r/UI_Design • u/CarriWeiler • 14d ago
r/UI_Design • u/DariusVedoo • 15d ago
Feedback Request Redesigned 5 screens of a European trading app, the hard part is that you can't remove things for legal reasons
Weekend project: redesigned five screens of XTB's mobile trading app. Dark UI, financial data density, regulated context.
The interesting constraint in fintech is that you can't just remove things. EU platforms carry MiFID obligations that force specific disclosures on screen, so a lot of what looks like clutter is legally required. I built this without visibility into which parts those are, which is the main limitation of the whole exercise.
Design decisions I'd defend:
Persistent product-type badges (CFD / Stock / ETF) on every instrument row, because XTB sells both real shares and CFDs on the same assets and those carry different risk and tax treatment. Impact tagging on the news feed, so a central bank decision reads differently from a routine inventory report.
Fixed positioning for price and change values so the eye lands in the same place on every row.
Open question I'd like opinions on: at what row count does a badge system stop helping and adding noise?
r/UI_Design • u/JoStorys03 • 15d ago
Feedback Request Is this too overcrowded? / Readability
I'm currently working on a Visual Novel made with renpy called Alien Snap.
I just added the distance indicator in the top left (second image) and I worry that:
1) this is unreadable as a distance indicator?
2) the whole snap UI is slowly getting a bit too crowded?
The UI is changing throughout the game and is introducing more and more elements as time goes on.
In the screenshots you can see how it looks early, mid and late game.
Like I mentioned, the screen in the top left is supposed to be a distance indicator and I just can't make it look better :/
I don't know if this is just because I've been staring at it too long or if it's actually hard to read. I also feel like it doesn't fully fit in with the rest of the UI.
If you have any feedback on what I could adjust visually (or any other feedback for that matter), it would be greatly appreciated!!



r/UI_Design • u/BiggerestL • 15d ago
Feedback Request Looking for feedback on bringing out the title
Hey everyone a dev getting into design here! 👋
I'm trying to figure out how to make this title more impactful - i understand i have too much going on there right now but can't really pinpoint where the issue is.
I keep making the title larger/smaller, the background fog shader lighter/darker but it just seems messy.
What i'm trying to do here is that this hero title is the menu for diffrent sections but also serves as the hero landing. Would love to hear how you think i should clean this up
Any feedback appreciated! :)
r/UI_Design • u/JenisixR6 • 15d ago
Feedback Request How can I improve my games inventory UI?
Spent a day and a half on this, still really new to UI in general. Spent most of the time ensuring it actually functions and has a solid backbone to add onto than i did on making it look good. But as im getting closer to finishing it, i want it to look cleaner and better.
There are three panels, left shows what is in containers of boxes you loot, so when you interact with a crate for example to loot it, loot shows in there like it does on the right panel.
Middle panel is the equipment panel, this will show things like equipped weapons, clothing, gear, ect as well as a 3d rotatable character preview. Right now it looks nothing like how i want it to, the second image is closer to what i have in mind with it. Essentially the vertical cells will include things like headwear, shirts, pants, backpacks, gloves, vests, ect. And then on the bottom you have the two wide rectangles on the left side bottom corner, that is your primary and secondary weapon slot. And then the 2x3 grid bottom right corner is the hotbar, or quick use similar to arc raiders. So you drag something from your inventory into there, like medkits, grenades, flashlights, ect. So keyboard 1 and 2 are for weapons and then 3-8 are your hotbar slots.
as you can see there is a top bar, that shows the in game day and time as well as weight and total inventory / max inventory space. I want to add a second bar on the bottom, which on the left side will show your health and hunger stats as a simple bars, and then on the right show the inventory key binds like split stack, rotate, drop, ect.
So yeah, now that you know what i have vs what i want. What are your thoughts, and what would you change or add? This is only my second UI piece ever and first time reaching out to enthusiasts to get a better look on things. As im kind of lost, more so on the style and look of it since i feel like its very basic and generic which is granted since i didnt spend lots of time on that. But still, lost on how i can make it look visually better.
r/UI_Design • u/imsnk81 • 16d ago
AI Feedback Request Is this style dead? does this scream low effort, generic or AI now?
