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Interaction Design Patterns For Enterprises

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0% found this document useful (0 votes)
132 views128 pages

Interaction Design Patterns For Enterprises

Uploaded by

shankar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NAME

COMPANY

List

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Copyright © 2024 by UXPin Inc.

All rights reserved. No part of this publication text may


be uploaded or posted online without the prior written
permission of the publisher.

For permission requests, write to the publisher,


addressed Attention: Permissions Request,
to hello@uxpin.com.
Create prototypes that are
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components. experience. code.
INDEX

00 INTRODUCTION5

01 USER INPUT PATTERNS9

02 DATA DISPLAY PATTERNS29

03 PROGRESS TRACKING PATTERNS49

04 NAVIGATION PATTERNS65

05 ACCOUNT MANAGEMENT PATTERNS86

06 ALERT PATTERNS  103

07 OUTRO 125
INTRODUCTION

00
6 CH. 00 – INTRODUCTION

Interaction design is everywhere. What makes using a


website, app, or any other digital product easy is a series
of patterns that create a seamless experience that doesn’t
require heavy thought.

Interaction design patterns are standardized solutions to


common design problems. They provide best practices
that help improve usability, enhance user experience,
and ensure application consistency. Understanding and
using these patterns for enterprise teams can stream-
line design processes and foster collaboration among
cross-functional teams.

Patterns provide a consistent and predictable framework


for user interactions, reducing the cognitive load on users
and streamlining their journeys. A well-designed pattern
makes digital elements feel familiar and reliable, so a user
interacts almost without thinking about it.

Design patterns are everywhere, whether you plan for use


or not. The goal is to create and replicate common user
patterns to make your products work smoothly.

In this eBook, we’ll explore a variety of interaction design


patterns including:

1 User input patterns

2 Data display patterns

3 Progress tracking patterns

UXPIN.COM – SCALE YOUR DESIGN OPERATIONS


7 CH. 00 – INTRODUCTION

4 Navigation patterns

5 Account management patterns

6 Alert patterns

Each chapter will include a deep dive into each set of


patterns, including the most common user interface
elements. We’ll look at each of these patterns at a high
level for your enterprise applications and dig into details
for each of the specific user interface elements, including
usage, best practices for design, and what interactions
and patterns you should use.

How to use this eBook

This eBook is designed to provide chunks of information


about specific user patterns and components. While we’d
love for you to read this guide cover to cover, it may be
more practical to thumb through interactions in your
current design workflow to help ensure you are on the
right path.

Come back to this guide as needed when you need to


support a design decision or get an idea for solving a
design pattern problem.

Finally, consider this eBook in context with UXPin’s code-


backed prototyping. Everything you see in this guide
can be created, saved, and reused with UXPin. Our tool

UXPIN.COM – SCALE YOUR DESIGN OPERATIONS


8 CH. 00 – INTRODUCTION

is loved by teams who need interactive prototyping with


consistent design patterns. Design faster with ready and
documented UI elements and stop building from scratch
every time.

See how to design 8.6x faster by reusing your coded


component library or leveraging an open source. Build a
realistic prototype with components with built-in interac-
tivity and clean code, ready to be copied off the design.

We’re excited to discuss UXPin Merge with you and show


you how it can fit into your workflow.

Request access to UXPin Merge →

UXPIN.COM – SCALE YOUR DESIGN OPERATIONS


USER INPUT
PATTERNS

01
10 CH. 01 – USER INPUT PATTERNS

A user input pattern is a recurring design element that


helps users interact efficiently and effectively.

These inputs include entering data into form fields, leav-


ing feedback through rating systems, participating in
discussions via commenting features, or interacting with
buttons. Well-designed user input patterns eliminate
friction, making actions easy to understand and follow
while ensuring accessibility.

The importance of user interactions cannot be overstated.


Every click, tap, or submission is an opportunity to create
a positive experience, build trust, and maintain engage-
ment. Poorly designed interactions can lead to frustration,
increased drop-off rates, or even lost conversions.

NAME

COMPANY

PATTERN 1: FORM FIELDS

A form field is any structured input area where users provide


information. It can be used to facilitate signups, logins,
or anything that requires standardized information such
as name, email address, and phone number. Form field

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11 CH. 01 – USER INPUT PATTERNS

user inputs are one of the most common UI elements


found on websites.

What Forms Fields Are Used For

1 Collecting information from users: This can include almost any input, including
feedback, surveys, or transactions. A good form field is one that a user can
interact with without having to think about how to complete the task at hand.

2 Accessing websites that require accounts or logins: They are used for everything
from the initial login or password reset to updating personal details, changing
account settings, or modifying any other account information.

Best Practices for Form Fields

FOCUS ON EASE OF USE: The best form fields are


easy to use, include plain and clear instructions, and are
accessible for all users. Additionally, strong forms only ask
for information that is absolutely necessary and use smart
components where possible. (Think about how annoyed
you get when a checkout form asks for your credit card
type—Visa, Mastercard, etc.—when you know the first
four digits denote this anyway.

USE CLEAR LABELING: The best form fields include


labels that identify each field’s purpose. Design form
field labels to provide clear instructions, ensuring that
users know exactly what information to input.

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12 CH. 01 – USER INPUT PATTERNS

PROVIDE ERROR FEEDBACK: Immediate feedback


is important when information is entered incorrectly.
Improve user experience with error messages that show
in real time when information isn’t as directed. This helps
reduce user frustration and form abandonment.

PROVIDE HINTS THAT EXPLAIN FORMATTING: Hints


help users fill out forms correctly the first time. This
might include the pattern for a phone number or date
or auto-filling for an address when a ZIP code is entered.
Input hints help contribute to a more frictionless overall
user experience.

What Interactions to Use on a Form

Form interactions should be simple. This is not the place


to dazzle website users with your design and coding skills.
Every interaction should aim to help guide users through
form completion with ease and confidence.

FEEDBACK: Implement real-time validation to notify users of mistakes as


they type, such as a missing .com at the end of an email address. This will
keep users happy and reduce submission errors.

ACTION: Carry over user-provided data from screen to screen for a


more personalized experience, such as keeping their name present on
login. More personalized experiences can enhance user engagement and
encourage additional activity.

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13 CH. 01 – USER INPUT PATTERNS

ACTION: Use smart defaults and auto-fill where possible. If users have
auto-fill enabled in their browsers, this can make form fields even quicker,
almost ensuring form completion.

FEEDBACK: Consider highlights or form input visual cues to show users


where they are in their completion journey. This helps ensure that users
won’t lose their place or forget to fill in necessary fields.

BUTTON: Use concise but helpful microcopy to ensure that users


fill everything out quickly and correctly the first time. This includes
instructions such as “Enter a valid email address” or “Password must be
at least 8 characters.”

ACTION: Include prefilled, sample text inside form fields to illustrate


what you are looking for with each form input.

FEEDBACK: Show success indicators such as checkmarks for fields that


are completed correctly. These small wins can make users feel good
about their progress and keep going.

ACTION: Make sure every form and input works equally well across
device types. Test on desktop, mobile, and tablet devices.

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14 CH. 01 – USER INPUT PATTERNS

BUTTON: Use calls to action with clear labels to complete the form
submission. A button is a clear and common user pattern that signifies
the end of a user interaction.

FEEDBACK: Don’t forget the completion confirmation. Once the form is


submitted successfully, display a clear success message or confirmation
page with next steps or a thank you.

How to Create a Form Field

Using UXPin

To create form fields in UXPin, read this tutorial or follow these steps:

1 Add Form Elements: Use the Quick Tools panel under “Forms” to add
elements like input fields, radio buttons, and dropdowns.

2 Set Up States: Select an input field, click “Add State,” and create states like
“Base” or “Empty” for email and password fields.

3 Add Interactions: In the Properties Panel, add conditions to trigger error


messages when fields are empty or gain focus, and clear errors on focus.

4 Button Interactions: Set up the button to validate the inputs and show a
confirmation screen if all conditions are met.

5 Validation: Use regex to validate email format and password length through
conditions in the Properties Panel.

6 Confirmation Screen: Display the email on the confirmation screen after


successful validation.

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15 CH. 01 – USER INPUT PATTERNS

Using UXPin Merge

In UXPin, you can easily access form components built with coded elements from
Merge libraries, offering inputs like radio buttons, checkboxes, and text fields.

1 Access Form Components: Go to the Design System Libraries in the bottom-


left corner of the editor. Choose a Merge library, like MUIv5 or Ant Design
v5, and search for components such as “Button,” “Radio Button,” or “Form.”

2 Drag and Drop: Simply drag and drop the components onto your canvas,
then customize their properties in the right panel. You can adjust specific
properties for individual elements like radio buttons and checkboxes directly
from this panel.

3 AI Component Creator: Use the AI Component Creator in the Quick Tools


panel to generate full forms from libraries like MUI, Ant Design, Bootstrap,
or Tailwind CSS based on your design needs.

TIP: UXPin Merge with Merge AI plan is the fastest way to build a design
system for your company, ensuring consistency in looks and behavior.
Pick a library, customize its components, and save them for reuse.

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16 CH. 01 – USER INPUT PATTERNS

PATTERN 2: RATING SYSTEMS

A rating system is a user input design pattern that allows us-


ers to provide feedback or express their opinions on content,
products, or services. This is a widely used and popular de-
sign element, especially for shopping and ecommerce sites.

What Ratings Are Used For

1 Gather feedback: Collect and quantify user feedback or opinions about


a product, service, or experience. It allows users to express their level of
satisfaction, agreement, or preference in a structured and simple way.

2 Assess quality: Ratings can tell you if users are happy with a product, by
offering ratings or recommendations that may encourage others to buy it
as well. Ratings can help a business determine the quality of a product or
service they provide.

3 Compare items: Rating systems allow users to compare products against one
another when making a purchase decision. This can be a strong indicator for
some users as they go through the decision-making process for anything
from buying a single option to booking travel.

4 Social proof: Rating systems provide an element of social proof for users,
showing them that others have had a good (or not-so-good) experience with
the things that’s being rated. In this instance, ratings can build trust, improve
overall user experience, and help generate greater website conversions.

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17 CH. 01 – USER INPUT PATTERNS

Best Practices for Rating Systems

MAKE IT FUN AND INFORMATIONAL: Most interactions


include only a single step for providing feedback, such
as denoting a number of stars. More complex systems
may also allow commenting or additional feedback on
specific line items within the overall rating.

DESIGN IT FOR UNDERSTANDING AND COMPRE-


HENSION: That includes using familiar symbols, such
as stars, a thumbs-up/thumbs-down, or clear numeric
scale for ratings.

HELP USERS: Include information to guide users in


making the right choice. This is especially important with
scales; note an instruction such as 1 star = Poor, 5 stars =
Excellent.

ENSURE ACCESSIBILITY: Make it accessible with a


rating system that is navigable via keyboard and labels
that include both images and text, where icons or images
are used.

What Interactions to Use with


Rating Systems

The best rating systems are understandable at a glance


and often work with a single user interaction. If there’s
a next step, the user gets an instruction after the initial
input is received, such as noting a number of stars

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18 CH. 01 – USER INPUT PATTERNS

and then being asked if they would like to leave a


comment.

FEEDBACK: Provide visual feedback when users hover or click on rating


elements, such as highlighting, color change, or animation.

FEEDBACK: Update the rating display in real-time as users interact.

ACTION: For more granular rating systems, such as a wide scale (0 to


100), use a slider or drag-and-drop functionality. Users can slide to their
rating or drag items in a preferred order.

ACTION: Allow users to change their rating until it is submitted.

FEEDBACK: To provide engaging feedback, incorporate subtle


animations, such as stars gradually filling up or a thumbs-up animating
on click.

FEEDBACK: If the user is not engaging in a manner that will create a


result, show a clear error message.

ACTION: Design responsive rating elements that are touch-friendly for


mobile devices, ensuring that users can interact anywhere.

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19 CH. 01 – USER INPUT PATTERNS

FEEDBACK: Show a confirmation after the rating is submitted.

CONTENT MANAGEMENT: Display a summary of ratings or averages


in real-time, including the average rating or total number of ratings
received.

How to Create a Rating System

In UXPin, creating custom rating systems and form fields


is simple with the pre-built components available in
Merge libraries.

1 Access Components: Navigate to the Design System Libraries in the bottom-


left corner of the editor or press Cmd/Control + F to search for components.
Type in “Rating” or “Form” to find elements like radio buttons, checkboxes,
and star ratings from libraries such as MUIv5, Ant Design v5, or React
Bootstrap v5.

2 Drag and Drop: Select the desired component and either click or drag it onto
your canvas. Once on the canvas, customize it using the right-hand panel.

