as deliberate, even when the layout is asymmetric.
- Proximity and similarity. Gestalt perception explains why items placed close together, or styled alike, are read as a group. Spacing is therefore a grouping tool, not filler.
- Typography. A readable body size, a restrained type scale and a comfortable line length do more for an interface than any illustration.
- Colour with a job. A small palette where each colour means something, such as action, status or brand, beats a large one chosen for variety.
These principles compete. A button can be large, coloured and centred and still lose to a heading that is heavier and higher on the page. Visual design is the discipline of settling those contests on purpose.
Why early screens look amateur
The typical first portfolio has too many typefaces, too many colours and too little space. Each addition feels expressive; together they flatten the hierarchy, because when everything is emphasised nothing is. The cure is subtraction: one or two families, a spacing scale applied without exceptions, and colour kept for meaning. Another trap is designing at a single screen width. Real interfaces reflow, so type, spacing and components need rules for narrow and wide layouts, which is where web design and front-end code take over. Commercial typefaces also bring questions about where they may be used, set out under font licensing. A quick check is to blur the screen or squint at it: if the order in which blocks jump out differs from the order in which people ought to read them, the hierarchy needs work before any colour is touched.
Visual decisions that repeat across a product belong in a design system, where a colour or a type size is defined once as a token and reused. Designers who enjoy that rigour often move from UI into systems work; those drawn towards image and brand tend to move into graphic design and illustration. Either way, the portfolio evidence looks alike: screens shown beside the reasoning for their spacing, type and colour.
Next to this topic
- UX researchInterviews, usability tests, surveys, analytics and when to use which: NN/g's Research Methods and User Testing topics; SFIA User research; the fourth course of Google's UX programme.
- UX and interaction designInformation architecture, flows, patterns and the behaviour of interfaces: NN/g's Interaction Design and Information Architecture topics, IxDF's UX and HCI literature, SFIA User experience design.
- Design systemsTokens, components, documentation and governance so that many hands ship one product: the site's design-system concept, IxDF's brand-guidelines literature, and the meeting point with front-end code.
- Accessibility in designWCAG's four principles and conformance levels, assistive technology and inclusive design: NN/g's Accessibility topic, SFIA Accessibility and inclusion, W3C WAI.
- Prototyping and design toolsFigma, Sketch, Adobe XD and the prototyping loop from paper to clickable: NN/g's Prototyping topic; Udemy's Design Tools shelf; the third and fifth courses of Google's UX programme.
- Graphic design and illustrationComposition, type, image and print, and the Adobe and Affinity toolchain: SFIA Graphic design; IxDF's graphic design literature; Udemy's largest design shelf after 3D.
- 3D, animation and motion designModelling, rigging, rendering and motion in Blender, Maya, 3ds Max, ZBrush, After Effects and Cinema 4D: SFIA Animation development; Udemy's largest design shelf.
- Web designLayout for the browser, responsive design, WordPress themes and the hand-off to code: Udemy's Web Design shelf; the programming field owns the build.
- Design assets and licensingTemplates, stock media and fonts, and the licences that decide what you may do with them: the site's design-assets concepts and the /digital-assets/ partner picks.
- Design thinking and service designProblem framing, ideation and the end-to-end service: IxDF's design-thinking and service-design literature; NN/g's Design Process and Customer Journeys topics; SFIA Customer experience.
Concepts to know
Glossary entries with the reason each one matters here.
- Design system
Tokens are visual design made consistent.
- Font licensing
The typeface you love comes with a licence.
Tools of the trade
- Figma
Where the screens are drawn.
Frequently asked
- Is UI design just making things look nice?
- No. Appearance is the medium, not the goal. A good interface uses visual weight to show what to do next, groups related controls, and signals state so people are never unsure whether an action worked. Attractive screens that fail at those jobs are poor UI.
- Do I need colour theory to design interfaces?
- A working grasp helps: how hue, saturation and lightness relate, which combinations clash, and why the contrast between text and background decides readability. You do not need the painter's version. Interface palettes are usually small, and the harder skill is using each colour to mean the same thing everywhere.
- How many typefaces should an interface use?
- Usually one or two families, with variety coming from size and weight instead of new faces. Every extra family adds loading cost and visual noise, and may need its own licence for web or app use.
Courses in the directory
188 courses are filed here; the top 6 by our ranking, details and the provider link on each course page.
MOBA Game UI design
Udemy
Last reviewed 26 September 2026 · Getting Digital
