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88 cards matching “skeleton screen”, showing the first 50

  1. E6.07.1skeleton screenSkeleton Screens
    A skeleton screen expresses the structure of content about to arrive
  2. I2.01.1skeleton for predictable structureChoosing skeleton versus spinner
    Use a skeleton when the forthcoming structure is predictable
  3. E6.07.2skeleton mismatchSkeleton Screens
    A mismatch with real content causes a jump
  4. E6.07.3stale skeletonSkeleton Screens
    A long skeleton confuses more than a spinner
  5. C1.11.3Scroll anchoringScroll Wheels and Inertial Scrolling
    Scroll-position jumps and anchoring under asynchronous loading
  6. I2.01.4skeleton reduced perceived durationChoosing skeleton versus spinner
    Skeletons reduce subjective wait estimates more than spinners
  7. I2.01.3skeleton layout jumpChoosing skeleton versus spinner
    A skeleton that does not match real structure produces a jump
  8. I2.01.7unified skeleton cadenceChoosing skeleton versus spinner
    Skeleton motion needs one shared cadence; mixed breathing looks cheap
  9. R4.09.3restyle without re-anatomyCore Material Conventions
    Restyling is allowed provided the skeleton does not change
  10. J4.07.2predictable structureCognitive Accessibility
    Give the interface a consistent, predictable structure
  11. I2.01.2indeterminate wait for unknown structureChoosing skeleton versus spinner
    When structure cannot be predicted, use an indeterminate indicator
  12. L6.12.4stable structure, variable contentConflict Between Personalization and Predictability
    Stable structure with variable content is easier to master than a structure that also moves
  13. I2.01.5short-wait indicator flickerChoosing skeleton versus spinner
    An indicator on a very short load creates needless flicker
  14. E4.18.4placeholder flicker on fast scrollVirtualized Long Lists
    Placeholder flicker during a fast flick hurts readability
  15. W7.01.2Distinguishing non-performance from non-recognitionMotion Recognition Reliability
    Distinguish "not done" from "not recognised"
  16. L4.12.3position in plan and remainderTask Progress and Intermediate-state Visibility
    Users need to tell where they are in the plan and how much remains
  17. I2.03.2later chunks must not shoveChunked loading
    Later content must not shove what is already on screen
  18. I2.11.4each chunk a coherent stateProgressive rendering
    Every step of chunked presentation should be a coherent usable state, not a half-built product
  19. R1.07.2expression-layer confinementTension Between System and Brand
    Confine difference to a few expression layers
  20. C4.20.3Out-of-volume false failureInteraction Volume versus Capture Range
    Motion inside capture range but outside the interaction volume is easily mistaken for system failure
  21. H2.02.3empty-state outcome previewEmpty-state Guidance
    Empty states must show what filling them yields
  22. E6.08.3local loading scopeLoading Indicators
    A local load should not cover the whole page
  23. G4.07.2infinite scroll restore depends on loaded volumeState Persistence and Position Restoration
    Infinite-scroll restore depends on how much was loaded; returning too deep retriggers fetch
  24. I2.01.6spinner-as-frozenChoosing skeleton versus spinner
    A spinner carries no progress and, used for long, is read as frozen
  25. F4.15.2FOIT versus FOUTFont loading and fallback
    A long invisible wait hurts more than painting a fallback first
  26. M1.02.3structured spoken answersMemory Load of Screenless Interaction
    Long spoken answers need structure, not a linear dump
  27. R3.15.3unresponsive early controlsFirst Paint versus Interactive
    Showing unusable controls early creates an unresponsive impression
  28. Q4.14.3Expertise-differentiated mental modelsMental model diagrams
    Users at different experience levels may hold qualitatively different mental models
  29. C4.21.1Interaction-volume coordinate anchorCoordinate Anchors of the Interaction Volume
    The coordinate anchor decides whether the volume is device-fixed or relocates with the body
  30. R3.15.1first paint versus interactiveFirst Paint versus Interactive
    Visible and operable are two different moments
  31. R3.13.2font-synthesisFont Loading and Text Flash
    Faux-bold and faux-italic change how text can be read
  32. C4.18.2Left-right hand misclassificationHandedness Binding and Bimanual Independence
    Hand-role binding requires continuous correct left-right identification; errors swap functions
  33. K7.05.1distance-dependent inputNear–far Interaction Switching
    Distance selects which input is available
  34. E6.06.1empty-state kindsEmpty States
    Empty states must separate no data, no results, and error
  35. C4.21.3Body-anchored interaction volumeCoordinate Anchors of the Interaction Volume
    A body-anchored volume keeps the operating experience consistent after the user moves
  36. B3.15.2Personalization CostFlexibility and Efficiency of Use
    Personalization weakens teachability; users can no longer guide one another with the same language
  37. F6.04.2optically sized iconsMinimum Icon Size
    Small sizes need their own drawings, not uniform scaling
  38. I1.02.3status confirmation without progress barContinuity-of-thought threshold
    This interval needs status confirmation, not a progress bar
  39. H1.10.3name fields without given-family assumptionsStructured Information Input
    Names must not assume order or count of given and family names
  40. M2.06.5speakable examples in helpDiscoverability and Help
    Capability intros need speakable examples
  41. Q2.12.1Tree testing for information scent and findabilityTree testing
    Tree testing isolates structural findability from visual design
  42. R1.03.2missing data-state trioCompleteness of Component States
    Loading, empty, and error are the states most often left unspecified
  43. I1.02.2wait feedback after one secondContinuity-of-thought threshold
    Past that point, wait feedback is required
  44. L6.07.5boilerplate recommendation reasonsPresenting Recommendation Reasons
    The same sentence on every item conveys no information
  45. M2.04.2offering alternative phrasingsError-Recovery Wording
    When a phrasing fails, recovery should offer another way to say it
  46. E6.06.2first-use empty stateEmpty States
    An empty state is the best place for first-use guidance
  47. I2.05.2late lazy-load triggerLazy loading
    A trigger that fires too late leaves a visible hole
  48. R4.09.1unifying physical metaphorCore Material Conventions
    A physical metaphor unifies hierarchy, space, and motion
  49. R3.02.1move focus to newly appeared contentFocus Management
    Focus must move when new dynamic content appears
  50. R4.09.2library-borne conventionCore Material Conventions
    Conventions ship with the implementation library, spreading through code rather than documents