r/UI_Design Aug 02 '26

Megathread Career Questions & Portfolio Reviews - Monthly Megathread

7 Upvotes

Welcome to the monthly thread for career questions and portfolio reviews across UI, UX, and Product Design. This space is open to designers at any level.

Careers & Getting Started

Use this space to ask about and discuss anything related to entering or growing in the industry. Example topics: switching careers into UI/UX/Product, course or degree recommendations, job roles and employment questions, early-career advice, and industry topics like AR/VR, game UI, and coding.

Before posting, check the UI Design wiki and use the subreddit search — many questions have been asked before.

Portfolio Review

Share your portfolio for constructive feedback. Include a link to your full portfolio, not individual Dribbble or Instagram posts. Be open to critique.

When giving feedback, be constructive, base it on industry best practices, and offer clear suggestions for improvement.

For both:

  • No self-promotion, "hire me" posts, job posts, or surveys
  • No agencies or businesses
  • Downvoting is not a discussion tool — respectful conversation only

r/UI_Design Aug 02 '26

Megathread AI Designs - Monthly Megathread

3 Upvotes

Welcome to the monthly thread for fully AI-generated designs. If your design was produced primarily by AI with no significant designer input or customisation, this is where it belongs.

Posting guidelines

  • Include [AI] in your comment and note which tool(s) you used
  • Briefly explain what you were trying to achieve or explore
  • Be open to critique and feedback

When giving feedback

  • Be constructive and specific
  • Downvoting is not a discussion tool — respectful conversation only

Note

If your design involved meaningful designer input alongside AI tools, it may be eligible for the main feed. It must include [AI] in the post title, the [AI] flair, and process context explaining what you designed, what decisions you made, and what feedback you are looking for. Posts without this will be removed.


r/UI_Design 10h ago

Feedback Request Game Menu feedback

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14 Upvotes

What do you guys think? the art will be more refiend in the end version but right now is this prototype version good enough? should we change something?

this is the erliest version that I asked for some help:
https://www.reddit.com/r/UI_Design/comments/1vusp0y/game_menu_troubles/


r/UI_Design 10h ago

Feedback Request Chips' visual difference

2 Upvotes

Hello!
Are these active & non-active chips visually different enough? I did a low-brightness screen test and still could easily tell them apart, but I feel I have a biased view because I prefer this visual look


r/UI_Design 8h ago

Feedback Request [Feedback Request] Unbiased A/B Test: Comparing two mobile Paint Calculator app concepts for ease of use

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0 Upvotes

Hi everyone!

I'm working on a post-development usability evaluation and comparing two different mobile interface concepts for a Paint Calculator app.

I’d love to get raw, unbiased observations from this community on App A vs. App B.

The Task Scenario

A user wants to calculate how many gallons of paint to buy for a room with multiple walls, without having to do manual math on paper.

5 Questions for the Community:

  • 1. Brain Work (Cognitive Load): Which app makes it easier to track a multi-wall room without forcing you to do extra mental math or memory work?
  • 2. Speed & Flow (Efficiency): If you had to enter 5 or 6 different walls, which workflow feels like it would take fewer taps and let you finish faster?
  • 3. Labels & Friction: Is there anywhere in either design where you would hesitate, feel confused by a label, or expect a different layout?
  • 4. Readability (Accessibility): Which design’s text sizing, contrast, and spacing feels cleaner and easier to read at a quick glance?
  • 5. The Verdict: Which version would you ultimately prefer to use on your phone, and why?

Feel free to critique both versions directly! Any notes on typography, spacing, actions, or usability confusion are extremely helpful for my case study log :)

Also, you may download the images to compare them side-by-side! I uploaded them separately rather than in a single side-by-side image, so each screen remains larger and easier to view.

Thank you in advance for helping a student out!


r/UI_Design 14h ago

AI Feedback Request Asset animation strategies [AI]

0 Upvotes

I've been working on my personal website for a couple of weeks now, mostly with Claude code. I've spent many days, setting up a sensible structure, collecting ideas and mapping everything out.

For the design of the page, I first used Krea for the asset generation, which was a horrible experience overall, as some bugs caused me to waste most of my tokens. Nevertheless I managed to create some reasonably good looking stills and a videoloop, which looks mostly fine. I then used a Geminy API to let Claude design specific assets, allowing me to dodge that Krea BS (unresponsive support and all of that other good stuff).