3 Customize: For form components, adjust properties like input type, labels,
and states, while rating components allow control over icon styles, maximum
rating, size, and value. You can also modify styles using the sx property with
JSON5 syntax, customize with JSX code, or override default styles with classes.

4 Consistency with Code: All components are synced with code, ensuring
seamless collaboration between design and development.

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20 CH. 01 – USER INPUT PATTERNS

2 1

PATTERN 3: COMMENTS

Comments are everywhere from social media feeds to


blogs to reviews. Commenting is one of the oldest forms
of user input online and an expected method of feedback
for many users.

What It Is Used For

1 Gather feedback: Commenting is a direct feedback channel. It is used by


internal teams and by the general public. Internally, commenting can help
in the design and development process with markup to help in the creation
of a digital product. Externally, it is a way to generate feedback from users.

2 Rating systems: While commenting isn’t a rating system, it can be an


element of one. Whether it’s on a news article, blog post, or e-commerce
site, comments allow users to express their opinions, share experiences,
and offer suggestions.

3 Interacting with other users: Commenting is also a way to help build community
online. Comments foster discussions and allow users to interact with one
another, often sparking debates, sharing ideas, and creating long-lasting
engagement.

4 Get support: Users can engage in commenting as a method of support.


Question/comment and answer formats are especially beneficial on product
pages or tech forums where users look for troubleshooting tips.

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21 CH. 01 – USER INPUT PATTERNS

Best Practices for Comments

PUT CONSTRAINTS OVER INPUTS: Commenting user


inputs need clear constraints, such as the size of the
comment input field, submission button, and instructions
or guidelines.

TAKE CARE OF EASE OF USE: The most important user


pattern for commenting is ease of use. Commenting fields
and modules should look like what a user would expect.
Don’t try to create something new and different here.

PRIORITIZE ACCESSIBILITY: Commenting should be an


accessible feature, meaning the commenting system is
fully accessible via keyboard navigation and compatible
with screen readers. Use ARIA labels and roles.

PUT RESTRAINTS INTO INPUTS: Establish a plan for


filtering and moderation to remove spam, offensive
language, and inappropriate content.

What Interactions to Use with


Comments

Subtle user cues are the norm when planning your de-
sign for a commenting system and related user patterns.
Because the focus is on text input here—sometimes in
a long-form manner—east of text entry should be the
primary focus.

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22 CH. 01 – USER INPUT PATTERNS

FEEDBACK: Provide feedback when users hover over interactive


elements, such as comment buttons or reply links. This could include
changes in color, highlighting, or animations.

ACTION: Update new comments in real-time, without requiring a page


refresh.

ACTION: Allow users to edit their comments by placing an “Edit” button


or link next to them.

BUTTON: Include a “Reply” button on each comment with visual cues to


indicate the hierarchical structure of replies.

FEEDBACK: If you have a character or limit on comments, display an


indicator to inform users how much space remains. Provide real-time
feedback if it exceeds the limit.

CONTENT MANAGEMENT: Use rich text formatting for commenters, so


they can include elements such as bold, italics, etc.

BUTTON: Design a clear submit button for comments as well as


comment-received feedback.

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23 CH. 01 – USER INPUT PATTERNS

How to Create a Comment Section

To generate a comment section use the AI Component


Creator in UXPin. Follow these steps:

1 Open the AI Component Creator: Navigate to the Quick Tools panel on the
left-hand side of the editor. Click on the AI Component Creator option.

2 Specify Component Type: In the AI Component Creator window, describe


the component you want to generate. For a comment section, input a
description like: “Generate a comment section with user avatars, comment
text, and reply buttons.”

3 Choose a Library: Select the code library you prefer, such as MUI, Ant Design,
Bootstrap, or Tailwind CSS. This will ensure the generated comment section
follows the design system you are working with.

4 Generate the Component: Click the “Generate” button, and the AI will
create a coded comment section based on your input.

5 Customize the Comment Section: Once the component is placed on the


canvas, you can customize its properties using the right-hand panel. Adjust
things like avatar size, comment styling, spacing, and other visual elements
to fit your design.

UXPIN.COM – SCALE YOUR DESIGN OPERATIONS


24 CH. 01 – USER INPUT PATTERNS
CLICK ME!
CLICK ME! CLICK ME!

PATTERN 4: BUTTONS

A button may be the most basic user input–click or tap


and something happens almost instantly. The perfect
button is identifiable, findable, and clear. That means
every button “looks like a button,” is easy to see on the
screen with ample space to click or tap, and includes
direct instructions that say exactly what happens upon
interaction.

Button design is often similar throughout a website,


even if buttons lead to a different user interaction. From
a design perspective, common button styles include text,
ghost, raised, and toggle.

What Is a Button Used For

1 Call to action: A button is a graphical element typically appearing as a clickable


area on a digital interface. Its primary purpose is to convey a specific call to
action, and communicate what users can do next.

2 Complete or continue action: Buttons can convey action, guide users to


something else (internal or external) or provide feedback. Button usage
should be designed in a tactile manner so that the digital button seems to
mimic the look, feel, and interaction of a button in the real world.

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25 CH. 01 – USER INPUT PATTERNS

Best Practices for Buttons

There’s one golden rule when it comes to button design—


buttons should look like buttons.

There are a few design patterns that users associate with


what a button should look like:

SMALL FILLED BOXES WITH SQUARE OR ROUNDED


CORNERS, often in an accent color on your website with
microcopy (standard button).

SMALL FILLED BOXES WITH A DROP SHADOW AND


MICROCOPY (raised button).

CLEAR FILLED BOXES WITH AN OUTLINE and micro-


copy (ghost button).

AN OUTLINE ITEM, usually pill-shaped with a circle inside


to denote on/off (toggle button).

A TEXT ELEMENT IN A STANDALONE SPACE that takes


users somewhere else on the site, such as in main, footer,
or sidebar navigation (text button).

What Interactions to Use with Buttons

Every action that happens from a button interaction


should be clear and direct.

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26 CH. 01 – USER INPUT PATTERNS

BUTTON: Microcopy should state exactly what will happen next and
every button should have a label.

IDENTIFICATION: Icons should be commonly used and easily


identifiable. Most everyone knows what the “play” triangle looks like, but
there’s no common icon for “read more.”

IDENTIFICATION: Buttons should have multiple visual signifiers of


action, such as a hover state with a color change and underline.

ACTION: Clearly distinguish disabled buttons from active ones using


visual cues such as reduced opacity or a grayed-out color to indicate that
the button is not active.

FEEDBACK: For buttons that trigger actions with a delay, such as a form
submission, include a loading indicator to show users the action is being
processed. Don’t activate a button until all requirements to submit have
been met.

ACCESSIBILITY: Use ARIA attributes to enhance accessibility for screen


readers for buttons with icons or ambiguous text.

ACTION: Distinguish between primary and secondary actions using


different button styles or placements. Primary actions should be more
prominent.

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27 CH. 01 – USER INPUT PATTERNS

FEEDBACK: Provide feedback when a button action is successfully


completed, such as a success message for buttons for forms. A button
that clicks to a new URL or location provides innate feedback.

How to Create Buttons

Buttons play a crucial role in driving actions like submis-


sions, downloads, triggering modals, navigating pages,
and confirming decisions.

Create a Button Using the Box Tool

1 Select the Box tool from the Quick Tools panel or press “B.”

2 Click and drag on the canvas to draw your box, then double-click inside to
add text.

3 Customize the button’s properties in the right-hand panel, such as font size,
colors, font family, and more.

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28 CH. 01 – USER INPUT PATTERNS

Add a Form Button

1 From the Quick Tools panel, navigate to Form and drag the Button component
onto your canvas.

2 Adjust its properties and behavior in the right panel, and add interactions
to enhance its functionality, such as form submissions or triggering actions.

Using button components in UXPin Merge

1 Navigate to the Design System Libraries in the bottom-left corner of the editor.

2 Choose your Merge library (e.g., MUI), then search for the “Button” component.

3 Drag it onto the canvas and customize it in the right panel to suit your design
needs.

UXPIN.COM – SCALE YOUR DESIGN OPERATIONS


DATA DISPLAY
PATTERNS

02
30 CH. 02 – DATA DISPLAY PATTERNS

Enterprise companies often have a lot of data. Moreover,


that data is used to enhance the user experience for all
types of customers, from personalizing to showing trends,
patterns, outliers, and insights.

Most data displays have some common elements that


encourage user action including a strong visual hierarchy
to make comprehension easier, interactive elements to
encourage engagement, real-time data to information
has a sense of urgency and time, and accessibility to that
data is understood by all.

PATTERN 1: DATA TABLES

Data tables make it easy to interpret large amounts of


information quickly and in a more organized manner.
Most companies use a data table for everyday inventory
or list management functions. Data tables have a distinct
structure for displaying information, including a header,
rows, and columns, often in a gridded element.

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31 CH. 02 – DATA DISPLAY PATTERNS

Data tables can be internal-facing elements of your web-


site or intranet, such as dashboards and tools that make
your company run smoother. On the other hand, data
tables can be public-facing elements that help users
find information or make a choice about your business
or product.

What Data Tables Are Used For

1 Show and interact with data: While data table design is important, function
is imperative. The key uses for data tables are often linked to business
operations, meaning they have to show data and allow users to interact
with it flawlessly every time.

2 Compare data: Data tables are a practical way to compare data using rows
and columns – often with sorting features – to better understand large
amounts of information, including financial records, product lists or inventory,
and employee data. These tables also often allow for the entry and editing
of information.

3 Track data in real-time: Tracking functionality is another key feature of data


tables. It allows you to track things in real time, from sales to support inquiries.

4 Reporting: Data tables are the most common methodology for reporting
complex data. Each row or column represents different bits of information
that can be compared for performance and exported to a spreadsheet or
other format for offline work or distribution.

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32 CH. 02 – DATA DISPLAY PATTERNS

Best Practices for Data Tables

ALLOW SORTING AND FILTERING: Allow users to sort


by column or row, such as clicking the header to reorder
alphabetically, numerically, or by date. Include filters—often
in the form of a dropdown—for common actions such as
filtering by date range, status, or category.

CONSIDER SEARCH: A search bar that filters across


all table fields can make large amounts of data more
manageable.

MAKE IT RESPONSIVE: Data tables must work well on


every device size, and responding tables can be tricky.
Consider allowing users to scroll horizontally or collapse
less important columns on smaller screens.

CONSIDER EDIT FUNCTIONALITY: If users need to


change data or make updates, edit functionality is im-
portant. Inline editing functions are often reserved for
internal data tables and are not public-facing.

DESIGN A USABLE EXPORT: Many enterprise users need


to export data from tables in CSV, Excel, or PDF formats.
An easy export feature ensures a seamless transition to
external or offline tools.

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33 CH. 02 – DATA DISPLAY PATTERNS

What Interactions to Use with Data


Tables

Interaction design is focused on function and data anal-


ysis with data tables more than anything else. Every user
might look at information differently, therefore needing
a different set of interactions to complete their tasks.

ACTION: Click or tap a column header to sort the table in ascending or


descending order.

FEEDBACK: Allow users to hover to highlight rows or columns to improve


readability.

ACTION: Users should be able to expand rows for additional details in


tables that include a lot of information or have nested data.

ACTION: Dragging column headers to rearrange the order of the table.

ACTION: Users can select multiple rows simultaneously with checkboxes


for actions like deleting or exporting data.

ACTION: For inline editing, users can double-click a cell to edit its
content.

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34 CH. 02 – DATA DISPLAY PATTERNS

How to Create a Data Table

To create tables in UXPin, you have two powerful methods:


using table presets or leveraging UXPin Merge components.

Using Table Presets

1 Click on All Assets in the Quick Tools panel or press Cmd/Control + F to open
the search bar. Type in “Table” to access table presets.

2 Drag and drop one of the table presets onto your canvas. Once placed,
customize its properties, such as color, cell padding, and borders, in the
right-hand panel. These tables are already responsive, with scroll bars
appearing automatically on smaller screens for easier navigation through
larger datasets.

3 For more control over the design, use Power Duplicate and Smart Grid
features to create custom table elements. Power Duplicate allows you to
replicate elements consistently, while Smart Grid helps manage spacing
and arrangement in grid layouts efficiently.

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35 CH. 02 – DATA DISPLAY PATTERNS

Using UXPin Merge Components

1 Navigate to the Design System Libraries in the bottom-left corner of the


editor, select a Merge library like MUI or React Bootstrap v5, and search
for “Table.”

2 Drag and drop the table component onto your canvas. In the right panel,
you can control elements like columns, cells, and table variants. Customize
settings like padding, size, sort direction, and apply advanced styling using
the sx property with JSON5 syntax, giving you full control over background
color, borders, typography, and more.

PATTERN 2: PIE CHARTS

Pie charts are one of the easiest data visualizations. All


of the pieces are part of the whole, totaling 100% of a
specific data point. They are often used for high-level
summaries and quick visual comparisons.

