Wording.

A dictionary of design language.

Design is increasingly AI-generated. If you can’t name what you’re seeing — the motion, the layout, the aesthetic — you can’t direct it, collaborate on it, or critique it. Wording collects the words that make design discussable: precise definitions, example usage, and notes with a point of view.

Motion

Words for how interfaces move.

7

Crossfade

A transition in which one element fades out while its replacement fades in, overlapping in time so the change reads as a swap rather than a removal and an arrival.

Example usage
Crossfade between the two album covers instead of cutting — the swap should feel continuous.
Editor’s note

The crossfade is the default transition for unrelated content — and a cop-out for related content. If the next state is spatially or structurally connected to the last one, a morph or a directional move explains the change; a crossfade just admits you didn’t model it.

Damping

The force that drains energy from a spring animation, controlling how quickly oscillation dies down and the element comes to rest.

Example usage
Increase the damping — the card shouldn’t wobble three times before it settles.
Editor’s note

Damping is the taste parameter of spring motion. Low damping is bouncy and toy-like; critical damping settles with no oscillation at all and reads as calm confidence. Most product UI wants to live just below critical — one subtle overshoot, then rest.

Duration

The length of time an animation takes from start to finish, typically measured in milliseconds.

Example usage
Keep hover feedback under 150ms — at 300ms the interface feels like it’s lagging behind the cursor.
Editor’s note

Duration should scale with distance and size: small elements moving short distances want 100–200ms, full-screen transitions can hold 300–400ms. Past half a second, motion stops feeling responsive and starts feeling like waiting. When in doubt, shorter.

Easing

A curve that controls how an animation accelerates and decelerates over time, rather than moving at a constant rate.

Example usage
Use ease-out for elements entering the screen — they should arrive quickly and settle softly.
Editor’s note

Linear motion looks mechanical. Almost every UI animation benefits from easing. The most common mistake is applying ease-in where ease-out is needed — elements should decelerate as they arrive, not accelerate.

Morph

A transition in which an element’s geometry transforms continuously into a new form, so the before and after read as the same object.

Example usage
The play button morphs into a pause button, so the control reads as one object with two states.
Editor’s note

Morphing earns its complexity when object permanence matters — the user should believe the card became the detail view. If the two states share no real structure, a morph invents continuity that doesn’t exist; use a crossfade and let the change be a change.

Overshoot

The behavior of an animated element traveling slightly past its destination before settling back into place.

Example usage
Give the toggle a touch of overshoot so the knob feels like it has momentum.
Editor’s note

Overshoot implies mass. A trace of it makes an element feel like it moved under its own momentum; too much turns the interface into a cartoon. Reserve visible overshoot for playful or weighty elements — it’s the signature of a spring, and damping is how you keep it honest.

Spring

A physics-based animation model where an element overshoots its target and oscillates before settling, simulating the behavior of a physical spring.

Example usage
The sheet animates in with a spring — it overshoots slightly before snapping into place.
Editor’s note

Springs feel alive in a way that cubic-bezier curves don’t. But overdone springs read as playful or unstable. Tune stiffness and damping to match the weight of the element.

Layout

Words for how space is divided.

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Density

The amount of information presented per unit of screen space, set by type size, spacing, and how many elements share the view at once.

Example usage
A trading dashboard earns its density — traders want forty signals on screen, not four cards.
Editor’s note

Density is a contract with the user, not a failure of design. Power tools — terminals, spreadsheets, consoles — should be dense; onboarding should not. The mistake is uniformity: consumer airiness applied to expert tools, or expert density on a first-run screen. Density and whitespace are the same dial read from opposite ends.

Grid

An underlying system of columns, gutters, and margins that elements align to, turning individual layout decisions into a repeatable structure.

Example usage
The cards snap to a 12-column grid, so every breakpoint resolves without ad-hoc decisions.
Editor’s note

A grid is most visible when it’s broken — which is also its main expressive tool. Establish it strictly, then break it deliberately for emphasis. Layouts that almost align read as sloppier than layouts that never tried.