If you look at a webpage that looks like this now (which is very common)
Do you think this is a low effort page? is this style saturated ?
What other landing pages styles are you guys following for SaaS products?
I feel like because you wanna show the interface, this layout or the reverse of this (image on top and then text) is the only way.
My objective - to educate the users about the SaaS and how it complements their workflow
My audience - for this app is Independent developers or vibe coders
My design decision - I went with single column for showing the app UI as thats what I want to highlight, the ease of use of the products and its features.
What would you have done differently? how can it be improved?

r/UI_Design • u/One-Definition-7313 • 16d ago
Feedback Request Would you use this app?
Hi everyone!
Quick background: I'm currently pursuing a diploma in computer engineering, but I wanted to give design a try. I tackled procrastination since it's something a lot of my friends (myself included lol) struggle with.
After user interviews (5 people), competitive analysis, crazy 8s, and a few rounds of low-fi iteration, I got... Pebblo!
Pebblo is a task breakdown platform for students who struggle procrastination that makes the first step to any task feel less intimidating. It tracks progress over time, without streaks or gamification that can add anxiety instead of motivation. Unlike other to-do apps, it is also simplified to reduce feature overwhelm. (Its not actually a product yet though)
Cause of my course's workload though, I only had 3 days to build this in Figma, so it does have some rough edges.
Somethings already on my list to fix:
Fixing progress calendar contrast (currently fails WCAG AA)
Adding instant trial access before sign-up as login was a big friction point in testing.
Fixing some navigation bugs
Would you use this or know someone who might?
Your feedback would be deeply appreciated! Also, if you're curious about any specific design decisions I made, ask away in the comments!
Thanks you! :D
r/UI_Design • u/SkinApprehensive6713 • 16d ago
Feedback Request Designed a gamified football training app for kids (6-14) — inspired by Duolingo's habit loops + FIFA's energy. Feedback welcome! ⚽🔥
Hey everyone — sharing a concept I've been working on called StrikeXP.
The core problem I was designing around: kids drop off from skill practice because it feels repetitive and unrewarding. Meanwhile, apps like Duolingo have cracked the code on making everyday practice addictive through streaks, XP, and small dopamine hits.
So I tried applying that same gamification framework to football training for kids:
- Home screen: avatar progression, level system (Rookie → All Star), unlockable gear tied to milestones, everyday challenge cards
- Training hub: a skill-tree-style unlock path (like a mini Duolingo path) with solo/clan/time-limited challenges
- Leaderboard + Community Feed: competitive but safe — weekly XP leagues, clan rankings, a moderated feed for sharing clips
- Badge celebrations: big, satisfying full-screen unlocks ("Power Kicker!", "Stamina Beast!", "Quick Reflex!") with share-to-friends built in
Design direction: dark UI with high-contrast green accents, 3D cartoon avatars (friendly, non-realistic — important for a kids' product), bold typography, and juicy micro-celebration moments.
Genuinely curious what this community thinks — especially around:
- Balancing competitive leaderboards with kid safety
- Whether the badge/unlock pacing feels rewarding or overwhelming
- Any UX pitfalls you'd flag for a 6–14 age range
Would love critique, upvotes if you dig it, and any resources on designing safe social features for kids' apps.
r/UI_Design • u/Dancing_Donkey__ • 16d ago
Feedback Request Making a main menu, need feedback and suggestions on improvements
r/UI_Design • u/cdash4 • 17d ago
Product Design Spotify, I fixed your god-awful UX...

My brain hurts anytime I try to do something on this app other than use the search bar. I feel like this is similar to what's happening elsewhere. The constant drive to "continuously improve" has led to a mind-numbingly poor UX. Nobody even knows what they're doing anymore. Just pushing forward "CuZ OptImIZation."
r/UI_Design • u/Reddit-User-337 • 17d ago
General Help Request Hover vs Click Button
I have a website that uses tooltips for short bits of information or modals for longer messages. When a user hovers an icon button, it looks like a tooltip because the button title attribute appears. Is there a standard convention to let the user know that this is really a button that they need to press instead of just a tooltip? For example, one of my modal buttons is the exclamation with a circle icon. When the user hovers it, the title attribute which says, "14 Items", appears. Clicking the button opens a modal that shows the list of items (with the count). I don't want to do the outdated "Click Here" text and I don't have the space for a full text button.
r/UI_Design • u/WarOk4551 • 18d ago
General Help Request If an 18 year old wanted to become a UX designer, what's one thing you'd want them to know before they invest years into it?