However, while the stills and idle loops are difficult to get right, but are overall achievable, it seems almost impossible for me to create good looking animations. Little animations like a spinning wheel that shows content or little insects that move do somewhat work, giving my page a dyanamic look and showing some liveliness. The main problem is that I can't create more complex animations as they have specific problems that I don't know how to navigate. When I talk about "more complex animations" I don't necessarily mean highly complex 3D rendered Blender assets, which is a whole different caliber, I suppose. In my case it means something of the following kind, for example:

An asset that can move or transform into something else:

- A flying or walking animal

- A mechanical or organic arm that extends and grows

- A plant that transforms from normal to blooming, showing nice colors or a kind of bioluminescence

- Scrub paths that would cause animations to be highly specific for the exact location on the page

For additional information: I use Claude code with Fable 5 on Ultracode for the important things, so I guess it's not necessarily a "model bottleneck". So far I have tried many different approaches which all failed for a different reason:

- Generating a video and trying to cut it into 100 single frames causes blurriness and a huge lag. No matter how I try it, it doesn't get better.

- When using Claude itself to generate the assets independent of the Gemini API for NanoBananaPro or Veo, it relies more on a vector graphic approach, where it tries to use crudely assembled blocks to animate something. The idea is not bad per se but the outcome just looks absolutely horrible. I thought it might be relatively simple to let such an advanced model generate many intricate blocks and connect them in a meaningful way and animate them, at least in a vector graphic style or a "pixelated/colored surfaces art look".

- Tried the same thing with actually generated assets in 4K which looked only marginally better than in the previous point. Although some simpler animations are feasible , for example something like elongating a branch of a tree, as soon as the asset depends more on visual accuracy, this approach no longer works.

So the main question is: Could someone with more experience in making animations point me in the right direction, or explain to me, what the current limitations actually are? I have looked in many places but haven't found a good solution. Most of all, I am looking for a personal opinion and not an AI answer for a change.

Thanks in advance.


r/UI_Design 16h ago

General Question Do you separate early concepts and flows from visual UI work?

1 Upvotes

I've noticed I make better decisions when I don't try to solve structure and visual design simultaneously.

I'll work through what the user sees, what they need to decide and where they go next before thinking seriously about typography, colors or components.

Once that sequence feels right the UI stage gets much easier.

Do you separate these stages or does everything happen together for you?


r/UI_Design 1d ago

Feedback Request Hi, Im working on a webapp that is a music player and the mobile version was easy but I'm not quite happy with the desktop version

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3 Upvotes

So there are definitely issues with my web design I'm not great at web design defintely better at backend stuff but I've been working on this primarly my issue is with the scaling of the album cover and placing everything as its really fighting me on this. I'd love some feedback to see if I can jigsaw everything nicely together or make some more radical changes to the design as it stands.


r/UI_Design 20h ago

Feedback Request What should a “quick save” browser extension UI include?

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1 Upvotes

So I'm building a tool that's a hybrid between Pinterest and Mobbin, which allows designers to save inspiration

For a tool like this, what quick-edit options should appear when you hit "Save"?

I looked at Raindrop and mymind, and the recording shows what they do

Which one looks better?

Personally, I like how mymind handles this. Sometimes I don't want to be bothered with editing. I want to click and save then move on, but if I want to, I can hover over to freeze and edit it. It's a brilliant design

What would you like to edit right away? note? tags? or something else


r/UI_Design 1d ago

Feedback Request I build medical software for a living. So I built my own web terminal. Roast my UI.

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9 Upvotes

Hey everyone,

My name is Antonio LaPlaca.

I’m a software engineer by day. My background is in the medical device industry, where UI bloat and data inefficiency are completely unacceptable.

When I trade, I get incredibly frustrated having to juggle four different tabs, TradingView for charts, Discord for voice, Twitter for news, and Reddit for sentiment. It feels like a chaotic, inefficient workflow.

I built this for myself, but I want to see if it holds up for other active traders. Please tear the UI apart. Is it too cluttered? Are the default contrast levels straining your eyes? What is the one critical thing missing that would stop you from using this tomorrow?

Bring on the brutal feedback.

