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UI-UX Design Tool-independent • Chapter 32

Empty Loading and Error States

Every topic includes a plain-language explanation, exact steps, 10 practical examples, a hands-on example, expected output, common mistake, and practice task.

5 topics50 examples5 hands-on tasks10 Q&A
Practical course

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

  1. Define the user problem connected to Empty State.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Empty State to a course website and explain the decision you made.
  2. Apply Empty State to a online store and explain the decision you made.
  3. Apply Empty State to a banking app and explain the decision you made.
  4. Apply Empty State to a school portal and explain the decision you made.
  5. Apply Empty State to a clinic booking system and explain the decision you made.
  6. Apply Empty State to a dashboard and explain the decision you made.
  7. Apply Empty State to a restaurant site and explain the decision you made.
  8. Apply Empty State to a mobile app and explain the decision you made.
  9. Apply Empty State to a creator site and explain the decision you made.
  10. 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.

Common mistake: Treating Empty State as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

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

  1. Define the user problem connected to Loading.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Loading to a course website and explain the decision you made.
  2. Apply Loading to a online store and explain the decision you made.
  3. Apply Loading to a banking app and explain the decision you made.
  4. Apply Loading to a school portal and explain the decision you made.
  5. Apply Loading to a clinic booking system and explain the decision you made.
  6. Apply Loading to a dashboard and explain the decision you made.
  7. Apply Loading to a restaurant site and explain the decision you made.
  8. Apply Loading to a mobile app and explain the decision you made.
  9. Apply Loading to a creator site and explain the decision you made.
  10. 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.

Common mistake: Treating Loading as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

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

  1. Define the user problem connected to Skeletons.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Skeletons to a course website and explain the decision you made.
  2. Apply Skeletons to a online store and explain the decision you made.
  3. Apply Skeletons to a banking app and explain the decision you made.
  4. Apply Skeletons to a school portal and explain the decision you made.
  5. Apply Skeletons to a clinic booking system and explain the decision you made.
  6. Apply Skeletons to a dashboard and explain the decision you made.
  7. Apply Skeletons to a restaurant site and explain the decision you made.
  8. Apply Skeletons to a mobile app and explain the decision you made.
  9. Apply Skeletons to a creator site and explain the decision you made.
  10. 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.

Common mistake: Treating Skeletons as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

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

  1. Define the user problem connected to Errors.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Errors to a course website and explain the decision you made.
  2. Apply Errors to a online store and explain the decision you made.
  3. Apply Errors to a banking app and explain the decision you made.
  4. Apply Errors to a school portal and explain the decision you made.
  5. Apply Errors to a clinic booking system and explain the decision you made.
  6. Apply Errors to a dashboard and explain the decision you made.
  7. Apply Errors to a restaurant site and explain the decision you made.
  8. Apply Errors to a mobile app and explain the decision you made.
  9. Apply Errors to a creator site and explain the decision you made.
  10. 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.

Common mistake: Treating Errors as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

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

  1. Define the user problem connected to Recovery.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Recovery to a course website and explain the decision you made.
  2. Apply Recovery to a online store and explain the decision you made.
  3. Apply Recovery to a banking app and explain the decision you made.
  4. Apply Recovery to a school portal and explain the decision you made.
  5. Apply Recovery to a clinic booking system and explain the decision you made.
  6. Apply Recovery to a dashboard and explain the decision you made.
  7. Apply Recovery to a restaurant site and explain the decision you made.
  8. Apply Recovery to a mobile app and explain the decision you made.
  9. Apply Recovery to a creator site and explain the decision you made.
  10. 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.

Common mistake: Treating Recovery as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

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.