Hierarchy

The visual ranking of elements by importance, expressed through size, weight, color, and position, so the eye knows what to read first.

Example usage
The page has no hierarchy — the price, the title, and the disclaimer all carry the same visual weight.
Editor’s note

Hierarchy is subtractive: it exists only if most things are visually quiet. If everything is bold, nothing is. The fastest hierarchy fix is rarely making the important thing bigger — it’s making everything else smaller.

Masonry

A layout where items are arranged in columns of equal width but variable height, each item stacking directly below the shortest column — like brickwork.

Example usage
The image gallery uses a masonry layout so portrait and landscape photos coexist without cropping.
Editor’s note

Masonry works well for content with unpredictable aspect ratios. It breaks down for content that needs to be scanned in order — use a grid instead.

Shelf

A horizontally scrolling row of items inside a vertically scrolling page, presenting one category per row — the pattern popularized by streaming apps.

Example usage
Each genre gets a shelf, so the home screen surfaces ten categories without ten screens of scrolling.
Editor’s note

Shelves trade visibility for breadth: every category is present, but most items hide off-screen. They work when categories matter more than items. If users come looking for one specific thing, horizontal scrolling is friction — give them a grid and a filter.

Stack

A layout primitive that arranges children along a single axis — vertical or horizontal — with consistent spacing between them.

Example usage
Build the form as a vertical stack with 16px gaps instead of margining each field by hand.
Editor’s note

Stacks replace margin arithmetic with one spacing decision, which is why every modern design system is built on them. The discipline is keeping spacing on the container (gap), never on the children — the moment items carry their own margins, the system leaks.

Whitespace

The deliberately empty space between and around elements, used to group related things, separate unrelated ones, and give content room to be read.

Example usage
Double the whitespace around the testimonial so it reads as a moment, not a list item.
Editor’s note

Whitespace is structure, not absence. Proximity is the strongest grouping signal there is — stronger than borders or background colors — and whitespace is how you control it. Cramped layouts usually don’t need more decoration; they need fewer boxes and more space.

Typography

Words for how type is set.

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Kerning

The adjustment of space between a specific pair of letters to correct optical unevenness — distinct from tracking, which spaces all letters uniformly.

Example usage
Kern the ‘AV’ in the logotype — at display size the default gap reads as a hole.
Editor’s note

Kerning is a per-pair correction; tracking is a global setting — confusing the two is the most common typographic vocabulary mistake. In practice you only hand-kern at display sizes: body text relies on the font’s built-in kern tables, and font-kerning is on by default in every browser.

Leading

The vertical distance between lines of text, measured baseline to baseline — line-height, in CSS terms.

Example usage
Open up the leading on the intro paragraph — at 1.2 the lines feel stacked, not set.
Editor’s note

Pronounced “ledding,” after the strips of lead once placed between lines of metal type. Body text wants roughly 1.4–1.6× the type size; headlines want much less — large sizes accumulate vertical space, and loose leading makes a two-line headline fall apart into two separate thoughts.

Optical size

The adaptation of letterforms to the size they’ll be read at — sturdier shapes and looser spacing at small sizes, finer detail and tighter spacing at display sizes.

Example usage
The variable font applies optical size automatically, so captions stay legible and headlines stay sharp.
Editor’s note

Metal type had optical size by necessity — every size was cut separately — and digital type lost it by default. Variable fonts brought it back through the opsz axis. If your typeface has one, leave it on; captions set with display proportions are why small text sometimes looks spindly.

Tracking

The uniform spacing applied across a run of letters, opening or closing the overall texture of a word or line — letter-spacing, in CSS terms.

Example usage
Add tracking to the all-caps label — capitals need air that lowercase doesn’t.
Editor’s note

Two rules cover most cases: track caps and small caps open, because capitals were never designed to sit side by side; track large headlines slightly negative, because display sizes accumulate visual space. Tracking lowercase body text in either direction mostly damages the rhythm the typeface was designed with. Not to be confused with kerning, which adjusts individual pairs.

