32.1 Empty State
Empty State is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Empty State.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Empty State to a course website and explain the decision you made.
- Apply Empty State to a online store and explain the decision you made.
- Apply Empty State to a banking app and explain the decision you made.
- Apply Empty State to a school portal and explain the decision you made.
- Apply Empty State to a clinic booking system and explain the decision you made.
- Apply Empty State to a dashboard and explain the decision you made.
- Apply Empty State to a restaurant site and explain the decision you made.
- Apply Empty State to a mobile app and explain the decision you made.
- Apply Empty State to a creator site and explain the decision you made.
- Apply Empty State to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Empty State.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Empty State plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Empty State using a different product, screen, component, or content set. Explain what changed and why.
32.2 Loading
Loading is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Loading.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Loading to a course website and explain the decision you made.
- Apply Loading to a online store and explain the decision you made.
- Apply Loading to a banking app and explain the decision you made.
- Apply Loading to a school portal and explain the decision you made.
- Apply Loading to a clinic booking system and explain the decision you made.
- Apply Loading to a dashboard and explain the decision you made.
- Apply Loading to a restaurant site and explain the decision you made.
- Apply Loading to a mobile app and explain the decision you made.
- Apply Loading to a creator site and explain the decision you made.
- Apply Loading to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Loading.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Loading plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Loading using a different product, screen, component, or content set. Explain what changed and why.
32.3 Skeletons
Skeletons is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Skeletons.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Skeletons to a course website and explain the decision you made.
- Apply Skeletons to a online store and explain the decision you made.
- Apply Skeletons to a banking app and explain the decision you made.
- Apply Skeletons to a school portal and explain the decision you made.
- Apply Skeletons to a clinic booking system and explain the decision you made.
- Apply Skeletons to a dashboard and explain the decision you made.
- Apply Skeletons to a restaurant site and explain the decision you made.
- Apply Skeletons to a mobile app and explain the decision you made.
- Apply Skeletons to a creator site and explain the decision you made.
- Apply Skeletons to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Skeletons.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Skeletons plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Skeletons using a different product, screen, component, or content set. Explain what changed and why.
32.4 Errors
Errors is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Errors.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Errors to a course website and explain the decision you made.
- Apply Errors to a online store and explain the decision you made.
- Apply Errors to a banking app and explain the decision you made.
- Apply Errors to a school portal and explain the decision you made.
- Apply Errors to a clinic booking system and explain the decision you made.
- Apply Errors to a dashboard and explain the decision you made.
- Apply Errors to a restaurant site and explain the decision you made.
- Apply Errors to a mobile app and explain the decision you made.
- Apply Errors to a creator site and explain the decision you made.
- Apply Errors to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Errors.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Errors plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Errors using a different product, screen, component, or content set. Explain what changed and why.
32.5 Recovery
Recovery is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Recovery.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Recovery to a course website and explain the decision you made.
- Apply Recovery to a online store and explain the decision you made.
- Apply Recovery to a banking app and explain the decision you made.
- Apply Recovery to a school portal and explain the decision you made.
- Apply Recovery to a clinic booking system and explain the decision you made.
- Apply Recovery to a dashboard and explain the decision you made.
- Apply Recovery to a restaurant site and explain the decision you made.
- Apply Recovery to a mobile app and explain the decision you made.
- Apply Recovery to a creator site and explain the decision you made.
- Apply Recovery to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Recovery.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Recovery plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Recovery using a different product, screen, component, or content set. Explain what changed and why.
Chapter 32 review — 10 questions and answers
1. What is the main purpose of Empty State?
Answer: Empty State is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
2. What is a common mistake with Empty State?
Answer: Treating Empty State as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
3. What is the main purpose of Loading?
Answer: Loading is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
4. What is a common mistake with Loading?
Answer: Treating Loading as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
5. What is the main purpose of Skeletons?
Answer: Skeletons is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
6. What is a common mistake with Skeletons?
Answer: Treating Skeletons as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
7. What is the main purpose of Errors?
Answer: Errors is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
8. What is a common mistake with Errors?
Answer: Treating Errors as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
9. What is the main purpose of Recovery?
Answer: Recovery is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
10. What is a common mistake with Recovery?
Answer: Treating Recovery as a visual preference instead of connecting it to a user need, constraint, or testable outcome.