The Journal

Interface Craft3 min read

UI Mistakes That Drive Users Away (And How to Fix Them)

These common UI mistakes are everywhere, and they are killing your user experience. Here is how to spot them and fix them before your users bounce.

Sit in enough design reviews and you start catching the same six things every time. None of them are hard to fix. They’re just easy to miss when you’re close to the work — and together they’re the difference between a UI that feels sharp and one that feels off.

Twelve grays

Count the grays in your app. Most have ten or twelve, all slightly different, because everyone eyeballed a new one instead of reusing the last. You need about four neutrals: a background, a subtle surface, a border, and text. Pull them from one ramp and delete the rest. The same trap bites brand color: ship one blue, not four almost-blues that only you can tell apart.

Dead states

Two states get forgotten. The first is hover — a button that doesn’t react to the cursor feels broken, so give every interactive element a real :hover change. The second is focus. If you’ve ever written outline: none and stopped there, you orphaned keyboard users — they can’t see where they are. Style focus with:focus-visible, don’t delete it.

Tiny targets

That 20px icon button is a coin flip on a phone. Touch targets should be at least 44×44px — Apple’s number, and a good floor everywhere. If the icon is smaller, pad the hit area with padding or a pseudo-element so the tappable zone is bigger than the thing you can see. Leave at least 8px between targets as well, so a thumb doesn’t trigger the one beside it.

Alignment and radii

Two polish killers here. First, optical centering: a play triangle or a chevron looks off when it’s mathematically centered, because your eye weights the mass, not the bounding box — nudge it a pixel or two. Second, radii: a 6px card holding an 8px button looks accidental. Pick two or three corner values, put them on a scale, and reuse them everywhere. Icons inside buttons carry the same problem: size them optically instead of dropping in a 24px glyph and hoping.

Ship it

Run this list before your next review: four grays, live hover and focus states, 44px targets, optical nudges, one radii scale. Or start from a component library that bakes these in — Spectrum UI ships accessible states and consistent radii, so you inherit the fixes instead of catching them one by one.

Frequently asked questions

What are the most common UI mistakes and how do I fix them?
The recurring ones are too many near-identical grays, missing hover and focus states, tap targets under 44x44px, and inconsistent corner radii. Fix them with about four neutrals from one ramp, styled focus-visible states, 44px targets, and two or three radius values on a scale.
How many gray shades should a UI use?
Most apps need only about four neutrals: a background, a subtle surface, a border, and text, all pulled from one ramp. Apps accumulate ten or twelve slightly different grays because everyone eyeballs a new one instead of reusing the last, so delete the extras.
How big should touch targets be in a UI?
Make touch targets at least 44x44px, Apple's guideline number and a solid floor everywhere. If the icon is smaller, pad the hit area rather than shrinking the control, and leave at least 8px between targets so a thumb does not trigger the neighboring one.