Data in pie charts can be shown as percentages of a whole,


with everything equaling 100% or whole numbers that
add up. Many pie charts include both percentages and
whole numbers to aid in comprehension.

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36 CH. 02 – DATA DISPLAY PATTERNS

From a design perspective, one of the most important


considerations in a pie chart might be color. You need
plenty of contrast in color and pattern for each “slice of
pie” so that the chart is easily understood. This gets more
complex with charts that have more pieces to account for.

What Pie Charts Are Used For

1 Quick comparisons: Pie charts are a method for making quick comparisons.
You see them everywhere, from nonprofit websites that show how donations
are used to internal dashboards that explain budget allocations to highlighting
demographics or where users come from.

2 Chunking data: Data types that make pie charts function well include
financial reports, segmentation reporting, and analytics. (You’ve probably
seen plenty of pie charts in your website analytics!) A pie chart might be
used when drilling down a bit of information into smaller data segments.

3 Comparing: A pie chart is ideal for showing how individual parts contribute
to a whole.

4 Comprehension: They can help create a better understanding of how different


categories of things, from products to budget allocation, compare.

Best Practices for Creating Pie Charts

LIMIT THE PIECES OF PIE: This style is best with limited


data segments. Try to limit to less than eight slices.

USE CLEAR LABELS: Every segment should include a


clear label indicating the type of data displayed and how

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37 CH. 02 – DATA DISPLAY PATTERNS

it contributes to the overall data set (such as percentage).


If necessary, you can use a key or legend.

ENSURE PIE SLICES ARE PROPORTIONATE AND


ORDERED BY SIZE: Slices should be proportional to
their actual values, meaning a 50% value should have a
piece that’s as big as half of the overall pie (circle). Arrange
slices in descending order of size, starting from the top
and moving clockwise.

USE CONTRASTING COLORS AND PATTERNS: Use


distinct colors and/or patterns for each slice and avoid
using similar colors or patterns close to one another.
(This is a lot easier to do if you have limited the number
of slices.)

What Interactions to Use with Pie Charts

Simple pie charts won’t have as much functionality as


other types of data you display in your interfaces. Generally,
these are simple, with just a few common interactions.

FEEDBACK: When users hover over a slice, it should include a visual


interaction such as a color change, expansion, or highlight that allows
users to better see that element.

ACTION: Clicking a slice should show additional information when


applicable, encouraging users to spend more time with the chart.

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38 CH. 02 – DATA DISPLAY PATTERNS

CONTENT MANAGEMENT: Charts with real-time data should update


dynamically without losing context.

ACTION: If present, a key or legend should connect to the data displayed.


If you interact with a certain label on the legend, that data activates in
the chart (see the first interaction).

ACTION: Use simple and smooth animation to help create greater


understanding, such as a transition or smooth blink if data updates or
refreshes.

BUTTON: Include a download or export option.

How to Create a Pie Chart

To generate a pie chart using UXPin’s AI Component


Creator, follow these steps:

1 Open the AI Component Creator: Go to the Quick Tools panel on the left-
hand side of the editor and click on the AI Component Creator.

2 Describe the Component: In the input field, provide a detailed description


such as: “Generate a pie chart with customizable data segments, colors,
and labels.”

3 Choose a Library: Select a code library like MUI, Ant Design, or Bootstrap
from the dropdown to ensure the chart aligns with your design system.

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39 CH. 02 – DATA DISPLAY PATTERNS

4 Generate the Chart: Click the “Generate” button. The AI will create a pie
chart based on your input and place it on the canvas.

5 Customize the Pie Chart: Once the pie chart is generated, you can modify
its properties in the right-hand panel. Adjust data segments, colors, labels,
and other visual properties to match your design needs.

PATTERN 3: GRAPHS

Graphs are a core component of data visualization in


enterprise UX, used to communicate trends, comparisons,
relationships, and patterns across large datasets.

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40 CH. 02 – DATA DISPLAY PATTERNS

Graphs have a wide range of practical applications and


are flexible in that they can be used for simple or complex
data sets. Unlike pie charts, which display one type of
data, graphs have varying formats for different methods
of organizing information.

Graphs are so commonly used because they help users


digest complex data quickly, facilitating the decision-mak-
ing process for everything from comparing two pairs of
shoes to purchasing to choosing the right set of product
features.

What Graphs Are Used For

1 Track change: Line charts are used to show trends and change over time.
The most well-known application is graphs showing how the stock market
has fared over time.

2 Track progress: Bar or column charts often compare different categories or


sets of data or data sets with a comparison to time. Stacked bar charts or
area graphs can show how individual components contribute to a whole.
Histograms display information across a range and can be used, for example,
to segment an email list by customers and sales.

3 Present relationship: Scatter or bubble charts are valuable for showing


relationships between variables. Larger bubbles and more scatter points
show more of a specific element versus smaller or fewer dots.

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41 CH. 02 – DATA DISPLAY PATTERNS

Best Practices for Graph Design

USE THE RIGHT KIND OF CHART: The graph style and


type should match the type of information you need to
display, making information easier to understand.

LABEL WITH PRECISION: Label the x-axis and y-axis,


including units of measurement, and give each chart a
clear title and subtitle, if needed. Show data labels on lines
or bars if it aids comprehension in an open or hover state.

USE PROPORTIONATE DISPLAY AND SCALE: Always


use proportional axes and avoid uneven scaling. Graphs
should present data clearly and fairly.

USE GRIDLINES TO ENHANCE COMPREHENSION:


Small lines can make tracking data across a graph easier.
The design should be subtle so the graph does not look
cluttered.

CONSIDER TOOLTIPS FOR EXTRA DETAIL: Provide extra


information, such as exact values or additional context,
when users hover over specific data points.

What Interactions to Use with Graphs

Because of the varying nature of chart types available to


create here, there are a lot of different ways to interact
with them. While most of these interactions will work on
almost any graph type, some are better suited for certain
styles than others.

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42 CH. 02 – DATA DISPLAY PATTERNS

FEEDBACK: When users hover over a data point, line, or bar, it should
highlight or expand to indicate interactivity.

ACTION: Clicks can allow access to additional information based on the


data point selected.

CONTENT MANAGEMENT: Filtering and search can make it easier for


users to display exactly what they are looking for.

ACTION: A legend or key should be clickable or tappable and include an


immediate interaction and connection to that data point on the graph.

ACTION: Allow users to zoom and pan for larger charts or those that
include a lot of information.

CONTENT MANAGEMENT: Provide an animation to show that data has


been refreshed or updated in real time.

CONTENT MANAGEMENT: For time-series or comparative graphs, offer


options to display trends that show patterns or forecasting.

ACTION: Use hover states for tooltips or data labels.

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43 CH. 02 – DATA DISPLAY PATTERNS

BUTTON: Include a download or export option.

How to Create a Graph

To create graphs in UXPin, you have two methods: using


chart presets or coded components from libraries like
MUIv5.

Using Chart Presets

1 Click on All Assets in the left-side Quick Tools panel or press Cmd/Ctrl + F to
search. Type the name of the chart you’re looking for, such as “Pie Chart,”
“Line Chart,” “Bubble Chart,” or simply “Chart” to browse all available presets.

2 Drag and drop the chart onto your canvas. Once on the canvas, customize
it in the right-hand panel by adjusting properties like colors, shadows, and
more to make the chart your own.

Using Coded Components (MUIv5)

1 Open the Design System Libraries in the bottom-left corner of the editor.
Select the MUIv5 library from the dropdown and search for graph components
like “LineChart” or “BarChart.”

2 Drag and drop the component onto your canvas, and use the right panel
to adjust properties such as colors, labels, animations, and more. You can
also add custom props to control the appearance and behavior of the graph
elements.

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44 CH. 02 – DATA DISPLAY PATTERNS
List

PATTERN 4: LISTS

Lists are used to organize and display items, tasks, options,


or datasets. They help create structure for almost any
type of data or text entry. In enterprise applications, lists
are critical for managing workflows, presenting filtered
data, and allowing users to interact with items efficiently
and intuitively.

Lists are a common device in website design because they


send readability and scanability signals to search engines
that your copy is clear and organized. Users can often read
and comprehend this information quickly, contributing
to a positive overall experience with your digital product.

Lists can make it easier to show blocks of text in a group-


ing for organization purposes, show products or items,
indicate or help filter a database, or even trigger a noti-
fication system (such as checkboxes to note something
is complete).

What a List is Used For

1 Make information organized: Lists are valuable in UX design because they


organize information in a way that’s easy to scan and digest. Whether a

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45 CH. 02 – DATA DISPLAY PATTERNS

simple to-do list or a complex product display, well-designed lists enhance


usability and improve the overall user experience.

2 Give structure: A list differs from a data table in that tables have a specific
structure, including a header, rows, and columns with sorting and filters to
find and manipulate data. A list does not have a set structure and is often
little more than a small header with text elements following it.

3 Help sort data: There are three types of list design: Text, Image, Card.
These different types of list design may be used to display items, manage
tasks, filter and sort data, select information from a larger dataset, or even
facilitate navigation.

Best Practices for List Design

PRIORITIZE USER NEEDS: List design should provide


appropriate fields and ordering for content and respond
well on different devices.

FOLLOW DESIGN BEST PRACTICES: Lists should be


organized logically, include actionable information that’s
easy to identify, and use a consistent layout for text, icons,
and interactions.

MAKE LISTS SCANNABLE: Users should be able to read


lists at a glance.

LEVERAGE VISUAL HIERARCHY: Use principles of


strong UX design, including typography, color, spacing,
and images, to ensure that the list has a logical flow.

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46 CH. 02 – DATA DISPLAY PATTERNS

ENSURE ACCESSIBILITY: Use a heading with an unor-


dered or ordered list in conjunction with image-based
lists so that screen readers can understand the content.

What Interactions to Use with Lists

The most common interactions with lists include subtle


animations for feedback or interactivity that allow users
to better understand more complex lists.

FEEDBACK: Lists should respond to hover events, especially in desktop


applications. Highlight on hover to show interactivity.

ACTION: Include expandable/collapsible sections to manage content for


long or complex lists.

ACTION: Checkboxes and radio buttons allow users to select and act on
list items. Checkboxes can be used to select multiple items, and radios
can be used to make a single selection.

ACTION: Scrolling and swiping allow users to perform actions, such as


removing or selecting something from a list.

CONTENT MANAGEMENT: Reordering list items, often using drag and


drop, gives users control over how they prioritize and experience data.

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47 CH. 02 – DATA DISPLAY PATTERNS

Filtering and search are similar functions that allow users to find and
reorganize information.

ACTION: When dealing with large datasets, use infinite scrolling to keep
the interface fast and responsive. New items load dynamically as the user
scrolls.

BUTTON: Where appropriate, include action buttons (e.g., edit, delete,


view details) or offer a context menu (usually opened by right-clicking or
tapping).

FEEDBACK: When a user performs an action, such as marking a task


as complete, provide immediate visual feedback, such as a checkbox,
removal of the item, or strikethrough.

How to Create a List

To create lists in UXPin, you can use list presets or coded


components from Merge libraries.

Using List Presets

1 Click on All Assets in the Quick Tools panel or press Cmd/Control + F to open
the search bar. Type “List” to view all available list components like Contact
List, Basic List Group, or Ordered List.

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48 CH. 02 – DATA DISPLAY PATTERNS

2 Drag and drop the list component onto your canvas. Once placed, customize
the list in the right-hand panel by adjusting properties such as colors, fonts,
and spacing to suit your design needs.

Using Coded Components (Merge Libraries)

1 Open the Design System Libraries in the bottom-left corner of the editor.
Select a Merge library like MUIv5, React Bootstrap, or Ant Design.

2 Search for “List” in the selected library and drag the desired list component
onto your canvas.

3 Customize the list’s properties in the right-hand panel, adjusting options


such as formatting, spacing, and additional behaviors to organize and display
information effectively.

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PROGRESS
TRACKING
PATTERNS

03
50 CH. 03 – PROGRESS TRACKING PATTERNS

Progress trackers are design patterns that display the


number of steps, the user’s current status, and overall
progress in completing a task. Progress trackers are
particularly useful for completing forms with multiple
stages, like eCommerce checkouts, insurance/medical
onboarding, visa/passport applications, and other instances
that require lots of data or inputs.

This interaction design pattern is different from a progress


indicator in that a progress tracker is a step-by-step guide
showing users where they are and what is remaining,
while indicators are animated user interface patterns that
indicate something is happening. A progress indicator is
one example of a progress-tracking pattern.

PATTERN 1: WIZARD

Any guided workflow to complete tasks is known as a


wizard. This name indicates a smart, or knowing, prog-
ress tracking element that can encourage completion or
motivate users to finish steps in a task journey.