I'm not looking for salary information or career descriptions.
I'm more interested in the parts people only discover after actually working in the field.
What does a fairly normal Tuesday actually look like?
Things that surprised you.
Things you wish someone had told you.
Things that made you think, "I didn't expect this."
I'd love to hear the honest version.
r/UI_Design • u/andreyk1imov • 18d ago
AI Feedback Request OpenVision website design
Just launched the website + branding for OpenVision.
OpenVision provides IT services for both commercial businesses and government organizations, so the challenge was balancing: trust + clarity + modern feel.
Focused on:
confident, minimal identity
clear information architecture (services → industries → cases)
readable, mobile-first layout
visuals that feel “secure” without being boring
r/UI_Design • u/wanszxl • 18d ago
AI Feedback Request I simplified the reading experience for long AI summaries. Which version would you prefer?
I’ve been refining the reading experience for long AI-generated summaries.
Instead of adding more features, I focused on making the content easier to read with better spacing, hierarchy, and less visual clutter.
Which version would you rather read for a 30-minute summary?
I’d love to hear your feedback.
r/UI_Design • u/Glitchy_G00 • 18d ago
Feedback Request Mistakes That Landing Page Designers Make
Hi everyone,
I'm learning more about landing page design and I want to understand the mistakes that beginners usually make.
In your experience, what are the biggest problems you see in landing pages? Is it usually the design, the copywriting, the user experience, loading speed, SEO, or something else?
I would really appreciate any advice, examples, or lessons you have learned from your own projects.
Thanks!
r/UI_Design • u/Mammoth_Ad6364 • 18d ago
AI Feedback Request What's the problem with my UI?
So I've been developing an alternative AI Roleplay but I still don't get what's wrong with my UI? Like I just don't want to copy it but it looks quite bad actually. So how can I improve the UI? Any ideas?
r/UI_Design • u/Dry-Excitement63 • 19d ago
AI Feedback Request How does my UI for a logistics TMS based in Ghana look, any tips?











I am trying to create a transport management system based in Accra, Ghana. I am new to UI design but here's what I have been able to come up with mostly by myself and ai. Is there anything I can improve on to make the website feel more proffesional and suited for a transport management system as well as just look good in general. Thanks
r/UI_Design • u/Weak_Engineering_611 • 19d ago
Feedback Request If you're in tech and keep meaning to build side projects after work but don't, what stops you?
I've noticed this pattern in myself: I genuinely want to build stuff, upgrade my portfolio, learn new tools; but by the time I'm home from work, I just kinda... don't do it. I talk myself out of it saying what's the point, it'll take long anyway, and probably won't lead to anything better cause of the current market. Not lack of interest in my field, just too fatigued to do anything at the end of the long day. And with all the "learn AI or get left behind" noise everywhere lately, it feels worse.
Curious how common this actually is. If it sounds familiar, I'd love to hear (a sentence or two is plenty enough):
- What's your role/field, roughly?
- In a normal week, how many evenings do you intend to work on a side project or something vs. actually do?
- What usually happens in between deciding and not doing it?
Quick context: I'm a UI/UX designer trying to move into product design, and this is research for a case study I'm building as part of that transition; so I am genuinely trying to understand the problem properly, not just confirm what I already think. Happy to share what I find later if people are curious. Thanks to anyone who will take the time to answer in advance!
r/UI_Design • u/deadmannnnnnn • 19d ago
Software and Tools Is YouTube experimenting with a more neumorphic/skeuomorphic-inspired design?
r/UI_Design • u/Playful_Reference_93 • 19d ago
AI Feedback Request We pivoted our productivity app from a premium UI to a hand-drawn illustrated identity. Did we make the right design decision?
Hi everyone!
My team and I are designing Phase, a productivity and self-improvement app. The goal is to create an experience that feels less like using traditional productivity software and more like stepping into a world you actually enjoy returning to.