Weight contrast

Hierarchy created by pairing clearly different font weights — often at the same size — instead of changing the type size.

Example usage
Keep the row height fixed: the label is regular, the value is semibold — weight contrast does the work.
Editor’s note

Weight contrast is the quietest hierarchy tool: it ranks information without disturbing the layout the way size changes do. The trap is adjacent weights — regular against medium reads as a rendering error, not a decision. Skip at least one weight; contrast must be unmistakable to count as contrast.

Widow

A single word or very short line left alone at the end of a paragraph, visually disconnected from the rest of the text block.

Example usage
Rewrite the headline to avoid the widow — ‘your’ shouldn’t sit on its own line.
Editor’s note

Widows make copy feel unfinished. The fix is almost never CSS — rewrite the sentence until the line breaks fall where you want them. text-wrap: balance helps at the margins.

Color

Words for how color is measured.

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Contrast

The difference in luminance between two colors, usually text and its background — expressed as a ratio from 1:1 (identical) to 21:1 (black on white).

Example usage
That label gray fails contrast on the tinted card — 2.8:1 where body text needs 4.5:1.
Editor’s note

Contrast is the only word in this category with a pass/fail grade: WCAG asks 4.5:1 for body text and 3:1 for large type, and no amount of taste overrules it. The fashionable failure is the whisper-gray caption on a white card — elegant in a Dribbble shot, gone on a sunlit train. Luminance isn’t the only lever either; size and weight contrast can rescue a pair of colors that the ratio alone would condemn.

Hue

The attribute that places a color on the spectrum — red, orange, yellow, green, blue, violet — independent of how light or saturated it is.

Example usage
Keep the hue fixed across all five surface colors and vary only lightness — that’s what keeps the panels feeling like one material.
Editor’s note

Hue is what civilians mean by “color,” so using it precisely is the cheapest upgrade in design crit: “shift the hue toward green” names one dial, “make it more minty” spins three at once. Mind the tooling, though — HSL’s hue wheel is perceptually lumpy, so equal hue steps don’t look equal (OKLCH’s do). A palette survives almost any adjustment to saturation and lightness; move a hue and you’ve touched the brand.

Saturation

How far a color sits from neutral gray at the same lightness — its intensity, from fully muted to the most vivid version a display can show.

Example usage
Drop the saturation on the secondary buttons — they’re competing with the one action that should read as primary.
Editor’s note

Saturation is the loudness knob, and an interface is conversation, not concert: text, surfaces, and borders live near gray so the single saturated action can carry the hierarchy. Two cautions. Desaturated is not the same as quiet — a pale screen can still be cluttered. And on today’s wide-gamut displays, “fully saturated” is louder than it was on the sRGB monitor where your taste was calibrated.

3D

Words for how depth is faked.

3

Elevation

A surface’s implied height above the page, communicated by its shadow — the higher the surface, the larger, softer, and farther the shadow falls.

Example usage
Give the dropdown more elevation than the card it opens from — right now they read as the same layer.
Editor’s note

Elevation turns shadow into hierarchy along the z-axis: what floats above what, which layer owns the moment. Material Design’s real contribution was rationing it — fixed levels instead of a free shadow slider, one imagined light source for the whole interface. Two things break the illusion: decorative shadows under things that sit above nothing, and dark mode, where shadow has nothing darker to fall on and height must be restated as a lighter surface.

Isometric

A projection that draws three-dimensional objects without a vanishing point — the three axes equally foreshortened, parallel edges kept parallel, so nothing shrinks with distance.

Example usage
Do the onboarding illustrations in isometric so we can recombine the same blocks without redrawing any perspective.
Editor’s note

Isometric is depth for systems people: no horizon, no foreshortening to argue about, every tile composable on the same grid. That modularity is why strategy games built cities with it, and why every SaaS landing page eventually grew the same floating cutaway cubes. Reach for it when the content is genuinely spatial — architecture, hardware, a pipeline. As pure decoration it now reads as “we bought an illustration pack.”