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51 CH. 03 – PROGRESS TRACKING PATTERNS

Wizard is used in enterprise applications to guide users


through a complex or multi-stage process, such as on-
boarding, form completion, or configuration workflows.
By breaking such processes into manageable chunks,
wizards provide clear progress tracking and help users
focus, reducing cognitive load, preventing mistakes, and
ensuring efficient completion.

What a Wizard Is Used For

1 Organize information: Wizards are powerful tools because they can simplify
complex information. Their structured format is understandable, lets users
know where they are on the path to task completion, and helps minimize
confusion or abandonment.

2 Put order into chaos: In task management or project workflows, wizards


guide users through tasks that must be completed in a specific order, such
as setting up a new account or project. You’ve probably come across an
onboarding wizard at some point from a tool that helped you access software
or download and manage a digital product.

3 Guide users: Wizards are often part of a greater data entry or configuration
setup using forms or multiple input fields. Use them to divide and explain
complicated configurations into simple, step-by-step tasks.

Best Practices for Wizard Design

MAKE STEPS SIMPLE AND CLEAR: Each step should


only ask for necessary information or actions. Label each
step with a number and purpose.

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52 CH. 03 – PROGRESS TRACKING PATTERNS

USE A VISUAL PROGRESS INDICATOR: Show a progress


bar or step indicator to let users know how far along they
are in the process and how many steps remain.

ALLOW NAVIGATION BETWEEN STEPS: Wizards are


designed to work in order, but a user may need to go
back to change information.

DESIGN CONSISTENT LABELS AND BUTTONS: Create


a style for labels and buttons and use them throughout
the wizard. Common user interface elements for wizards
include next, back, cancel, and submit.

SAVE PROGRESS: Display an obvious save button or


enable auto-save functionality so users don’t lose progress.

CREATE HELP DOCUMENTATION: Because wizards


guide through complex steps, include a link to your help
center or documentation for users who need additional
information.

PLAN FOR USER ERROR: Display error messages inline


with relevant fields, with instructions on how to fix it.

OFFER A FINAL REVIEW: Summarize all the information


provided with the option to edit before final submission.

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53 CH. 03 – PROGRESS TRACKING PATTERNS

What Interactions to Use with Wizards

While wizards are more information design than interaction


design, there are devices you can use to help ensure the
completion of wizard tools. Almost every wizard interaction
is a function that should lead to successfully completing
a task.

ACTION: Users should be able to move between steps. Ensure that


navigation logic is intuitive, with clear transitions between steps and a
persistent progress indicator that updates dynamically.

CONTENT MANAGEMENT: Wizards should adapt based on user input.


Use conditional logic to display or hide steps as needed.

FEEDBACK: Provide real-time validation, ensuring users can correct


mistakes immediately before progressing to the next step. Highlight
errors and provide suggestions for correction.

ACTION: Autosave to ensure users do not have to start over with complex
tasks.

FEEDBACK: Provide a completion message that clearly indicates the


process is finished. This can include the next steps or a summary of what
was accomplished. Consider a fun animation to highlight the user’s
success.

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54 CH. 03 – PROGRESS TRACKING PATTERNS

How to Create a Wizard

To create a wizard in UXPin, you can break tasks into


simple steps using separate pages for each stage. Here’s
how to do it:

Create a Wizard with Separate Pages

1 First, design your progress indicator or stepper to show the steps of the wizard.

2 Place the stepper on every page of the wizard to ensure consistency. As users
progress through each step, update the highlighted step on the stepper to
show their current position.

3 Add buttons to navigate between steps. In the Properties panel, click the
+ icon to add an interaction for each button. Set the trigger to “click,” the
action to “Go to page,” and select the appropriate page to navigate to.

4 For efficiency, you can right-click a button, select Copy interaction, and
paste it onto other buttons, adjusting the target page for each one.

Clickable Stepper Indicators

1 If you want the stepper itself to be clickable, follow the same process. Add
interactions that allow users to jump to different steps by clicking the step
icons.

Use the AI Component Creator for Speed

1 To streamline your wizard creation, use the AI Component Creator from the
Quick Tools panel. Select your preferred library (e.g., MUI, Ant Design) and

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55 CH. 03 – PROGRESS TRACKING PATTERNS

craft a prompt like “Generate a multi-step wizard with navigation buttons


and a progress bar.”

2 Once generated, customize the pages and components in the right-hand


panel. Don’t forget to add interactions to each component to guide users
through the process.

PATTERN 2: HELPBOX

Keep users on track with a helpbox component that offers


support in real time, addressing confusion, and preventing
errors. Generally, there are two types of helpboxes as
progress tracking devices – static which is always present
on the screen, or dynamic which appears when triggered
by user actions or needs.

The more complex your data entry or user interaction, the


more likely it is that a helpbox feature is needed as part
of the design. When designed well, with a pattern that
users understand–such as a ? icon or entering a search
query–helpboxes can be an oft-used element.

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56 CH. 03 – PROGRESS TRACKING PATTERNS

Helpboxes are primarily paired with other user engage-


ment tools, such as forms or wizards, and for elements
requiring a lot of input, such as task management, project
setup, system configurations, or onboarding.

What Helpboxes Are Used For

1 Guide users: A helpbox is exactly what you think it is—a tool to provide
contextual assistance when a user gets stuck. They are often located and
provide relevant information or explanations at every stage of a process,
ensuring users understand requirements for each step.

2 Reduce cognitive load: At its core, a helpbox reduces cognitive load for a
user, making an interface more approachable, while guiding users through
complex processes. The key value is in that helpboxes provide immediate
guidance without needing them to exit the task.

3 Clarify information: Helpboxes answer common questions and can help


clarify instructions or prevent confusion in the user journey. Think of this
feature as an embedded set of frequently asked questions that mitigates
user mistakes. Additionally, helpboxes can be used to clarify terms, wording,
or jargon specific to your product. In this use case, helpboxes may even look
similar to tooltips.

Best Practices for Creating a Helpbox

USE CONTEXTUAL PLACEMENTS: Helpbox content


should evolve as the user progresses through different
stages of the task and positioning of the helpbox should
pertain to the action where help is needed.

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57 CH. 03 – PROGRESS TRACKING PATTERNS

PROVIDE ACTIONABLE INSTRUCTION: Content should


be short and actionable, with examples if needed.

PICK A DISPLAY TYPE: One display style—persistent or


trigger-based—should be used throughout the interaction.
Don’t switch helpbox display types within a product.

USE A NON-INTRUSIVE PLACEMENT: While location of


the helpbox should be clear, it should not cover or encroach
on other user interface elements. Pop-up or floating
helpboxes that hover near the user’s action area are ideal.

KEEP IT CONSISTENT THROUGHOUT EACH STEP:


The helpbox should be in the same location and styled
similarly at each step of the process.

What Interactions to Use with


Helpboxes

The most important interactivity with a helpbox is being


there when users need it.

ACTION: When using a trigger-based option, users should be able


to hover over an info icon or click on a specific element to reveal the
helpbox.

BUTTON: For persistent helpboxes, use a common icon (?), label (help),
or button to show location.

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58 CH. 03 – PROGRESS TRACKING PATTERNS

CONTENT MANAGEMENT: With multiple steps, helpbox content should


dynamically update with user progress.

ACTION: Use tooltips for brief, targeted information.

ACTION: Interactive elements, such as clickable links to external guides


or expandable sections for more detailed explanations, can improve user
experience.

FEEDBACK: If a user makes an error or enters invalid data, the helpbox


should tell users how to fix the issue.

ACTION: Allow users to close or hide helpboxes when they don’t need
them.

How to Create a Helpbox

To create a helpbox, you may want to design it in a tra-


ditional way or speed things up with AI:

Using the Box Tool

1 Select the Box tool from the Quick Tools panel or press the “B” shortcut.

2 Click and drag on the canvas to create your box. Once placed, double-click
inside to add your message.

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59 CH. 03 – PROGRESS TRACKING PATTERNS

3 Customize the help box’s properties in the right-hand panel. You can adjust
font size, fill color, text color, and font family, and enable auto-size for a
perfect fit.

Using Merge AI

4 Open the AI Component Creator from the Quick Tools panel.

1 Input a prompt like, “Create a help box that provides tips for form completion
with a title and descriptive text.”

2 The AI will generate a basic help box component. Customize it in UXPin by


adjusting size, colors, and text formatting in the right-hand panel.

Adding Interactions

1 Set up interactions for when and how the help box appears. For example,
make it appear when a user hovers over an icon, and add a close button or
set it to close when clicked outside the box.

TIP: Did you know that you can turn the components that you drew using
Box Tool into code? You just need to enable AI Component Creator. Then,
right-click on the component and transform it into code-backed one.

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60 CH. 03 – PROGRESS TRACKING PATTERNS

PATTERN 3: PROGRESS
INDICATOR

While progress tracking isn’t necessarily always in the form


of a progress indicator, a progress indicator is always a
progress tracking user design pattern.

Progress indicators are often lines or circles that show


users the status of an ongoing event, such as loading a
website or app, completing a form, or saving information.
They communicate both the state of the app and what
actions are currently available, such as continuing on a
path, saving, or navigating away from a screen.

Progress indicators are a solid way to manage user ex-


pectations within a product interaction and maintain clear
feedback about user status.

What Progress Indicators Used For

1 Create intuitive workflow: Progress indicators are essential in enterprise UX for


guiding users through complex or multi-step processes by providing clear, real-
time feedback on their status. By visualizing both completed and upcoming
steps, progress indicators reduce uncertainty and create a more intuitive
workflow. Properly integrating them can improve task completion rates.

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61 CH. 03 – PROGRESS TRACKING PATTERNS

2 Guide and motivate users: Progress indicators are used in wizards, forms,
onboarding, and checkout processes to give users a sense of progression.
They are not found in simple or single-step applications. No matter the
shape—linear or curved—a progress indicator reduces user uncertainty
while providing a sense of accomplishment, motivating users to continue.

3 Make tasks easy to follow: With tasks that include multiple stages, progress
indicators help users understand and prepare for the steps ahead.

Best Practices for Progress Indicator


Design

USE ANIMATION WITH CARE: Looped animations can


work well for fast actions, but a percent-based or progress
bar without motion is better for longer processes.

SEGMENT THE PROGRESS INDICATOR: Show clear


stages or steps the system is completing or that the user
is completing.

VISUALIZE COMPLETE, CURRENT, AND UPCOMING


STEPS: Use color or another visual marker to note the
difference between completed steps, current progress,
and what happens next.

USE PROGRESS BARS FOR LINEAR TASKS: With forms,


wizards, or other workflows that involve sequential steps,
give users a continuous sense of progress.

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62 CH. 03 – PROGRESS TRACKING PATTERNS

USE STEP INDICATORS FOR NON-LINEAR TASKS:


If users can jump between steps, show individual steps
(rather than a continuous bar). Each step can be clicked
to navigate between steps.

PROVIDE A TIMELINE FOR COMPLETION: Consider


offering an indication of the effort required, such as “5
steps left” or “50% complete.”

What Interactions to Use with


Progress Indicators

Most of the interaction design associated with a progress


indicator comes from the interface. While interactions
result from user progress, they are not generally a direct
engagement tool.

FEEDBACK: Progress indicators should provide real-time updates. As


users move from one step to the next, the indicator should reflect the
new progress, such as a color bar filling up.

ACTION: Include clickable steps that allow users to move back and forth
along the progress indicator and to specific parts of the process.

ACTION: Add tooltips that detail each step as a hover state when users
land on the progress indicator.

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63 CH. 03 – PROGRESS TRACKING PATTERNS

FEEDBACK: Provide a completion or submission message when the task


is complete.

How to Create a Progress Indicator

Here’s how to create progress indicators in UXPin, using


two methods:

Using Shapes and States

1 Navigate to Shapes in the Quick Tools panel and select Rounded. Click and
drag on the canvas to create the shape that will serve as the progress bar
background.

2 Create another rounded shape in a different color to represent the progress.

3 Group the two shapes using the “G” shortcut or by selecting Group from
the top bar.

4 With the group selected, click Add State or press Cmd + Shift + S. Create
State 1 as the base and State 2 to represent 100% progress by extending
the second shape.

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64 CH. 03 – PROGRESS TRACKING PATTERNS

5 To simulate progression, add an interaction. In the Properties panel, click


the + button to add a new interaction, set the trigger to On Page Load, and
choose Set State to transition between states. Customize the delay and
duration, and select Easing: Linear for smooth progress.

Using Coded Progress Bar Components:

1 Access coded progress bars from design system libraries like MUI v5 or React
Bootstrap v2.

2 Open Design System Libraries from the bottom-left corner of the editor,
select your desired library, and search for ProgressBar.

