Derive a full UI palette from one or two brand colours — state variants, brand-tinted greys, semantic colours. Use when building or expanding a colour system.
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Group controls with Gestalt principles so users see what belongs together. Use when laying out components, navigation, toolbars, forms or dashboards.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
UI should be organised so that the visual structure communicates relationships — which commands, controls, and elements belong together — without requiring users to read labels or documentation.
Elements that are close together are perceived as a group.
Example: A toolbar with [Cut] [Copy] [Paste] grouped tightly, then a wider gap before [Undo] [Redo], communicates two distinct command groups without any visual divider.
Default to whitespace, not divider lines, for grouping. Most separators do work that spacing does better — they add noise and a "boxed-in" feel without adding information. Remove the majority and let proximity carry the grouping.
Caveat: a line takes almost no space, so removing it leaves groups too close. Removing separators usually means adding spacing — budget the whitespace (occasionally a subtle background or heading) rather than just deleting the line and leaving the layout cramped.
Elements packed tightly separate themselves; elements far apart need help. A compact table with short rows reads without any lines, because each row is already next to the one it belongs with. The same table at full width, or with tall rows, needs row lines or zebra striping, or the eye loses its place crossing the row.
So the question is not "lines or no lines" but how far the elements sit from each other. Pick the lightest device that bridges the gap, in this order: spacing, a subtle fill or stripe, a hairline, a boxed region. Set it per size: a wide table may carry row lines while its compact variant in a sidebar drops them.
Proximity also governs time: what a click produces should appear next to the click. When a left-hand menu opens content that starts at the far right, the eye crosses the whole screen for every selection, and the user re-orients each time.
Elements that look alike are perceived as related.
Example: Destructive actions (Delete, Remove) use a different colour than constructive actions (Save, Add), signalling different intent groups.
Elements enclosed in a shared region are perceived as a group.
A region needs no border — but a borderless one needs air. Enclosure can come from a border/fill or from whitespace alone. When a card has no border or background, generous internal padding and a clear gap to its neighbours are what make it read as one region; without a border doing that job, cut the air and separate cards collapse into one blur. Borderless is fine — cramped-and-borderless is not.
Example: Form sections grouped in bordered cards signal that fields inside each card form a logical unit.
Elements connected by lines or visual links are perceived as related.
Users distinguish foreground interactive elements from background context.
The eye follows smooth paths and lines.
When reviewing a UI layout for Gestalt compliance:
| Anti-pattern | Problem | Fix |
|---|---|---|
| All buttons same size and colour regardless of function | Similarity principle violated — implies all actions are equivalent | Differentiate primary, secondary, destructive visually |
| Related controls spread across distant areas of the screen | Proximity violated — user cannot perceive the relationship | Co-locate related controls |
| Menu on the left, content starting far right | The eye crosses the screen on every selection | Anchor content left, title level with the selected row; add a middle column on wide screens |
| Overuse of divider lines to group elements | Relies on decoration rather than spatial logic | Use whitespace and proximity instead |
| Identical whitespace between all elements | No grouping signal — everything reads as a flat list | Apply 8pt/4pt spacing scale: tight within group, loose between groups |
| Mixed icon styles within one toolbar | Similarity broken — implies different functional families | Use a single consistent icon set and weight per toolbar |
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Derive a full UI palette from one or two brand colours — state variants, brand-tinted greys, semantic colours. Use when building or expanding a colour system.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Top bar, sidebar rail, app launcher, tenant and environment cue, status bar. Use when designing the persistent shell, a collapsible sidebar, or navigation between apps behind one login.
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Product visuals must show the real product with real data. Use when building landing pages, hero sections, screenshots or demo panels.
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Shape language across type, radius and icons carries brand personality. Use when starting a design system, picking icons or radius tokens, or reviewing visual consistency.
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Rest, hover, active, focus, disabled and loading states, derived from the base colour. Use when designing buttons, links, inputs or any clickable component.
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Rebuild a live web page 1:1 from measurement into Figma, Penpot or code, then verify it. Use when reproducing a page or checking a rebuild against the original.
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