EDIT AI-DISCLOSURE :

I should note that this is partially done by AI, as the design is mine, I hand design sites, however back-end and server isn't my Forte, so AI assists with mostly back-end functionality, which also affects some of the front-end. So, I should make that note in accordance with Rule #1.


r/UI_Design 1d ago

General Help Request Need Some Tips for the UI of my Notepad App

3 Upvotes

So I am developing a Notepad App of my own and was going to work on the UI design portion of it. My problem is that I have no knowledge of making a nice UI, and I feel overwhelmed by this task. I've attached a screenshot of my current build of the app. Can you all give me some tips or some resources on how I could design a good UI for it?


r/UI_Design 1d ago

General Help Request Please suggest

3 Upvotes

I applied for an internship...and they wanna connect after my assignment submission

But here is the thing that the company says that they only pay 3k/month but I have to work from 11:00 am to 8:00 pm

I already had an internship experience but I want real work but this pay is very less

Should I decline and wait or accept it

Please suggest


r/UI_Design 1d ago

Feedback Request made a screen time app where your friends see it if you break your limit. a few people said the ui feels boring though lol. roast it?

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3 Upvotes

so i went for this all black + chrome “serious” look on purpose. didn’t want it to feel like every other pastel wellness app. but now a couple people have told me it feels kinda boring/flat and i honestly can’t tell if they’re right or if i’ve just been staring at it for a month straight

the idea: you set a limit, and if you go over it your streak dies AND your friends can see you broke. basically duolingo streak guilt but for doomscrolling

does this actually look clean or does it look empty/unfinished? what would you change


r/UI_Design 2d ago

Feedback Request Turned my portfolio into a Desktop OS (Windows 7 Aero-inspired)

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8 Upvotes

Made this mostly as an excuse to do more web dev than a portfolio site usually calls for. Curious what people think: does the OS format actually work, or is it more gimmicky/slow to get through than a normal site would be? Also open to "this looks like a class project" vs "this looks like real work" takes if anything stands out.


r/UI_Design 2d ago

General Help Request Best ways to learn web design without the generic AI look?

12 Upvotes

Hey everyone!

I’m 17 and a frontend developer. I’m learning React/Next.js and Tailwind, but I’m struggling with the design side of web development.

I used AI tools like Lovable before, but most of the results felt very generic and “AI-looking”.

So now I want to learn how to design websites myself first (probably with Figma), then turn my designs into React/TSX.

What are the best ways to learn modern, high-quality web design?

Any:

  • tools
  • websites for inspiration
  • courses
  • YouTube channels
  • design principles
  • tips for using AI without getting the generic AI look

would be really appreciated!

Here are two of my projects if anyone wants to give feedback:

https://restaurant-project-2026.vercel.app/

https://pizzeria-project-2026.vercel.app/

Thanks!


r/UI_Design 2d ago

Feedback Request Does anyone have tips for my submission page UI?

3 Upvotes

For mobile it is a full-page view. For web, it is a pop-up with the same content.
It's very stuffy though and I'm unsure how to improve this and make it less cluttered. I've tried segmenting the different sections but there's still A LOT and its ugly.

For context, the website is https://amapof.us if that's helpful. Any tips would be really appreciated!!


r/UI_Design 3d ago

Product Design Designed a design system for engineers

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97 Upvotes

This was one of the few times I’ve worked with a large team of almost all engineers in every role. They make an app builder, and I helped them create a design system for it. Here’s the case study — https://www.abhaysingh.in/work/appsmith

Let me know what you think!


r/UI_Design 2d ago

Feedback Request Am I giving the user too much information? And which one would be better?

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1 Upvotes

This is a score keeping app, when they try to click on the input box for the player name this screen pops up immediately.

The first few times the app is used only the add new player box will appear but after 4 names are added in the app, it will suggest the user to use the previous ones to make it less bothersome.

For the alternative screen (2nd pic) the player name box will serve as a search box as well.


r/UI_Design 4d ago

Feedback Request Pharmaceutical UI Mockup, Thoughts? - VERY new to UI design

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82 Upvotes

I have experience in motion design, logo design & general branding with a core focus on minimalism, SaaS-style design & simplicity.

Having never dabbled with UI design before, I needed to draft out a solid mockup for a pharmaceutical app. Thoughts on the design?


r/UI_Design 3d ago

AI Feedback Request [AI] Need ideas for my Dashboard for my Golf Launch Monitor

0 Upvotes

Hello im currently creating a Dashboard that shows all the data my golf launch monitor can track along with doing acouple of things i find to be neat like a psudo club fitting area, and using wii balance boards to track your ground force pressure. My problem is i do not know front end development to save my life hence the AI disclosures. What AI has been able to put togather looks okay-ish but i want to stand out from all the other idea's and want some feedback on how to improve.