3 Drag and drop the ProgressBar component onto the canvas.

4 Customize its properties, such as the variant (linear or circular), color, and
classes. Use the sx property to apply custom styles with JSON5 syntax,
adjusting elements like spacing, colors, and more.

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NAVIGATION
PATTERNS

04
66 CH. 04 – NAVIGATION PATTERNS

Navigation user experience can make or break your website.


It influences everything from aesthetics to functionality and
can be a determining factor in whether users understand
your design and what you want them to accomplish.

When thinking about navigation, there are three golden


design rules:

Use a mobile-first approach to


streamline menus and reduce clutter.

Use trusted design patterns to ensure


usability across devices.

Keep it simple with navigation


prioritization and design.

PATTERN 1: ICONS

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67 CH. 04 – NAVIGATION PATTERNS

Icons are one of the most simple and important ele-


ments in a navigation pattern. It’s because they are easily
recognizable.

Think of how quickly you know what a cart icon does or


what to do when you see an icon with a triangle inside
a circle (play a video). These visual indicators enhance
usability, improve cognitive recognition, and help users
quickly identify their actions within a user interface.

Some icons have become so commonplace in naviga-


tion patterns that you probably don’t think about them
anymore. And this is a good thing. That means these
icons have become a standardized element of navigation
design patterns.

Common icons that are used in navigation include:

1 Hamburger menus

2 Buttons in navigation for a specific call to action

3 Kebab icons (three vertical dots that open into a larger list)

4 Doner icon (three horizontal lines stack in descending


size to note filtering)

5 Cog icon for settings

6 Magnifying glass icon for search

7 Printer icon

8 Home icon

9 Shopping cart icon

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68 CH. 04 – NAVIGATION PATTERNS

What Icons Are Used For

1 Help locate information: Icons are visual elements used primarily to enhance
visual recognition or bring attention to the most important element in a
navigation menu. They improve scannability and comprehension so that
users can quickly interact with an online product.

2 Convey meaning: Icons also have a few other purposes, including saving
space in the design, often reducing the need for text-heavy navigation,
allowing you to convey meaning in a compact form.

3 Create familiarity: Well-recognized icons also create familiar interaction


models so that users innately know how a system works without thinking
too hard about it. Icons guide users through actions and can help show the
progression of where they have been and what’s to come.

4 Grab user’s attention: They also create a better visual experience that can
make the interface more engaging and easier to use. For example, icons
combined with color (red for alert icons or green for success icons) help
create an intuitive experience.

Best Practices for Icons

TAKE CARE OF CONSISTENCY: Use a consistent design


style, including size, color, line thickness, and alignment.

ADD CONTEXTUAL MEANING: Every icon should reflect


the action or content it represents.

USE LABELS IF NEEDED: Combine icons with text labels


for new or less obvious icons.

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69 CH. 04 – NAVIGATION PATTERNS

KEEP THE DESIGN SIMPLE: Icons should be simple and


easily recognizable. Stick to simple shapes and clean lines.

ESTABLISH VISUAL HIERARCHY: Use size, color, and


position to emphasize more important icons and de-em-
phasize secondary ones.

What Interactions to Use with Icons

Icons are often an interactive element in a design and


paired with a click or tap action, much in the same way
as a button. An icon may even be inside the frame of a
button with a text element to show a click action.

ACTION: Users click or tap an icon to perform an action or navigate to a


section.

ACTION: Hover states allow icons to change appearance or show


additional information when users hover over them.

ACTION: Toggle icons can signify an on/off or singular change in a


design, such as light to dark mode, an increasingly common navigation
icon element.

FEEDBACK: A previously clicked icon changes state, such as color or


having an underline, much like a link.

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70 CH. 04 – NAVIGATION PATTERNS

BUTTON: An icon in a button in the main navigation signifies an


important menu element. Use no more than one per design.

How to Create an Icon Set

In UXPin, adding icons enhances both the visual appeal


and functionality of your design. Here’s how to do it:

Adding Icons

1 Open Quick Tools or press Cmd/Control + F and type “Icon” to search


through UXPin’s built-in icon library. You’ll find a wide range of symbols
and graphics.

2 Select the desired icon and place it on your canvas.

Customizing Icons

1 Once on the canvas, you can adjust the icon’s size, color, and alignment in
the Properties Panel on the right to match your design’s style and color
scheme.

2 This allows you to effortlessly fit the icon into your design’s aesthetic and
brand identity.

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Using Icons with UXPin Merge

1 If you’re using UXPin Merge, you can add icons from your component library
to ensure design consistency across your project.

2 Open the Merge Components panel, search for the icon, and drag it onto your
canvas. Changes made to the icon in the main codebase will automatically
sync in UXPin, keeping your design updated and aligned with development.

Adding Interactions to Icons

1 In the Interactions Panel, you can assign actions to your icons, such as
navigating between pages, displaying tooltips on hover, or activating popups.

2 This transforms icons from static visuals into dynamic, interactive elements
that improve usability and engagement.

PATTERN 2: BREADCRUMBS

Breadcrumbs are a navigation pattern commonly used


in complex systems to help users understand their lo-
cation within a hierarchy of pages or data. They provide

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72 CH. 04 – NAVIGATION PATTERNS

a visual trail of a user’s path, making it easy to return to


higher-level sections without starting over.

Often, breadcrumbs are designed as a series of links that


show every page in the navigation tree. In addition to
making a site easier to use, breadcrumbs can help search
engines better understand and optimize your content.

Breadcrumbs can be location-based (showing where the


user is in the site hierarchy), path-based (showing the
path taken to reach the current page), or attribute-based
(showing attributes or categories associated with the
current content).

What Breadcrumbs Are Used For

1 Breadcrumbs show users their location: Breadcrumbs inform users of where


they are within a website or system, helping them understand their current
position in the content hierarchy.

2 Enable easy backtracking: Breadcrumbs provide a logical navigation structure


that allows users to move back to previous sections without needing to rely
on the browser’s back button or guess their way through the site.

3 Simplify complex systems: Breadcrumbs are not only found on websites but
are more commonly used in internal systems, management modules, and
complex online tools for structured navigation.

4 Make navigation efficient: They minimize clicks and provide a more efficient
way for users to explore content, leading to a better user experience.

5 Help visualize structure: Breadcrumbs allow users to visualize the overall

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73 CH. 04 – NAVIGATION PATTERNS

structure of a site or application, giving them a clearer understanding of


its layout.

Best Practices for Creating


Breadcrumbs

CREATE A CLEAR HIERARCHY: A breadcrumb trail


should always start from the top-level page and show
subsequent levels correctly.

USE SHORT, INTUITIVE LABELS: Ensure that each


breadcrumb label is clear and descriptive, using familiar
terminology. Try to keep labels to one or two words.

LINK ALL LEVELS, EXCEPT THE END: Each part of the


breadcrumb (except the last/current page) should be
clickable to allow easy navigation to higher levels.

PLACE BREADCRUMBS AT THE TOP OF PAGES:


Breadcrumbs should appear near the top of pages, usually
just below global navigation.

USE CLEAR SEPARATORS: Visual separators should


appear between each individual breadcrumb and should
not be confused with a letter or number. The most popular
choice is an arrow (>), but pipes (|) and slashes (/) are
also used.

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What Interactions to Use with


Breadcrumbs

While most breadcrumbs are simple links, some also


include other user interface elements such as icons or
tooltips. Use these additional interactions only when
they enhance the usability of your product, not for purely
visual purposes.

FEEDBACK: Use interactive icons to represent different levels or stages in


the breadcrumb trail.

ACTION: Hover effects signal to users that text in a breadcrumb is a link.

ACTION: Allow users to click breadcrumb icons (in addition to text) for
faster interaction.

ACTION: Display additional information or labels when users hover over


breadcrumb icons or text.

How to Create Breadcrumbs

UXPin provides a flexible way to create and customize


them, whether you’re using the built-in tools or leveraging
UXPin Merge for code-based components.

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Adding Breadcrumb Components

1 Open All Assets in the Quick Tools menu or press Cmd/Control + F to search
for “Breadcrumb.”

2 Select components like Breadcrumb Nav or Breadcrumb Item and drag


them onto your canvas.

3 If you’re using UXPin Merge, access the Design System Libraries in the left
panel and choose a library like Material Design, Ant Design, or Bootstrap. In
these libraries, you can find Breadcrumb components under the Navigation
section. Drag the breadcrumb component onto the canvas.

Customizing Breadcrumbs

1 Once on the canvas, customize the breadcrumb’s color, font, spacing, and
other design properties in the Properties Panel on the right.

2 This ensures your breadcrumbs fit seamlessly into your design, whether using
native UXPin components or code-based elements from Merge libraries.

Adding Interactions

3 To make your breadcrumbs interactive, select each breadcrumb link and


open the Interactions Panel.

1 Choose Click as the trigger and Navigate as the action, specifying the target
page or section for each breadcrumb item. This creates a smooth navigation
experience for users.

TIP: You can preview your design in UXPin by clicking on the “Get code”
button, located on the top right corner of the editor.

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76 CH. 04 – NAVIGATION PATTERNS

PATTERN 3: APP BAR

An app bar is the essential navigation element on small


screens. It can include everything from branding and
navigation to screen titles and actionable elements. App
bars are often contextual and can change throughout
the user journey to work best with the rest of the content
in the viewable area to enhance the overall experience.

It provides users with quick access to primary functions,


navigation, and key actions. Positioned typically at the
top of the screen, the app bar serves as an anchor point
for navigation and offers visual structure and functional
access.

App bars may remain sticky at the top during scroll or


move with the content, depending on the design and
use case.

What an App Bar Is Used For

1 Make smaller screens readable: They act as an interactive hub, offering core
functions and primary navigation within the app, making them ideal for
mobile and tablet interfaces.

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2 Aid navigation: App bars typically include branding, primary navigation


(often inside a hamburger icon), and tap-friendly icons for quick access to
key features.

3 Contrasting design for visibility: App bars are usually styled in a color that
contrasts with the content below, ensuring they stand out and are easily
accessible.

4 Context-specific functionality: The app bar’s purpose and displayed options


can change depending on the page or context, providing action buttons
like search, add-to-cart, or notifications specific to the current screen.

5 Provide account access: They often include icons for account management,
allowing users to access settings, preferences, or sign out.

Best Practices for App Bar Design

ESTABLISH VISUAL HIERARCHY: Establish a clear visual


hierarchy by grouping related items, making important
actions prominent, and using consistent spacing.

PRIORITIZE KEY ACTIONS: Focus on the most important


actions and relegate other links to the footer.

STICKY BARS CREATE CONSISTENCY: A sticky or fixed


app bar remains visible as users scroll so they never lose
track of where they are.

CUSTOMIZE CONTEXTUALLY: Modify the app bar


based on the user’s current page or actions, but maintain
global elements such as branding, navigation, or login
information.

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78 CH. 04 – NAVIGATION PATTERNS

USE A SIMPLE DESIGN: Keep the design clean and


minimal to avoid distractions. When necessary, use icons,
text labels, or both.

What Interactions to Use with App


Bars

The biggest design challenge with app bars is that users


work in a small space. Interactions have to be direct and
clear to avoid getting lost on the small screen or hidden
by other elements.

ACTION: Icons in the app bar are often tappable and can open menus,
search, or start a new task.

FEEDBACK: Effects like color changes or tooltips provide extra context


that a user has already interacted with an element.

ACTION: Icons can trigger dropdown menus or modal popups, offering


additional actions or content. Just remember to include an easy way for
users to close them!

FEEDBACK: Icons in the app bar can show badges or indicators to alert
users of new messages, notifications, or updates.

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ACTION: Expand the search icon into a full search field, allowing users to
input queries directly in the app bar.

BUTTON: Interacting with a profile icon shows account-related actions,


such as user settings, notifications, or sign-out options.

ACTION: To enhance user experience, use smooth animations, such as


expanding menus or showing content with a fade-in effect.

How to Create an App Bar

Creating an App Bar in UXPin is easy and flexible, whether


you’re using pre-built libraries or generating components
with the AI Component Creator. Here’s how to do it:

Using Pre-built Libraries

1 Navigate to the Classic Libraries in UXPin, such as iOS or Material Design.

2 In the search bar, type “App Bar” or “Bar” to locate the relevant component.

3 Drag and drop the App Bar component onto your canvas.

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Using the AI Component Creator

1 Open the AI Component Creator from the Quick Tools panel.

2 Choose the library you want to use (e.g., Material Design) and type a detailed
prompt like “Generate an app bar with navigation icons and a title.”

