Build the product
Product design & UX basics
Make it obvious, not clever.
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I'm not a designer, how do I make my product not look terrible?
You don't need taste, you need a few rules. Use generous whitespace, a single accent color, limited font sizes, and clear hierarchy through size an...
What are the core UX principles every founder should know?
Make it obvious, not clever: match the user's mental model, show system status, prevent errors, and keep things consistent, Nielsen's 10 heuristics...
Should I learn Figma, and how much design do I really need?
Learn just enough Figma to wireframe screens and click through a flow before you build, Figma's own free learning hub gets you there fast. You don'...
How do I run a quick usability test on my app when I don't have a budget or a research team?
You don't need a lab or budget. Grab five people who fit your user, give them one real task ("sign up and send your first invoice"), then shut up a...
I keep hearing "don't make me think" but what does that actually mean when I'm designing a screen?
It means the user should never have to stop and figure out what a button does, where they are, or what happens next. In practice that's obvious lab...
What are the most common design mistakes that make an early product feel amateur, and how do I avoid them?
The tells are usually spacing and consistency, not talent: cramped padding, five different button styles, mismatched fonts, and text jammed against...
How do I write clear button and error messages so users know exactly what to do next?
Microcopy is design. A button should say the outcome ("Send invoice") not the mechanism ("Submit"), and an error should tell the user what went wro...
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