Inital screen you see when you start up the software
Quad view of some of the data my launch monitor can collect
A small range so you can see where on a range your ball would be
Multiple ways to see your dispersion per club or multiple clubs
I feel this one is the most "in your face" because of the boldness of the numbers
Then numbers just shown in a different way. the idea behind this view is you can keep this up on your monitor and see your numbers easily
your bag where you can track what your using
This is where you can try multiple clubs and compare the difference's between them
and this part is for the wii balance boards so you can see things like weight shift and ground force reaction

Im not trying to advertise im legit looking for a way to stand out and need help. be harsh but constructive. also inb4 "dont use ai" or "ai bad" 'i get it im just trying to make something for myself and other people, and i used ai to do so.


r/UI_Design 4d ago

Gaming/Apps Please fix your game Inventory Screen

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8 Upvotes

My name is Ozymandias... (Code Vein 2's Inventory Screen)

Hihi. I like talking about Game UI (ex Midway, EA, Id Software, Glu Mobile, more Indies than I can count), and I understand not everyone can take a Mentorship or Bootcamp, so every once in awhile I like to take the lessons learned in my Mentorship and write them out so that everyone can benefit. 

So let’s talk about how to improve your Inventory screen, which I would qualify as one of the most complicated screens in your game. Beyond that - it’s also an intimate part of the core loop, with powerful hooks into reward, strategy and worldbuilding lore.

So here are a few very simple ways to fix up your inventory screen (aspiring UI Artists, feel free to follow up with questions!) 

Use Badging for new items

We’ll begin simply. You just received a king’s ransom of loot from a boss fight. So you flip to your inventory and… it’s gone like the snows of yesteryear. This is easily solved by badging new items.

Badging is a simple concept you are already familiar with. Look at your phone. See the number in that red circle telling you all those emails and texts you have are still unanswered? That’s Badging.

Be sure any new item in the Inventory has simple, prominent Badging that disappears after a visit to the Inventory or after the highlight state sweeps over it.

If you want to go the extra mile, you can use traditional badging on the Navigation header to show things like Quest updates, new Perks points available, new Dossier info, etc.

Hilarious sidenote: Elden Ring introduced simple badging with patch 1.12… nearly 2 years and some change AFTER the game came out - mother of gawwwd. 

Divide the screen into ⅓ to ⅔ 

Information is rarely equally weighed. Of two given pieces of information, something is always of higher priority. This is especially true on an Inventory screen. 

For example: if you have a classic “attaché case” design like Resident Evil or Prey, clearly the grid is more important than anything else on the screen and should be given prominence. 

But what about the giant wall of information for the item you selected on that grid? Where do you put the grid versus that new information? How big, how long, how much? How do you carve up this screen when there are so many factors to consider?

As a general rule I follow when I’m working, I use the Golden Mean: ⅓ over ⅔ . It’s a beautiful proportion for carving up any screen, structurally embraces information prominence, and is a fine solution to the evergreen problem of “what even is this” when looking at a blank screen. 

Be Careful with Rarity Systems

If you’re using a color-coded rarity system (straight from the textbook: gray, green, blue, purple. orangish), you’ll really want to workshop how those colors gel against your UI. Given world and time enough, your player will end up with a mass of skittle-colors all over the Inventory screen.

Think of a subtle way to indicate rarity, perhaps a colored outline of the item or the outline of the container itself. I’d stay away from symbolic/iconic representations of Rarity, as this will get lost in the barely 32x32 pixel size it likely will exist in.

Interesting side note: I always ask Mentees if you could ever change the colors of rarity to something new. It’s a trick question. You can’t. Not ever. They now represent mnemonic shorthand and a shared culture. It’s part of our visual language now - and you’d have a better time switching red and green at a traffic light. 

Agonize over console navigation

If you have serious hoop dreams, making an Inventory screen for a console game is *groin-grabbingly* difficult because of navigation. Your controller has a finite amount of buttons that, comically, is no substitute for a 2-button mouse. 