3 The AI will generate an App Bar component that you can place onto your
canvas.

Customizing the App Bar

1 Once the App Bar is on your canvas, use the Properties Panel on the right
to customize it.

2 Adjust colors, spacing, icons, and text to align with your design vision and
brand.

Adding Interactions

1 To enhance functionality, select icons or buttons in the App Bar and open
the Interactions Panel.

2 Set interactions like Click to trigger navigation or display additional information.

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PATTERN 4: FOOTER

After the primary navigation, the footer is the most im-


portant navigation element even though it is located
at the bottom of a website page or app. In enterprise
applications and websites, the footer often contains sec-
ondary navigation links, utility functions, legal information,
contact details, and other resources that do not require
top-level prominence but are important to users.

What’s great about a footer is that it can be large or small


or include multiple levels of information. Some designs
include a primary footer with relevant links for users and
a much smaller, secondary footer for legal information
and policies.

A user-friendly footer is simple, responsive, well-orga-


nized, and accessible. It may include icons, a basic form,
and links for content or social media. Some footers also
include navigation aids, such as a “Back to Top” button
for longer-scrolling pages.

For the most part, a footer is the same throughout the


design and provides a consistent, end-of-page navigation
option to help users who have finished engaging with
a specific page or piece of content but want more from
your website or app.

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What a Footer is Used For

1 Aid navigation: They often include primary or secondary navigation links,


helping users find less prominent sections of a site or app. Footers are also
a great place for additional features such as email newsletter signups, social
media links, and external channels.

2 Accessibility: Some websites use the footer to display a full sitemap, ensuring
all pages are accessible and easy to locate.

3 Provide business details: Footers are typically used for contact details, legal
policies, and support information, which are beneficial for SEO and user
convenience.

4 Displaying key information: Because the footer appears on every page, users
often scroll to it first when searching for an address or phone number.

Best Practices for Footer Design

GROUP INFORMATION INTO CLEAR SECTIONS: Group


similar items and organize them to reflect importance
and function. Groupings might include legal information,
contact details, and navigation links.

INCLUDE BRANDING AND CONTACT INFORMATION:


The footer should include branding without overpower-
ing the functional elements. Make sure to include NAP
(name, address, phone) information for search engines
and directories.

AIM FOR READABILITY: Keep the design simple, with


easy-to-read fonts, sufficient spacing, and minimal clutter.

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83 CH. 04 – NAVIGATION PATTERNS

Create plenty of contrast between the background and


links, and avoid making text too small.

LINK EVERYTHING: Place high-importance links promi-


nently in the footer. Everything that can be linked should
be, even if those links use a different style from the rest
of the design.

MAKE IT ACCESSIBLE: Design the footer with proper con-


trast, keyboard navigation, and screen reader compatibility.

What Interactions to Use with Footers

Footer interactions should focus on navigability and quick


access. If a user is looking for something in the footer, it
likely means they were unable to find it elsewhere. Maintain
trust and enhance the user experience by making every
footer interaction simple and fast.

FEEDBACK: Use color change or underline to show that a link has been
previously clicked.

ACTION: Hover effects can signify clickable items in the footer, such as a
color change, underline, or enlargement of an icon or text element.

BUTTONS: Use an icon button for interactive elements such as online


support or chat.

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84 CH. 04 – NAVIGATION PATTERNS

BUTTON: Include a “Back to Top” icon or button for long scrolling pages.

BUTTON: Use social media icons as buttons to link to external pages.


Make sure they open in a new tab!

ACTION: Allow for collapsible or expandable footer menus on smaller


screens. Use clear indicators to show sections that can be expanded or
collapsed.

How to Create a Footer

Creating a footer in UXPin is simple and flexible, whether


you use pre-built components or generate one with the
AI Component Creator.

Using Pre-built Footer Components

1 Open All Assets from the Quick Tools panel or press Cmd/Control + F and
search for “Footer.”

2 Browse the available footer components and drag your chosen footer onto
the canvas.

3 Customize the footer in the Properties Panel by adjusting the layout, adding/
removing sections (such as social media icons or navigation links), and
modifying colors, fonts, and spacing to match your design.

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Using the AI Component Creator

1 Open the AI Component Creator from the Quick Tools panel.

2 Enter a prompt like “Create a footer with social media icons, contact
information, and navigation links.”

3 The AI will generate a footer component based on your description. Once


on the canvas, you can customize it in the right-hand Properties Panel,
adjusting colors, fonts, spacing, and layout to fit your design’s style.

Adding Interactions

1 Make the footer functional by adding interactions. Select any link or icon in
the footer, open the Interactions Panel, and set actions like Click to trigger
Navigate, specifying the target page or section.

2 Repeat this process for all clickable elements to ensure smooth navigation.

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ACCOUNT
MANAGEMENT
PATTERNS

05
87 CH. 05 – ACCOUNT MANAGEMENT PATTERNS

We’re going to switch gears to one of the most frustrating


design patterns that most of us encounter daily—account
management. When done well, it’s one of those things
you don’t even notice: login, perform an action, success!
But poorly executed account management patterns make
a mess, cause user frustration, and make you want to
abandon the app or interface for something else entirely.

Account management patterns in enterprise UX can


also include some pretty intense internal systems and
forward-facing interactions with users or customers. The
commonality is that managing user accounts in large-scale
or complex systems is critical for ensuring that users can
efficiently manage their accounts and tasks.

Many account management patterns you may use re-


quire third-party support or interactions, such as single
sign-on (SSO) or multi-factor authentication (MFA, 2FA).
In contrast, others can be done completely within your
internal systems, such as role-based access or user profiles
and preferences.

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PATTERN 1: PERMISSION

Permissions in the context of account management user


patterns are rules or settings that control what actions a
user or group of users can perform within a system. They
are essential for regulating access to data, resources, and
functionality based on role, ensuring that users can only
access information or perform authorized tasks.

Any system for which you have an account has user patterns
for permissions, including internal systems, such as sales
or inventory management or managing your company’s
website, and external systems, such as making a purchase
online or playing fantasy football or another game online.

What Permissions Are Used For

1 Provide security: Permissions ensure only the right people access parts
of a resource or tool that they are supposed to. Systems can have simple
permissions—everyone is either logged out or logged in with the same
set of rules—or complex permissions, with rules that vary by user and
user group.

2 Manage users: Some examples of permissions include only allowing certain


users access to records or files, such as a human resources manager having
the ability to see employee files while other company members cannot.

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Functional permissions can restrict the actions users can take within the
system, such as being able to read and write files or only view them.

Best Practices for Permissions

USE ROLE-BASED ACCESS CONTROL: Assign permis-


sions based on predefined roles, such as Admin, Editor,
and Viewer, and grant only the minimum permissions
required to perform tasks.

BREAK PERMISSION LEVELS INTO GRANULAR PIECES:


Break down permissions into small, specific actions to
offer more control and better align with roles.

ALLOW PERMISSIONS TO INHERIT TO LOWER-LEVEL


OR CHILD OBJECTS: Allow child objects, such as files
or subfolders, to inherit permissions from parent objects.

DESIGN TIME-BASED PERMISSION RULES: Grant


permissions for a limited time and then allow them to
expire automatically.

MAKE THE INTERFACE EASY TO MANAGE: If admin-


istrators can assign, modify, or revoke permissions easily,
they are more likely to use rules and roles properly. This
supports compliance by providing a clear record of who
has access to what permissions were modified and when.

CREATE AN AUDIT TRAIL: Changes to permissions and


users should be logged and easily reviewable.

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What Interactions to Use with


Permissions

Interaction design for permissions in account management


focuses on creating clear, intuitive interfaces that allow
users and administrators to manage permissions efficiently.
The design must provide visual cues and affordances to
help users understand what actions they can take, their
current permissions, and how to make modifications.
Interactions may include icons, labeling, color, layouts,
and common controls.

ACTION: Use toggle switches or sliders to enable or disable specific


permissions.

ACTION: Use dropdowns or radio buttons to allow administrators to


select from predefined permission levels for new users.

ACTION: Use a form for a new user to request access or permission to a


digital product.

FEEDBACK: Checkboxes can allow users to select multiple permissions at


once and while acknowledging selections.

CONTENT MANAGEMENT: Display a grid or table format where


permissions are presented in rows (or columns), and users can check

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91 CH. 05 – ACCOUNT MANAGEMENT PATTERNS

boxes or use toggles to adjust permissions across multiple categories or


users at once.

FEEDBACK: Use a confirmation dialog when users attempt to modify or


revoke critical permissions.

FEEDBACK: Use color or icons to indicate various permission states, such


as active, inactive, or restricted.

ACTION: Use commonly accepted icons for permissions interactions: lock


for restricted access, eye for view only, pencil for editing, trash for delete,
or key for admin access.

ACTION: Allow bulk interactions for administrators. Bulk actions, such as


batch upload or selection of users, to apply the same permissions across
multiple accounts in one action can be huge time savers at the enterprise
level.

How to Create Permissions

Here’s how the AI Component Creator can help you build


a permission-based component:

1 Open the AI Component Creator:

• Go to the Quick Tools panel and select AI Component Creator.

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2 Describe the Component:

• In the input field, write a detailed prompt such as: “Create a permission-
based component that shows or hides information depending on the
user’s role. Include buttons to set roles and an area where content is
hidden or displayed based on the selected role.”

3 Generate the Component:

• The AI will generate a component with the ability to assign roles and
control content visibility. This component will likely include UI elements
like buttons or toggles to switch between roles and a section that adjusts
visibility based on those permissions.

4 Customizing the Component:

• Once the component is placed on the canvas, use the Properties Panel to
further customize it. Adjust styles, roles, and the logic for showing/hiding
content.

5 Adding Interactions:

• Open the Interactions Panel to set the conditions for hiding or showing
content. You can set triggers like “Click” or “User Role Change” to toggle
visibility.

• Define the actions that correspond to specific roles, ensuring that certain
users can only see what’s intended for their access level.

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PATTERN 2: HIDING
INFORMATION

Hiding information in account management interfaces


can be very valuable, especially for security, simplifying
complex systems, and managing users more effectively.

While hiding information may seem like a secretive function,


it is not. This can actually enhance the user experience
by cutting features and options that will only clutter an
interface in the path to streamlining paths to success and
task completion.

Best practices for hiding information include role-based


visibility, conditional displays, on-demand access, and
intuitive interaction designs like collapsible sections, pro-
gressive forms, and hover-to-reveal actions.

Thoughtful interaction design ensures that users get the


access they need without being overwhelmed or having
access to sensitive data unless absolutely necessary.

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What Hiding Information Is Used For

1 Prevent unauthorized access: Hiding information primarily serves to restrict


access to sensitive data such as financial details, personal information, or
proprietary content within an account management system.

2 Role-based data visibility: By hiding data based on user roles, only authorized
users can view or interact with specific information, ensuring that content
is accessible only to those with the appropriate permissions.

3 Enhanced security: Concealing non-essential or sensitive information


minimizes security risks, preventing unauthorized users from accidentally
discovering vulnerabilities.

4 Simplified interfaces: Hiding irrelevant options or features for lower-level


users reduces complexity and confusion, resulting in a cleaner interface that
improves focus and productivity for different user roles.

Best Practices for Hiding Information

CREATE CONDITIONAL VISIBILITY BASED ON ROLE-


BASED ACCESS CONTROL: Display or hide elements
based on conditions, such as user role, status, or permissions.

INCLUDE PROGRESSIVE DISCLOSURE: Hide advanced


features and settings and reveal them as needed, such
as when a user reaches a specific task or process.

IMPLEMENT GRANULAR PERMISSIONS FOR DATA


VISIBILITY: Add finer control to data for users beyond
specific roles so specific fields or sections can be hidden

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95 CH. 05 – ACCOUNT MANAGEMENT PATTERNS

when unneeded. This might include conditional fields in


forms or for other information.

USE SUBTLE VISIBILITY INDICATORS: Use subtle in-


dicators, such as icons, to inform users that additional
information or features are available. Consider different
indicators for information hidden to make the interface
easier versus information hidden due to access or per-
mission level.

CONSIDER ON-DEMAND ACCESS TO HIDDEN INFOR-


MATION: Allow information to be hidden by default but
accessible upon request or through user authentication.

What Interactions to Use with Hidden


Information

The most important interactions when it comes to hidden


information are the ones that note more data is available
or those that help users get access to the tools they need.

FEEDBACK: Use icons or symbols to indicate that more information is


available. This might include a “+” or “More” notation when hiding for
load purposes. This might include an icon or cue to log in when hiding
for access purposes.

ACTION: When hiding sensitive information by default, such as password


entry fields, allow the user to view the data to ensure success.

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ACTION: Create progressive or conditional form inputs that show or hide


information based on already entered data. For example, you probably
don’t need a shipping address for an order that will be picked up in-store,
so you can hide that field.

CONTENT MANAGEMENT: Control search results only to include


information for which the user has access.

CONTENT MANAGEMENT: Show or hide information based on the


user’s actions to ensure they see data relevant to their current task.

