<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Ux on Give 'n' Go</title><link>https://give-n-go.co/tags/ux/</link><description>Recent content in Ux on Give 'n' Go</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 10 Feb 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://give-n-go.co/tags/ux/index.xml" rel="self" type="application/rss+xml"/><item><title>Motion That Looks Good but Reads Badly</title><link>https://give-n-go.co/notes/motion-that-looks-good-but-reads-badly/</link><pubDate>Mon, 10 Feb 2025 00:00:00 +0000</pubDate><guid>https://give-n-go.co/notes/motion-that-looks-good-but-reads-badly/</guid><description>&lt;p>There is a category of animation that earns applause on social media and headaches in production. It looks impressive in isolation: elastic bounces, dramatic page transitions, parallax layers sliding in different directions at different speeds. But put it in a real interface where someone is trying to complete a task, and the same motion becomes noise. The user&amp;rsquo;s attention, instead of being guided, is scattered.&lt;/p>
&lt;p>After curating hundreds of visual experiments and watching how people interact with motion-heavy interfaces, a few patterns consistently mark the line between motion that communicates and motion that confuses.&lt;/p></description></item><item><title>Micro-Interactions</title><link>https://give-n-go.co/collections/micro-interactions/</link><pubDate>Sun, 10 Mar 2024 00:00:00 +0000</pubDate><guid>https://give-n-go.co/collections/micro-interactions/</guid><description>&lt;h2 id="the-details-that-matter">The Details That Matter&lt;/h2>
&lt;p>Micro-interactions are the smallest unit of interactive design. A button that subtly shifts color on hover. A toggle that animates between states rather than snapping. A notification that slides into view with a slight spring. These details are invisible when done well and painfully obvious when missing.&lt;/p>
&lt;p>This collection gathers browser-native micro-interactions that demonstrate restraint, timing, and purpose. The best examples here add information or feedback through motion rather than just adding motion for its own sake.&lt;/p></description></item><item><title>Navigation</title><link>https://give-n-go.co/collections/navigation/</link><pubDate>Sun, 10 Sep 2023 00:00:00 +0000</pubDate><guid>https://give-n-go.co/collections/navigation/</guid><description>&lt;h2 id="navigation-as-structural-design">Navigation as Structural Design&lt;/h2>
&lt;p>Navigation is the most structurally consequential UI element on any page. It determines how people discover content, how search engines understand hierarchy, and how the entire page layout responds to interaction. Getting navigation wrong cascades into every other design decision.&lt;/p>
&lt;p>The pieces in this collection explore navigation not as a solved problem but as a design space with real trade-offs. Hamburger menus save space but hide structure. Mega-menus expose depth but overwhelm on touch devices. Tab systems work beautifully for flat hierarchies but collapse under deep nesting.&lt;/p></description></item><item><title>Loaders</title><link>https://give-n-go.co/collections/loaders/</link><pubDate>Sun, 20 Aug 2023 00:00:00 +0000</pubDate><guid>https://give-n-go.co/collections/loaders/</guid><description>&lt;h2 id="the-craft-of-waiting-well">The Craft of Waiting Well&lt;/h2>
&lt;p>Loading indicators are one of the few UI elements that users stare at directly. That makes them disproportionately important to perceived performance. A smooth, well-timed loader communicates progress and competence. A janky or generic one communicates neglect.&lt;/p>
&lt;p>The best loaders in this collection share a few qualities: they start instantly, they animate smoothly without layout recalculation, and they feel like they belong to the interface around them rather than being dropped in from a component library.&lt;/p></description></item></channel></rss>