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UI design for beginners: interface basics in 5 steps
UI design basics from scratch: components, screen hierarchy, spacing, button and field states, contrast. Five steps and an exercise you can do in Figma today.
- Which parts every interface is made of
- How to make the main thing on a screen stand out
- Which button and field states you can't skip
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Five steps to your first tidy screens
- 1
Step 1
Learn to see components
- 2
Step 2
Build a hierarchy: one main action per screen
- 3
Step 3
Spacing and grid: tidiness without color
- 4
Step 4
Design states, not just a “pretty picture”
- 5
Step 5
Check accessibility and do the exercise
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This guide is for you if you are
Making your first screens
You opened Figma, drew buttons and cards, but can't see why it looks less tidy than real apps.
Coming from graphic design
You know composition and color; now you have to think about taps, errors and states.
Learning UX and want stronger UI
You can think through a flow, but the visual side is holding your projects back.
In short
- An interface is made of repeating parts: buttons, fields, cards, navigation. First learn to spot them in other people's apps.
- Each screen should have one main action. Every other button is clearly quieter.
- Spacing from one system and grouping by proximity make a screen tidy before any color.
- A button or a field is not one picture but a set of states: default, pressed, disabled, error.
- Contrast, tap target size and field labels are part of UI, not something to “fix later”.
Five steps to your first tidy screens
- 1
Step 1
Learn to see components
UI (user interface) is everything a person sees and touches in a product: text, buttons, fields, icons, navigation. Almost every screen is built from a limited set of repeating parts called components. Open three apps you use daily (a bank, a messenger, food delivery), take two or three screenshots of each and label everything that repeats:
- buttons: primary, secondary, text button;
- input fields, switches, checkboxes, dropdowns;
- cards and list rows;
- navigation: a bottom tab bar, a top bar with a title, a Back button.
💡 Notice that the same things look the same everywhere. That's Jakob Nielsen's usability heuristic “Consistency and standards”: people shouldn't have to wonder whether different words or buttons mean the same thing.
- 2
Step 2
Build a hierarchy: one main action per screen
Visual hierarchy leads the eye from the most important to the least. According to Nielsen Norman Group, it's created with three tools: color and contrast, scale, and grouping. For an app screen this means a simple rule: decide which one action people take most often here and make its button the most noticeable. Every other action is a secondary button or a text link.
- the screen title is the largest text; captions and helper text are the smallest;
- the accent color is only for the main action and active states, not decoration;
- don't make destructive actions (delete, cancel a subscription) the primary button, and don't mark them with red alone;
- only a few text sizes: each new size should mean something in the hierarchy, not appear at random.
💡 The squint test NN/g describes: squint or blur the screenshot. If the main action is still the first thing you notice, the hierarchy works.
Show your first screens
Fresh eyes will spot a button that gets lost or a field without a label in a minute. People share layouts and get feedback in the community. It's free to join.
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- 3
Step 3
Spacing and grid: tidiness without color
A screen is often broken not with colors but with random spacing: 13 px here, 17 px there. Pick a base unit, such as 8 px, and make every spacing value a multiple of it (4 px for small gaps). Group by proximity: things that belong together sit closer, separate groups sit further apart. Then the structure shows even in a black-and-white layout.
- the same side margins across the whole screen;
- more space between groups than inside a group;
- alignment to shared lines, not by eye;
- in Figma, auto layout keeps the gaps between items once you've set them.
- 4
Step 4
Design states, not just a “pretty picture”
A finished mockup shows one moment, but an interface lives in many situations. Nielsen's first heuristic is visibility of system status: people should always understand what's going on. So every component is a set of states:
- button: default, hover (on desktop), pressed, disabled, keyboard focus, loading;
- field: empty, focused, filled, error. Put the label above the field, not inside it: NN/g explains that placeholder text disappears as people type, which makes it harder to check what they've entered;
- an error message is specific and next to the field, marked not only by color but also by text or an icon;
- screen: loading (for example, a skeleton: gray placeholders in place of content), empty state, network error.
💡 An empty state isn't emptiness. NN/g recommends using it to explain what will appear here and to offer a button for the first action.
Does your screen look “somehow off”? Show it to the community → - 5
Step 5
Check accessibility and do the exercise
A few numbers from the WCAG 2.2 accessibility standard are worth knowing by heart: regular text needs a contrast ratio of at least 4.5:1 against its background, large text 3:1; field borders, icons and other essential UI parts also need at least 3:1 against adjacent colors. The minimum tap target is 24 by 24 CSS pixels, and main buttons are better larger. Now an exercise for tonight:
- draw a sign-in or sign-up screen for an imaginary app in Figma;
- turn the button and the field into components with all the states from step 4;
- add an error screen (wrong password) and a loading screen;
- check contrast with a plugin or an online checker and fix whatever fails.
💡 Show the result in the community and ask a specific question: “What do you notice first on this screen?” The answer tells you right away whether your hierarchy works.
You're not alone with these questions
We counted what people ask about most in our community. Learning, portfolios and Figma are the top three.
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How is UI design different from UX design?
UX is about how a person reaches a goal: which steps they take, where they get confused, what they need. UI is about how it looks and behaves on screen: components, hierarchy, states, colors. In practice they're done together; the overall plan for getting into the profession is in [How to become a UI/UX designer from scratch](/en/guides/start-ui-ux).
Which tool should I learn UI design in?
Usually Figma: it has components with variants for states, auto layout and prototypes, and you can start on the free plan. The principles in this guide work in other editors too, such as Penpot, so you can switch tools without starting over. Where to start in the tool itself is covered in [Figma for beginners](/en/guides/figma-for-beginners).
Do I need “artistic taste” to do UI?
Less than it seems. A tidy interface mostly rests on a system: consistent spacing, a limited number of text sizes and colors, consistent components. Taste grows when you look at a lot of good interfaces and get feedback on your own.
Can I use other people's UI kits and design systems?
For learning, yes: taking apart how open design systems are built is very useful. But in your portfolio show work where you made the decisions, and always say if you used someone else's kit. A good exercise is to build your own small kit of buttons, fields and cards modeled on an open system, then design a few screens with it.
Is the Spaceberry community paid?
No, Spaceberry Community is free. It's run by Spaceberry Foundation, a non-profit organization. All you need to join is a Telegram account. In the chat you can ask questions, share your work for feedback and take part in design games: the same brief for everyone, a deadline and a community vote. Conversations are in Ukrainian.
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Join 1,504 designers who learn, share their work and play design games. Show your screen and find out what to improve. The community talks in Ukrainian.
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Updated · Spaceberry Foundation
Sources:
- Nielsen Norman Group — 10 Usability Heuristics for User Interface Design
- Nielsen Norman Group — Visual Hierarchy in UX: Definition
- Nielsen Norman Group — Placeholders in Form Fields Are Harmful
- Nielsen Norman Group — Designing Empty States in Complex Applications
- Nielsen Norman Group — Skeleton Screens 101
- W3C — Understanding WCAG 2.2: Contrast (Minimum)
- W3C — Understanding WCAG 2.2: Non-text Contrast
- W3C — Understanding WCAG 2.2: Target Size (Minimum)