Parallax

The depth cue in which nearer things move faster across the view than farther ones — in interfaces, layers scrolling at different rates to imply space behind the screen.

Example usage
The hero runs three parallax layers, and the foreground type moves just a few percent faster than the photograph.
Editor’s note

Parallax is the one depth cue you can feel through a scroll wheel, which is why marketing pages can’t leave it alone. At whisper volume — a background drifting slightly slower than the content — it reads as physical space. Bound tightly to scroll and turned up, it becomes scrolljacking, the genre where the page fights your thumb. True to this site’s own rule, this entry does not demonstrate it.

Aesthetics

Words for how design feels.

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Brutal

An aesthetic that exposes raw structure — system fonts, hard edges, unstyled controls, stark contrast — and refuses conventional polish on principle.

Example usage
The festival site goes brutal: black Times on white, default underlines, no rounded anything.
Editor’s note

Brutalism is a position, not an absence of skill — the difference between a brutal site and a broken one is total intentionality. It works for brands whose audience is in on the statement. As a default for product UI, it mostly punishes users for the designer’s taste.

Clinical

An aesthetic of deliberate neutrality: desaturated color, exact spacing, unadorned components, and copy stripped of personality.

Example usage
The compliance dashboard is intentionally clinical — users should trust the numbers, not enjoy the interface.
Editor’s note

Clinical earns trust where personality would read as bias — medical, legal, and financial tools. Anywhere else it reads as neglect: if users are meant to feel welcomed rather than processed, you want warm, not clinical.

Considered

The quality of design in which every detail shows evidence of a deliberate decision — nothing default, nothing accidental, nothing left over.

Example usage
The empty state is as considered as the dashboard — even nothing has been designed.
Editor’s note

Considered is the compliment designers actually want: it means the details survive scrutiny. The tell is the edges — error states, focus rings, truncation, the empty state. Anyone can design the happy path; consideration shows up where nobody was required to look.

Minimal

An aesthetic built on reduction: every element that isn’t structurally necessary is removed, and the few that remain carry the whole design.

Example usage
Linear is minimal — a handful of surfaces and one accent color carry the entire product.
Editor’s note

Minimal is about quantity, not volume — the count of elements, not their intensity. That’s the distinction from quiet. Minimalism’s failure mode is removing affordances along with decoration: when the chrome goes, what remains has to work harder, not vanish too.

Quiet

A visual tone that reduces contrast, motion, and visual competition to create a calm, unobtrusive interface — one that doesn’t demand attention.

Example usage
The reading view strips away navigation and uses a quiet typographic treatment so nothing competes with the text.
Editor’s note

Quiet is not the same as minimal. Minimal is about quantity — fewer elements. Quiet is about volume — lower intensity. You can have a complex interface that is still quiet. Notion is quiet. Linear is minimal.

Restrained

A quality of design that uses far less expression than it could — color, motion, and emphasis held in reserve rather than spent.

Example usage
The launch page is restrained: one typeface, one accent, and a single animation where competitors would use ten.
Editor’s note

Restraint is only legible when capability is evident — a plain page by a limited designer is just plain; the same page by a capable one is restrained. The practical method: build the louder version, then pull it back until removing anything more would cost clarity. What survives is the design.

Warm

An aesthetic that reads as human rather than institutional: palettes shifted toward cream and amber, softened corners and shadows, and copy that sounds like a person.

Example usage
Swap the blue-grays for warm neutrals and the product stops feeling like an admin panel.
Editor’s note

Warmth lives mostly in color temperature and copy tone — rounded corners are the least of it. The failure mode is performative friendliness: exclamation marks, mascots, confetti. A warm interface is a calm host, not an entertainer.

UI Language

Words for how interfaces behave.

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Affordance

The perceivable property of an element that indicates how it can be used — the shading that says “press me,” the handle that says “drag me.”