CONTENT MANAGEMENT: Use asynchronous loading to fetch hidden


data only when needed, keeping the user interface light.

How to Create a Hidden Information


Design Patterns

This feature works great when testing prototypes with users.


If you want to temporarily hide a component, element,
or group from the canvas, UXPin makes it simple:

Using the Layers Panel

1 Select the component or group you want to hide.

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97 CH. 05 – ACCOUNT MANAGEMENT PATTERNS

2 In the Layers Panel, locate the eye icon next to the selected layer or group.

3 Click the eye icon to hide the component, making it invisible on the canvas.

4 This feature is especially useful when working with different states in an


interactive design. For example, if you’re creating a button with various
states (default, hover, active), you can hide the default state while working
on or previewing other states like hover or click.

Hiding Coded Components

1 For coded components, the process is the same. In the Layers Panel, click
the eye icon next to the coded component’s layer or group to hide it from
the canvas.

2 This allows you to focus on specific elements or states without cluttering your
design, making the workflow smoother and more efficient when creating
interactive components.

TIP: You can test UXPin’s prototypes with real users. Go to share mode,
copy the prototype link, and send it to a user who can interact with the
prototype without realizing it’s a prototype, not a working product.

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PATTERN 3: GRANTING
ACCESS

While we’ve examined permissions and information man-


agement, granting access has its own set of user patterns
that contribute to function and usability.

Granting access involves assigning permissions or roles to


users that determine what resources, data, or function-
alities they can interact with. This process is essential in
enterprise systems to ensure the right people have access
to the right information at the right level.

For internal systems, it allows for controlled sharing of


sensitive data and enables collaboration while maintaining
security and compliance.

For external or client-facing systems, it ensures that third


parties can create accounts and save information but don’t
have access to internal systems, even if the system they
engage with, such as an eCommerce platform, connects
to an internal system like inventory.

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What Granting Access Is Used For

1 Controls user access to resources: Granting access ensures that users only
interact with tools and data relevant to their role, protecting sensitive
information and preventing unauthorized actions.

2 Facilitates workflow management: Specific access levels can be assigned


to delegate permissions for different features or content, streamlining
collaboration and workflow management.

3 Supports compliance with data protection regulations: Defining permissions


helps organizations comply with regulations like GDPR and HIPAA, ensuring
sensitive data is only accessible to authorized users.

4 Enables personalization: Granting access for clients or customers creates


personalized experiences based on purchases or account settings, providing
a controlled and tailored user experience.

Best Practices for Granting Access

USE ROLE-BASED ACCESS CONTROL: Assign access


based on roles within or outside your organization. Each
role has a specific set of permissions and access rules.

USE TIME-BASED ACCESS: Grant access for a specific


amount of time or during inactivity. Then, based on your
present conditions, require users to log in again or reset
passwords.

PROVIDE CLEAR COMMUNICATION: Be clear and direct


about what users can and can’t do within their access level.

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From a client perspective, this might include limited time


access for lower-level roles to content or software, while
higher roles get unlimited access.

MONITOR ACCESS LOGS: Track and log when access


is granted, by whom, and for what purpose. Regularly
monitor access rights to ensure compliance with your
policies.

What Interactions to Use with


Granting Access

There aren’t many bells and whistles here. Your interface


and interactions for granting access should be simple
and intuitive. Don’t stray from common user patterns or
labels here.

BUTTONS: Use common terms for access such as “Login,” “Sign Up,” or
“Request Access.”

ACTION: Use sliders or toggles to adjust a user’s access level to a


resource so administrators can make adjustments quickly.

ACTION: When granting access, implement additional security checks,


such as two-factor authentication (2FA).

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FEEDBACK: Provide a clear signal to let users know they are signed in,
such as using their name and icon or a color “light” or toggle to show
their active status.

FEEDBACK: Confirm new signups or logins so users know access has


been granted.

FEEDBACK: Provide immediate notification when access is revoked.


Bonus if you provide the why as well.

CONTENT MANAGEMENT: Create templates for common access


scenarios to streamline the process.

CONTENT MANAGEMENT: Review and recertify granted access to


ensure that users are active and should still be part of the system.

How to Grant Access in a Design

To design a component in UXPin that allows users to grant


access based on interactions within the prototype, you
can use the AI Component Creator. Here’s how:

1 Open the AI Component Creator:

• Navigate to the Quick Tools panel and select AI Component Creator.

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2 Describe the Component:

• Input a detailed prompt like: “Create a component that allows users to


grant or restrict access to certain areas based on interactions. Include a
button for granting access and a field that becomes visible only when
access is granted.”

3 Generate the Component:

• Click Generate, and the AI will create a basic component based on your
description. It might include buttons for granting or restricting access,
along with fields or sections that respond to user interactions.

4 Customizing the Component:

• Once generated, customize the component in the Properties Panel.


Adjust the layout, labels, or fields to fit your design style and interaction
needs.

5 Adding Interactions:

• Select the button or trigger component (like a checkbox or toggle) and


open the Interactions Panel.

• Set interactions to allow users to grant access. For example:

• Set the trigger to Click.

• Choose Set State as the action and configure it to show a hidden


section or unlock certain elements when the access is granted.

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ALERT PATTERNS

06
104 CH. 06 – ALERT PATTERNS

Alert interaction design patterns focus on effectively


notifying users of critical information while minimizing
disruption to their workflows. Alerts must be clear, action-
able, and contextual, particularly in complex enterprise
environments.

You probably use patterns in your designs, including


error messages, popups, modals, and snack bars. While
each of these tools has a distinct and different purpose, it
must be quick and easy to understand and have a strong
informational component with next steps for users.

Error

PATTERN 1: ERROR
MESSAGES

Error messages are among the most common alerts that


users encounter. A well-designed alter, using a common
user pattern, helps the user correct their mistakes and
keep them on a path moving forward. It ensures users
are aware of what went wrong, why it happened, and how
to fix it without disrupting their workflow unnecessarily.

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When error messages are unclear or don’t offer a solution,


users will often abandon their work, making this a vital
interaction for all online products.

Considering all of this, every error message or alert should


include three things in the most succinct and efficient
manner possible.

Description of the problem and what went wrong: This


could include forgetting the @ in an email address or
entering an incorrect password during login.

Solution to resolve the issue: A good error message tells


users how to correct their missteps, usually in real-time,
on the screen next to the problem.

Nondisruptive workflow progress: Users should be able


to make the necessary corrections inline, without having
to navigate away, and continue their progress.

What Error Messages Are Used For

1 Provide guidance for user errors: Error messages inform users when there’s
an issue with their input, such as form validation errors due to typos or
incorrect formatting, and offer suggestions to help correct the problem.

2 Highlight permission or access issues: If a user encounters an error due to a


lack of permissions, the message should indicate the restriction and provide
next steps, like contacting an administrator for access.

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3 Indicate system or backend failures: System errors occur when there’s a


backend issue or a request that can’t be processed, often suggesting actions
like retrying later.

4 Address dependency issues: Dependency errors inform users when actions


are blocked due to missing required steps or incomplete processes, helping
them understand how to proceed.

Best Practices for Creating Error


Messages

WRITE CLEAR AND ACTIONABLE MESSAGES: Error


alerts should explain what happened and how to fix it.
Use non-technical language to make instructions easy
to understand.

PRIORITIZE ERRORS: If there are multiple errors, rank


them from most critical to least when providing feedback.
You can also group errors by category if that enhances
comprehension.

PLACE ALERTS NEXT TO THE ERROR: Place error mes-


sages where the issue occurred. A form error, for example,
should show as an inline error next to the problematic
field, not at the top of the form. You may also consider
both placements.

USE A CONSISTENT STYLE: Error messages should


not take over the screen unless they represent a critical,
system-level issue and should use consistent visual cues

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107 CH. 06 – ALERT PATTERNS

that make sense to a user. Commonly, an error alert will


show in red with an “x,” for example, and may turn green
with a “check” when corrected.

TAKE CARE WITH TONE: While detailing a mistake,


ensure the error message copy does not blame the user.

ACCESSIBILITY MATTERS: Make sure error messages


are accessible to screen readers and adhere to Web
Content Accessibility Guidelines. Use ARIA roles for as-
sistive technologies.

What Interactions to Use with Error


Messages

Error messages should prioritize user-friendly interactions


that help users proceed with their activity. This might
include anything from validation to help prevent user frus-
tration to a summary for an element with multiple errors.

FEEDBACK: Use inline error messages so that as soon as the user


finishes interacting with a field, an error message displays next to it if
incorrect information is present. Additionally, when the field is validated,
the error should switch to a success message.

ACTION: Use toast/banners for minor errors that do not disrupt the
workflow. A toast or banner is commonly applied to the top or bottom of
the screen, and it either auto-disappears or can be dismissed by the user.

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108 CH. 06 – ALERT PATTERNS

ACTION: Use modal error alerts (see Pattern 3) for critical errors that
block the user from continuing or require immediate attention.

ACTION: Use an error summary to display multiple errors in a single


element, such as a form. List all the errors and a method of resolution for
each.

CONTENT MANAGEMENT: Use a persistent error banner at the system


level for system-wide errors that impact functionality despite user input.
The most common pattern is to place a banner across the tops of impact
pages.

How to Create Error Messages

Creating and displaying error messages in UXPin ensures


users receive clear feedback when they make mistakes.
Follow these steps to design and activate error messages
in your prototype:

1 Add the Error Message:

• Go to Quick Tools or use the shortcut Cmd/Control + F to search for


“Text.”

• Add a text box to your canvas and type in your error message (e.g.,
“Please fill out this field.”).

• Customize the message using the Properties Panel. Adjust the text color
to red (commonly used for errors), increase the font size, and add warning
icons if needed to make the message more noticeable.

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109 CH. 06 – ALERT PATTERNS

2 Set Conditions for Displaying the Error Message:

• Select the error message component on the canvas.

• Open the Interactions Panel and set a trigger. For example, use a Click
trigger on a button or a Form Submission trigger.

• Set the action to Show so the error message will appear when an
incorrect input or a missing field is detected.

3 Add a Hide Interaction:

• For usability, create a second interaction to Hide the error message when
the user corrects the input. You can set this trigger to “Change” or “Focus”
on the input field.

• You can also set a timeout for the message to disappear after a few
seconds if that fits your design.

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110 CH. 06 – ALERT PATTERNS
Hello!

CANCEL HI!

PATTERN 2: POPUPS

By design, a popup is supposed to interrupt user engage-


ment and their journey to show something important.
Popups are most commonly used to show additional
information pertaining to what a user is doing or to
request additional action, but a user does not have to
“do something” for a popup to appear.

They are both attention-getting and will interrupt users.


This type of later user pattern should be designed to draw
immediate attention with a single goal; provide critical
information, such as an update, discount, or warning;
and often require users to acknowledge the message
before they can proceed. In the latter instance, closing
the popup counts as acknowledgment in most instances.

In enterprise UX, use popups judiciously to avoid frus-


trating users and disrupting productivity while ensuring
they effectively communicate high-priority information.
The biggest concern with popups is that if they are used
too frequently, they will become comparable to the story
of the girl who cried wolf, and users will begin to ignore
your popup regardless of its content.

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111 CH. 06 – ALERT PATTERNS

What Popups Are Used For

1 Transactional popups: These popups are often used for promotional purposes,
such as offering discounts in exchange for user information like an email
or phone number.

2 Error and feedback popups: Popups are used to inform users of critical system
errors or issues that require immediate attention, like network failures or
data corruption.

3 Confirmation and warning popups: These alerts confirm actions or warn


users before performing irreversible tasks, such as deleting accounts, often
requiring a secondary confirmation to proceed.

4 Unsaved changes warnings: Popups can also warn users that they are about
to leave or perform an action without saving, preventing potential data loss
and ensuring a smoother user experience.

Best Practices for Creating Popups

LIMIT USE: Use popups only when necessary. Overusing


this alert style can frustrate users and lead to alert fatigue,
which can cause them to ignore them.

CRAFT COPY THAT’S CLEAR AND CONCISE: Users


should immediately understand the alert’s purpose and
what to do next.

INCLUDE A CALL TO ACTION BUTTON: Use distinct


and actionable button labels such as “Confirm,” “Cancel,”
or “Save” to help users understand what to do. Use a

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112 CH. 06 – ALERT PATTERNS

button, rather than a text link, to make it overly clear how


to interact with the popup.

OFFER A WAY TO EXIT: Give users a way out, such as


an “x” to close the popup.

LIMIT TO ONE POPUP PER PAGE: Never layer multiple


popups. If multiple issues need attention, queue alerts,
resolve them in a single popup, or consider another alert
pattern.

What Interactions to Use with Popups

Most popups are either transactional, with some type


of input from a user; or informational, helping the user
understand why something is or is not happeningt. The
most important interaction for every popup alert design
is the ability for the user to close or dismiss the popup
module itself, unless action is absolutely mandatory to
proceed.