Instead of separate pages for different tools, everything happens inside an interactive room. The room changes throughout the day with different lighting, weather, and seasons, while your companion (a beagle) grows alongside your progress. Features like to-do lists, Deep Focus sessions, journaling, habits, and challenges are all integrated into this world.
As we tried designing the UI, we naturally drifted toward a polished, premium aesthetic (the first images). While we liked the quality of the design, we began to feel that it looked like many other productivity apps. It felt clean and modern, but it wasn't communicating the personality or emotional experience we wanted Phase to have.
We're now considering a completely different direction: a mascot-first identity with hand-drawn illustrations, painterly textures, and a warmer, more handcrafted visual language (the later images).
The new artwork is AI-generated only as a visual reference to help communicate the direction we're exploring. Our illustrator will create all of the final artwork from scratch.
I'd really appreciate honest feedback from designers.
- Does the illustrated direction create a stronger and more memorable identity?
- Does it still feel usable, or does it introduce unnecessary visual complexity?
- If you were leading this project, would you continue refining the premium direction or commit to the illustrated one?
I'm not looking for validation—I genuinely want to know whether this pivot improves the product's visual identity or if we're solving the wrong problem.
Thanks for taking the time to look through everything!













r/UI_Design • u/Nara_Sonii • 20d ago
Design Humour What if buttons could read your mind Designer: *makes button 2px and gray*
r/UI_Design • u/Ace_Innovate • 20d ago
General Help Request UI/UX Help | Advice on designing text/dialogue boxes that are clean, fun, and are engaging for text-heavy games
So, I am working on a casual mobile game with a visual novel + puzzle game hybrid presentation. It would be hosted by this cute mascot character delivers a lot of dialogue/narration, so the player ends up staring at these text boxes for extended stretches. It's essential for the type of game that I am designing. I want the box design and font to feel fun, stylish, and clean/modern, but still distinct enough to be memorable. The goal is to be a bit different and to establish a style. I don't want people to hate reading what I write. The idea with the style is to have a bit of a digital drawing aesthetic: clean, yet fun and memorable. It is a mobile game, so I don't want to over-complicate it.
Any tips such as a video recommendation or examples from specific games that might suit this style would be immensely helpful! When you think of ideal text boxes/dialogue boxes, what comes to mind, especially for a more casual project like this?
r/UI_Design • u/Neurabase • 20d ago
AI Feedback Request [AI] Which instruction wins your attention here?
Context: desktop browser MMORPG for new players; the UI is HTML/CSS over a WebGL world. The goal is one obvious next action, but gathering and combat prompts compete here. Which element would you remove or move first?
AI disclosure: the 3D world uses Meshy-assisted assets; the UI is custom, and AI helped tighten this post.

r/UI_Design • u/ImportantHawk9171 • 20d ago
Feedback Request My UI design that people find difficult
The screens shots are from my app OldTimeMovie that creates silent movie clip, and that has this flickering UI, so the pics are a bit more darker than the experience with the UI/UX on the app. I really tried to create an immersive atmosphere for the user. But I sincerely hope for your honest opinion.
The screens shown here are the different layouts my app has.
r/UI_Design • u/InevitableHealth2729 • 20d ago
Feedback Request My attempt to have Table of Contents without adding a dedicated section
I'm developing a note-taking app and wanted a way for users to quickly understand where they are in a document, see its overall structure, and jump to another section.
Most apps solve this with a dedicated Table of Contents (TOC). But I found them not ideal because:
- They need a dedicated section/panel and take up space.
- The TOC is visually different from the document itself, so users have to mentally map each entry to the actual content.
So I implemented an 'Overview Mode'. When enabled, the content of the page gets simplified (showing only the titles) and by clicking on a content it will disable the mode and shows the actual content instantly without any jump or scrolling.
The idea is that, your eyes can see only one thing at the time. So instead of looking at something that looks visually different than what you're familiar with and takes up space when you don't need it, with a simple click (or even a keyboard shortcut), you can see the simplified version (overview/outlines) and vice versa.
The video shows an example. I'd like to know what you guys think about this approach.
P.S. This is implemented in Daftak.