Example usage
The card is clickable but nothing affords it — no cursor change, no elevation, no hover response.
Editor’s note

Strictly, an affordance is the action possibility itself; the visible hint is a signifier — a distinction Don Norman spent a career defending and designers ignore daily. The working rule survives the pedantry: every interaction needs a perceivable invitation. Remove it and you’ve created an affordance gap.

Affordance gap

The mismatch between what an interface can do and what it visibly offers — functionality that exists but is signaled nowhere.

Example usage
Long-press to reorder is a classic affordance gap — the feature exists, but nothing in the UI admits it.
Editor’s note

Affordance gaps are where features go to be undiscovered: swipe actions, right-click menus, keyboard shortcuts, double-tap gestures. Power users find them; everyone else lives without them. Either signal the interaction, teach it once, or accept that you shipped it for the demo.

Destructive action

An action that deletes data or undoes work in a way that can’t be trivially reversed — delete, overwrite, revoke, leave-without-saving.

Example usage
Style ‘Remove all collaborators’ as a destructive action — red label, separated from the safe options.
Editor’s note

The red label is convention, but placement matters more: never put a destructive action where muscle memory expects a safe one. And the strongest protection isn’t a confirmation — confirmations train users to click through. Undo forgives them after the fact, which is the only moment they’re paying attention.

Empty state

What a screen shows when there is no data to display yet — the first-run view of a list, inbox, or dashboard before the user has done anything.

Example usage
The projects empty state shouldn’t be a gray cube — show one ghost project and a single ‘create’ action.
Editor’s note

Empty states are the most-seen screens of a product’s most important week, and the last screens anyone designs. The bar isn’t a charming illustration — it’s an answer to “what should I do first?” One action, not three.

Progressive disclosure

The technique of presenting only essential options up front and revealing advanced ones in steps, as the user signals they need them.

Example usage
The export dialog uses progressive disclosure — format and destination up front, codec settings behind ‘Advanced.’
Editor’s note

Progressive disclosure is how complex tools stay approachable without lying about their depth. It fails in both directions: bury daily-use controls and you’ve added a click to everyone’s day; disclose nothing and the first screen is a cockpit. The craft is knowing which fifth of the options serves four-fifths of the sessions.

Misc

Words that fit nowhere else.

3

Fidelity

How closely a mock approximates the finished product, from boxes-and-arrows wireframes at the low end to pixel-accurate, fully populated screens at the high end.

Example usage
Keep the kickoff at low fidelity — if it looks finished, nobody in the room will question the flow.
Editor’s note

Fidelity is a dial for the feedback you want, because people critique at the level you finish: show polished pixels in week one and the meeting is about the blue; show wireframes in week ten and the meeting is about your effort. The craft is mismatching on purpose — rough where you still want argument, considered where you want sign-off.

Greeking

Standing in for real text with placeholder content — nonsense words or gray bars — so a layout can be judged before the copy exists.

Example usage
Greek everything below the fold; this review is about the structure, not the words.
Editor’s note

The name comes from “it’s all Greek to me,” and the most famous greeking text is Latin — the practice has always outrun its etymology. Greeking is honest early, when it keeps a review pointed at structure instead of word choice, and dishonest late: lorem ipsum never produces a widow, never overflows a button, never arrives in German. A layout isn’t finished until real content has tried to break it.

Redline

An annotated copy of a design marking exact measurements — spacing, sizes, type styles, colors — prepared as the build spec for engineers.

Example usage
Redline the card states before handoff; the padding, radii, and disabled colors aren’t guessable from the mock.
Editor’s note

Inspect panels were supposed to kill the redline — every value one click away — but they report without judging. A measuring tool says 17px; a redline says “16, on the grid, and the 17 in the mock is a mistake.” Redlining is the moment a designer declares which numbers are intentional, which ones scale, and which were never decided at all. That judgment is the spec; the pixels are just where it’s written down.