40.1 Dashboard
Dashboard 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 Dashboard.
- 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 Dashboard to a course website and explain the decision you made.
- Apply Dashboard to a online store and explain the decision you made.
- Apply Dashboard to a banking app and explain the decision you made.
- Apply Dashboard to a school portal and explain the decision you made.
- Apply Dashboard to a clinic booking system and explain the decision you made.
- Apply Dashboard to a dashboard and explain the decision you made.
- Apply Dashboard to a restaurant site and explain the decision you made.
- Apply Dashboard to a mobile app and explain the decision you made.
- Apply Dashboard to a creator site and explain the decision you made.
- Apply Dashboard to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Dashboard.
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 Dashboard plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Dashboard using a different product, screen, component, or content set. Explain what changed and why.
40.2 Navigation
Navigation 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 Navigation.
- 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 Navigation to a course website and explain the decision you made.
- Apply Navigation to a online store and explain the decision you made.
- Apply Navigation to a banking app and explain the decision you made.
- Apply Navigation to a school portal and explain the decision you made.
- Apply Navigation to a clinic booking system and explain the decision you made.
- Apply Navigation to a dashboard and explain the decision you made.
- Apply Navigation to a restaurant site and explain the decision you made.
- Apply Navigation to a mobile app and explain the decision you made.
- Apply Navigation to a creator site and explain the decision you made.
- Apply Navigation to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Navigation.
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 Navigation plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Navigation using a different product, screen, component, or content set. Explain what changed and why.
40.3 Tables
Tables 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 Tables.
- 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 Tables to a course website and explain the decision you made.
- Apply Tables to a online store and explain the decision you made.
- Apply Tables to a banking app and explain the decision you made.
- Apply Tables to a school portal and explain the decision you made.
- Apply Tables to a clinic booking system and explain the decision you made.
- Apply Tables to a dashboard and explain the decision you made.
- Apply Tables to a restaurant site and explain the decision you made.
- Apply Tables to a mobile app and explain the decision you made.
- Apply Tables to a creator site and explain the decision you made.
- Apply Tables to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Tables.
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 Tables plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Tables using a different product, screen, component, or content set. Explain what changed and why.
40.4 Settings
Settings 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 Settings.
- 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 Settings to a course website and explain the decision you made.
- Apply Settings to a online store and explain the decision you made.
- Apply Settings to a banking app and explain the decision you made.
- Apply Settings to a school portal and explain the decision you made.
- Apply Settings to a clinic booking system and explain the decision you made.
- Apply Settings to a dashboard and explain the decision you made.
- Apply Settings to a restaurant site and explain the decision you made.
- Apply Settings to a mobile app and explain the decision you made.
- Apply Settings to a creator site and explain the decision you made.
- Apply Settings to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Settings.
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 Settings plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Settings using a different product, screen, component, or content set. Explain what changed and why.
40.5 Admin UX
Admin UX 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 Admin UX.
- 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 Admin UX to a course website and explain the decision you made.
- Apply Admin UX to a online store and explain the decision you made.
- Apply Admin UX to a banking app and explain the decision you made.
- Apply Admin UX to a school portal and explain the decision you made.
- Apply Admin UX to a clinic booking system and explain the decision you made.
- Apply Admin UX to a dashboard and explain the decision you made.
- Apply Admin UX to a restaurant site and explain the decision you made.
- Apply Admin UX to a mobile app and explain the decision you made.
- Apply Admin UX to a creator site and explain the decision you made.
- Apply Admin UX to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Admin UX.
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 Admin UX plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Admin UX using a different product, screen, component, or content set. Explain what changed and why.
Chapter 40 review — 10 questions and answers
1. What is the main purpose of Dashboard?
Answer: Dashboard 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 Dashboard?
Answer: Treating Dashboard as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
3. What is the main purpose of Navigation?
Answer: Navigation 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 Navigation?
Answer: Treating Navigation as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
5. What is the main purpose of Tables?
Answer: Tables 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 Tables?
Answer: Treating Tables as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
7. What is the main purpose of Settings?
Answer: Settings 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 Settings?
Answer: Treating Settings as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
9. What is the main purpose of Admin UX?
Answer: Admin UX 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 Admin UX?
Answer: Treating Admin UX as a visual preference instead of connecting it to a user need, constraint, or testable outcome.