Think hard about how they’ll navigate a grid system: thumbstick or d-pad or both? How will they scroll a list? Do they know they *can* scroll if you have a grid system that ends perfectly on its edge? If you have an irregular pattern of cells to navigate through, think about what happens when they move laterally or diagonally. Is making the controller move like a faux-mouse really the best idea, or is a very sluggish compromise?

If you can’t conceive of how they’ll move effortlessly, it might be time for a redesign. Good gameplay is the depth of thought a player has while looking at the screen, not the frequency of their Howie Screams while traversing it. 

Howie Scream: look this up on Youtube. You’ll thank me later. Euuuurrrrrrahhhhhhhhhh-~~

Surface Stats Here

Sometimes information is surfaced on the HUD temporarily (currency gains, exp points, etc.) or not at all. That information needs to be permanently surfaced somewhere else and traditionally, the Inventory serves as a decent catchall.

Currencies (soft and hard), experience points, perk macguffans - can all be surfaced here if you have the space and need. If you have a system where you can heal in the inventory, fronting Health and associated vitals is important too - otherwise how else will they know what they’re influencing?

If you gate items by level or stat (needs level 13 or Heavy Weapons III) be sure to surface, in very clear terms, why the item is inaccessible and what to do to get it. In general, never present a problem you aren’t cheerfully presenting the answer to in the same breath. 

Onboard yourself to understand

Inventory screens are usually the most complicated part of a UI Artist’s day because they have so many hidden modes and states they can exist in. The easiest way to wrap your head around how it all works is… teach yourself how it all works.

Begin on the Onboarding phase as early as possible and literally walk yourself through your own Inventory system, specifically how to:

-See more detail on an equipped / selected item
-See comparisons on a new item versus an equipped item
-Slot in the new item

The absolute first 5 minutes of gameplay basics; that, “Here my son, remove that stick and equip The Sword of Omens” kinda nonsense. Every other complexity flows from these 3 very simple acts. If you can explain those Big 3 quickly and easily, you’ve got a great system.

If it feels cumbersome to teach, it’ll be that much harder to learn!

That’s it! I usually take posts like these and try to make them more lucid with extra tips as a blog - so I’ll let you know what that’s up on my site. 

In the meantime, I hope you learned something - or at the very least - have a better appreciation for the Inventory screens you’ve seen in your life. They took some serious brain power and heartache to make. 

That’s it, seeeeeya 


r/UI_Design 4d ago

Feedback Request What do you think about my Fluent Design implementation?

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14 Upvotes

Many years ago Microsoft made concept trailers that showed off Fluent Design in their apps but unfortunately none of the apps had anything which looked close to the pre-renders.

So I'm designing it such that the working app uses this kind of physically based rendering of paper, glass, lighting and shadows, etc. It works like a normal 2D app but it's rendered and runs in 3D like a video game. Thoughts?

Fluent Design concept trailer still for reference:

From Microsoft: https://www.youtube.com/watch?v=dfWTGgi7xAs

r/UI_Design 4d ago

Feedback Request Trying to create a simple map of Calculus for a math learning tool

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6 Upvotes

The goal is to give the student a good overview of the subject calculus 1 and how concepts interconnect and are dependant on eachoter, compared to the current mathbooks that give you a list of chapters to follow chronologically.

I used both numbers and colors on each node to indicate roughly where on the curriculum the respective nodes are.

Looking for feedback on this map, the lines are temporary and done roughly with the pencil tool in figma to just to get a rough idea on how the bigger picture would look. The last image uses a placehodler illustration to give an idea on what the nodes/cards would look like on the map.


r/UI_Design 5d ago

AI Feedback Request SSX Video Game Inspired Weather App [AI]

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27 Upvotes

I really like a UI with a notebook/paper/ sticker theme.
I have been working on a mockup up of an SSX On Tour Weather App, inspired by the main menu from the SSX On Tour Snowboarding Video Game.

What do you guys think of this notebook sticker style UI?
Love it or hate it? What would you improve on it?

(I used AI to assist me with this design and to place the screenshot on the iPhone)


r/UI_Design 4d ago

Feedback Request Recently revamped our portfolio website would love your thoughts

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0 Upvotes

This project was all about transforming ideas into a strong digital experience.

We focused on creating a more engaging digital experience with a modern layout, smooth scroll animations, interactive elements, and a cleaner content flow that guides visitors naturally through the website.

Would love to know your first impression and any feedback on the design.