ACTION: Use a popup that takes over the screen, dimming or disabling
the background to prevent other actions. The user must explicitly confirm
or cancel to proceed.

ACTION: Show information without blocking content, with a popup that


can be dismissed easily, either with an “X” or “Dismiss” button or clicking
outside the modal.

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113 CH. 06 – ALERT PATTERNS

FEEDBACK: Use a popup to show that additional user input is needed,


such as asking for missing information in a form.

FEEDBACK: Provide an error notification that requires attention from the


user with a short description of the issue and an action to resolve it.

How to Create Popups

Creating popups in UXPin is a great way to provide quick


information or guidance without disrupting the user’s
experience. Here’s how to design and set up a popup:

1 Design the Popup Layout:

• Go to Quick Tools → Shapes and add a Rectangle to serve as the


background of the popup.

• Position the rectangle in the center or any location that grabs the user’s
attention. Customize its size, color, and add shadows to make it stand out
from the main interface.

• Inside the rectangle, add elements like a message, call-to-action button,


or icons.

• Optionally, add a semi-transparent layer behind the popup to dim the


background, drawing focus to the popup’s content.

2 Group the Elements:

• Select all the elements of the popup (e.g., background, text, buttons) and
group them together for easier management.

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3 Set Up Interactions:

• Open the Interactions Panel and add a trigger to show the popup. This
could be a button click, or you can set the popup to appear after a delay
when the page loads.

• For closing actions, add interactions such as:

• Clicking a close button.

• Clicking outside the popup.

• Pressing the Escape key for a more user-friendly experience.

4 Test the Popup:

• Click Preview to ensure the popup appears and closes as intended.

5 Add Animations (Optional):

• For smoother transitions, you can add fade-in or slide animations to the
popup, enhancing the user experience.

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115 CH. 06 – ALERT PATTERNS
I’m a modal

GOT IT

PATTERN 3: MODALS

A modal is a specific type of popup alert triggered by


a specific user action. Like popups, modals appear on
top of the main content on the screen and are used for
important information or to enter user inputs.

A modal can appear at any point in a user journey and


has a wide range of applications, from showing an an-
nouncement or notification to asking for user input and
even application onboarding. It can look like a confirmation
box, form, or simple notification.

A common element in this user pattern is that a modal


will certainly ask a user to do something, such as click
a button or link, and will not allow the user to proceed
until the action is complete. Modals may be used for
confirmations, warnings, or to gather inputs or data.

Modals can be frustrating for users, but when designed


well, using expected user patterns, this element can
be beneficial, ensuring that users engage with critical
information or decisions.

If you are unsure whether a modal is the right choice for


your digital product, ask yourself this question: Is user

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116 CH. 06 – ALERT PATTERNS

interaction required to proceed? If so, a modal may be


the right solution.

What Modals Are Used For

1 Block interaction until closed: Modals display content on top of an overlay,


preventing interaction with the main page until the user closes the modal
or completes a required action.

2 Triggered by specific workflows: Modals are commonly used for tasks like
adding or deleting users, sharing content, or entering data, providing users
with focused interaction.

3 Binary choices and confirmations: Most modals present a binary choice,


asking users to either confirm or cancel an action, such as deleting an item
or confirming a submission.

4 Complex data entry tasks: Some modals support more detailed inputs, such
as creating content or filling out forms, allowing users to complete actions
without navigating away from the current page.

Best Practices for Modal Design

FOCUS ON CONTENT AND COPY: Modal content should


be concise, clear, and actionable. If a user doesn’t know
what to do at a glance, you should rethink microcopy.

USE THEM SPARINGLY: Save usage for critical interactions


that cannot be completed without user action.

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117 CH. 06 – ALERT PATTERNS

PROVIDE A CLEAR BUTTON: Buttons should be easily


identifiable and include a descriptive label.

ADD A HELP OPTION: If a modal involves a complex


decision, offer help with tooltips, links, or collapsible
sections.

TAKE CARE WITH TIMING: Present modals at the right


time within the workflow and only when the user action
determines it is necessary.

SIMPLIFY MANAGEMENT: Users should be able to


dismiss modals by clicking outside the modal or with a
close button unless the action is critical.

BLOCK BACKGROUND CONTENT: Prevent users from


interacting with anything else until the modal action is
confirmed or closed. This ensures that the user understands
content in the modal is a priority.

What Interactions to Use with Modals

The same best practices you use for popups apply to


modals. These commonly accepted user patterns are
understandable for most users, helping to ensure a suc-
cessful engagement with your digital product or design.

ACTION: Use a modal that disables the background to prevent other


actions. The user acts to proceed.

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118 CH. 06 – ALERT PATTERNS

FEEDBACK: Use a modal to request user input, such as asking for


missing information or user authentication.

FEEDBACK: Use a modal to confirm required user attention with a short


description of the issue and an action to resolve it.

CONTENT MANAGEMENT: Use a modal to confirm acknowledgment


of system updates, disclosures, or information such as cookie or privacy
policies.

How to Create a Modal

A modal is a great way to gather input or display critical


information without navigating away from the current
page. Follow these steps to design a modal in UXPin:

1 Design the Modal Structure:

• Start by adding a Rectangle from Quick Tools → Shapes to serve as the


modal’s background. Ensure it’s appropriately sized and centered on the
screen.

• Inside this rectangle, add elements such as text fields, buttons, or images
for the modal content.

• Customize properties like colors, borders, and shadows in the Properties


Panel to make the modal visually distinct.

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119 CH. 06 – ALERT PATTERNS

2 Create a Dimmed Background:

• Add another Rectangle behind the modal, covering the entire screen,
and set its color to semi-transparent. This creates a dimmed effect that
draws focus to the modal.

3 Group the Elements:

• Select all elements that make up the modal (background, content, etc.)
and group them together for easier management.

4 Set Up Interactions:

• With the group selected, go to the Interactions Panel to define how the
modal will appear and disappear.

• Choose a trigger action, like clicking a button or submitting a form, to


show the modal.

• For closing actions, add interactions to hide the modal. This could be
triggered by clicking a close button within the modal, clicking outside the
modal area, or pressing the Escape key.

TIP: To enhance the experience, you can add fade-in or slide effects
using the Interactions Panel to make the modal transitions smoother and
more engaging.

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120 CH. 06 – ALERT PATTERNS

FYI

ACTION

PATTERN 4: SNACKBARS

A snackbar is a small, often temporary notification at


the bottom or top of the screen that contains important
information. Most commonly found in mobile apps, they
include non-intrusive messages or updates. You will likely
see and use snackbar alerts in desktop products as well.

Unlike some of the other alert patterns in this chapter,


snackbars break out of the user flow to provide information,
but don’t generally require immediate attention.

The most common example of a snackbar is the “Undo”


action after deleting an email. Often available as an
action on email or desktop, the small alert user pattern
appears and lasts for a few seconds, and if the user does
not engage, it goes away on its own. Unlike a modal alert,
snackbars do not require user engagement.

The primary purpose of a snackbar alert is to provide


brief feedback on user interaction. The design is often
nonintrusive and small. It doesn’t include a lot of color
or buttons, and often, the most desired action happens
without user engagement.

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121 CH. 06 – ALERT PATTERNS

Finally, a snackbar can be used to notify users of success,


error, or progress updates without requiring immediate
engagement.

What a Snackbar is Used For

1 Undo actions: The most common use for a snackbar is to provide feedback
for an action that allows for quick, undoable interactions, such as undoing
a delete or resetting a change.

2 Task completion notifications: Snackbars are effective for notifying users


of successful actions, such as saving a document, submitting a form, or
uploading a file, helping prevent duplicate entries and providing instant
feedback.

3 Minor error and warning alerts: Snackbars can indicate minor errors or
issues that don’t require immediate attention, such as failed 2FA attempts
or temporary system warnings, offering a low-interruption way to keep users
informed without using modals or popups.

Best Practices for Snackbar Design

KEEP IT BRIEF: These alerts are small, and messaging


should be as succinct as possible and direct.

USE AS AN INFORMATIONAL TOOL: Snackbars should


not require user attention to proceed.

AUTO-CLOSE: Snackbars should automatically disappear


after 3 to 5 seconds; maybe a little longer for an undoable
action.

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122 CH. 06 – ALERT PATTERNS

USE A STANDARD, NON-BLOCKING LOCATION:


Place the snackbar in a consistent location throughout
the design, typically at the bottom (material design) or
top. Make sure the snack bar doesn’t obscure critical UI
elements.

USE COLOR FOR ADDITIONAL INFORMATION: Colors


can enhance comprehension: Green or blue for success,
red for error or failure, yellow or orange for warnings.

INCLUDE A LINK, IF NEEDED: If the snackbar involves


an action, such as undo, make the action link clear and
accessible, such as using a button or a text link that
includes bold and underlined text.

What Interactions to Use with


Snackbars

Snackbar interactions are pretty simple, with a choice


to do something or ignore the user interface element
altogether.

ACTION: A snackbar appears on the screen with a short message based


on the user’s actions and disappears after a few seconds.

ACTION: The snackbar appears with an ask for optional user


engagement and disappears automatically with no engagement.

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123 CH. 06 – ALERT PATTERNS

FEEDBACK: The user can click for a single action, such as “Undo.”

CONTENT MANAGEMENT: Show a notification, confirmation, or update


that does not require engagement.

How to Create a Snackbar

Snackbars are great for providing brief, unobtrusive feed-


back to users. Here’s how to create one in UXPin:

1 Design the Snackbar:

• Add a Rectangle from Quick Tools → Shapes to serve as the background


for the snackbar.

• Insert Text for the message and adjust the font properties (size, color, etc.)
using the Properties Panel on the right.

• If you want to include an icon, use UXPin’s Icon library from Quick Tools or
upload your own. Position the icon next to the text, adjusting alignment
and spacing for balance.

• Group the Rectangle, Text, and Icon for easier handling as a single unit.

2 Set Up Interactions:

• Select the grouped snackbar and open the Interactions Panel.

• Set a Trigger (e.g., button click or form submission) to show the snackbar.

• Add a Show action to make the snackbar appear, and then set a second

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124 CH. 06 – ALERT PATTERNS

interaction for the snackbar to disappear after a delay (e.g., 3 seconds) by


adding a Hide action.

3 Speed things up with AI:

• Open the AI Component Creator from the Quick Tools panel.

• Enter a prompt like: “Create a Material-UI snackbar that displays a


message at the bottom of the screen when triggered, with customizable
colors, text, and an automatic hide after 3 seconds.”

• The AI will generate a basic snackbar component. Once on the canvas,


customize it using the Properties Panel. Adjust the message text, colors,
and position to suit your design.

• Set up interactions: choose a trigger (like a button click) to display the


snackbar, and add a Hide action with a delay to automatically dismiss the
snackbar after a few seconds.

• Test the snackbar in Preview Mode to ensure it functions as expected.

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OUTRO

07
126 CH. 07 – OUTRO

As we conclude our exploration of interaction design


patterns, it’s clear that these frameworks serve as essential
tools for crafting functional and engaging user experi-
ences. Moreover, we hope you’ve seen beyond what you
can create and how creating in this manner could create
efficiencies and better workflows for your team.

Throughout this eBook, we’ve delved into various categories


of interaction design, each with a set of best practices.
Understanding these patterns empowers you to create
intuitive interfaces that enhance usability and drive user
satisfaction.

1 USER INPUT PATTERNS: How to streamline form fields, rating systems, and
buttons to optimize user engagement.

2 DATA DISPLAY PATTERNS: Techniques for effectively visualizing information


through tables, charts, and lists, ensuring users can easily interpret complex
data.

3 PROGRESS TRACKING PATTERNS: Methods like wizards and progress


indicators that guide users through processes, reducing friction and improving
completion rates.

4 NAVIGATION PATTERNS: Strategies to help users effortlessly navigate your


applications using icons, breadcrumbs, and well-structured app bars.

5 ACCOUNT MANAGEMENT PATTERNS: Approaches for managing permissions


and hiding sensitive information, ensuring users have the right access without
feeling overwhelmed.

6 ALERT PATTERNS: Best practices for error messages, modals, and snackbars
that keep users informed without disrupting their workflows.

07 –
UXPIN.COM
CH. – SCALE YOUR DESIGN OPERATIONS
127 CH. 07 – OUTRO

By implementing these interaction design patterns, you


can cultivate a more user-centric approach to product
design. Consistency and familiarity enhance usability and
reduce the learning curve for users, leading to increased
productivity and satisfaction.

07 –
UXPIN.COM
CH. – SCALE YOUR DESIGN OPERATIONS
Scale your
Design Operations
Bring designers and developers together. Use a single source
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