Microcopy is macro important.
#microcopy #ui #ux #design
@elvarsupply.bsky.social
Framer power user building scroll-stopping components. Helping you ship polished sites, faster. New tools dropping weekly.
Microcopy is macro important.
#microcopy #ui #ux #design
Good UX is like a joke.
If you have to explain it, itβs not working
#ux #ui #design #designhumor
Great design is as much about what you avoid as what you create.
Spot these habits early, call them out, and build better.
Got one to add? Drop it below π
7. Skipping research because βwe already knowβ
You probably donβt... even if youβve built 10 similar things, this audience, this context, and this moment are different.
5 real conversations with users can change your roadmap.
Research isnβt a delay, itβs insurance.
6. Designing for the ideal user, not the real one
Your perfect user doesnβt exist.
The real ones have context, bad habits, and distractions.
Donβt assume:
β’ They read every word
β’ They understand your logic
β’ They behave βlogicallyβ
Design for how people actually act.
5. Using lorem ipsum and wondering why it feels off
Designing with fake content = fake decisions
Real copy exposes real problems:
β’ Is this CTA clear?
β’ Is this headline too long?
β’ Does this layout hold up with dynamic data?
Design with real content as soon as possible.
4. Ignoring accessibility until launch day
You canβt bolt on accessibility at the end.
Itβs not a βnice to haveβ, itβs foundational.
Color contrast, keyboard nav, alt text, screen reader supportβ¦
You bake these in early, or you pay for it later, in rebuilds or worse.
3. Choosing aesthetics over usability
Cool visuals β good UX
aand your users arenβt here for your Dribbble portfolio
If a gorgeous UI confuses users, itβs a bad UI
Make it usable first, then make it beautiful β¨
2. Designing solutions before understanding the problem
Itβs tempting to jump straight into wireframes, but if you donβt understand why something needs to exist, youβll just be polishing a guess.
Start with:
β’ What pain are we solving?
β’ For who?
β’ In what context?
1. Asking for feedback without saying what you want
Vague asks = vague answers.
If you ask, βthoughts?β, donβt be surprised when people nitpick colors or spacing.
Be specific:
β’ βDoes this flow make sense?β
β’ βWhere do you drop off as a user?β
7 deadly sins of product design I still see way too often:
Even with the best tools and intentions, these mistakes sneak in, and they can kill good products
Hereβs what to avoid (and how to fix it):
π§΅π
UX isnβt just about knowing best practices.
Itβs about learning the real stuff no one writes in the docs
Dop your own hard-learned lesson below π
8. β Accessibility isnβt optional, itβs expensive to ignore
You can skip it nowβ¦
But youβll pay for it in audits, rebuilds, lost users, and legal risk..
Build accessibly from day one
Itβs not just ethical, itβs strategic.
7. β Explaining your design is as important as designing it
You canβt just do the work, you have to sell the thinking behind it.
Explain your choices clearly:
- Why you structured it this way
- Why you removed that step
- Why this solution fits the user flow
6. β Launch speed > pixel perfection (almost every time)
Youβre polishing a button
Meanwhile, the real issue is: the feature isnβt live
Get it in usersβ hands, then learn & iterate
Done and tested beats βalmost perfect but unpublishedβ every time.
5. β Decision fatigue is the real enemy, not lack of creativity
Often when you feel stuck, youβre not out of ideas.
Youβre overloaded.
Too many options = frozen brain π₯Ά
Start with constraints, default to clarity then strip it down
Simplicity isnβt boring, itβs focused
4. β Design systems donβt solve people problems
They solve consistency.
They donβt fix bad feedback loops, unclear ownership, or team drama though
If youβre hoping a design system will align your team, it wonβt!
Thatβs a communication issue, not a component one.
3. β Good products feel inevitable, not innovative
The best UX isnβt flashy. Itβs obvious.
Not because itβs boring, but because it solves the problem so well, users donβt question (or see) it.
Innovation isnβt about surprise, itβs about clarity.
2. β Users lie about what they want, but their behavior never does
Feedback is helpful.
But actions are truth.
Theyβll say they want Xβ¦ and never click it.
Watch heatmaps, observe drop-offs, track time-on-task...
Design for what people do, not what they say.
1. β Every stakeholder has a hidden βmust-haveβ
Theyβll say, βIβm flexible.β
Theyβre not.
Thereβs always that one thing they care about more than they admit.
Find it early, or youβll redesign late.
Ask better questions, dig for what they really want.
π£ UX advice no one gave me, but I had to learn the hard way:
Some things you only learn after shipping painful versions, reworking failed flows, and sitting through brutal feedback.
Here are 8 hard-won UX truths I wish someone had told me earlier π§΅π
Forget about it. Itβs like a superpower for getting ideas out of my head and into the world. The speed at which you can go from "what if?" to "holy crap, it works!" is just insane. This isn't just about building websites; it's about making ideas tangible, instantly. π
11.06.2025 07:27 β π 0 π 0 π¬ 0 π 0Been deep in Framer lately, and man, it's just pure joy. The way you can just feel the design coming to life, iterating at light speed... it's just addictive. And then when you bolt on something like bolt for those quick dev tweaks?
11.06.2025 07:27 β π 0 π 0 π¬ 1 π 0Building in public is cool until you have to publicly admit you spent all morning fixing a typo.. My entire day yesterday was derailed by a bug that turned out to be a single misplaced comma in a config file. A COMMA π€
#code #dev #help
The no-stakes, no-pressure playground. The second you remove the need for it to be "good" is the second you actually start making something good. Funny how that works π
10.06.2025 14:34 β π 0 π 0 π¬ 0 π 0My best design ideas almost never come from a structured brainstorm. They come from the "I'm just messing around and this is definitely getting deleted" file.
10.06.2025 14:34 β π 0 π 0 π¬ 1 π 0The dark side of low-code
The thing nobody talks about with low-code is the integration tax..
You spend 1h building something amazing in one tool, then the next 2d trying to make it talk to another tool. Webhooks, APIs, a Zapier bill that makes you want to cry.
#lowcode
I swear 50% of being a designer is just a brutal, endless war against your own disorganization π©
09.06.2025 17:59 β π 0 π 0 π¬ 0 π 0My design folder is a legit cry for help right now.. π
Just found a file named 'final_v2_for_real_USE_THIS' and honestly? It's not even the final one.
And don't even get me started on my layer names
#ux #ui #design #framer
AI canβt replace designers.
But #AI can replace your bad habits:
β Starting from scratch
β Ignoring structure
β Avoiding feedback
Let the robot help you finish, not define.
#ui #design #ux