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88 cards matching “skeleton screen”, showing the first 50
- E6.07.1skeleton screenSkeleton ScreensA skeleton screen expresses the structure of content about to arrive
- I2.01.1skeleton for predictable structureChoosing skeleton versus spinnerUse a skeleton when the forthcoming structure is predictable
- E6.07.2skeleton mismatchSkeleton ScreensA mismatch with real content causes a jump
- E6.07.3stale skeletonSkeleton ScreensA long skeleton confuses more than a spinner
- C1.11.3Scroll anchoringScroll Wheels and Inertial ScrollingScroll-position jumps and anchoring under asynchronous loading
- I2.01.4skeleton reduced perceived durationChoosing skeleton versus spinnerSkeletons reduce subjective wait estimates more than spinners
- I2.01.3skeleton layout jumpChoosing skeleton versus spinnerA skeleton that does not match real structure produces a jump
- I2.01.7unified skeleton cadenceChoosing skeleton versus spinnerSkeleton motion needs one shared cadence; mixed breathing looks cheap
- R4.09.3restyle without re-anatomyCore Material ConventionsRestyling is allowed provided the skeleton does not change
- J4.07.2predictable structureCognitive AccessibilityGive the interface a consistent, predictable structure
- I2.01.2indeterminate wait for unknown structureChoosing skeleton versus spinnerWhen structure cannot be predicted, use an indeterminate indicator
- L6.12.4stable structure, variable contentConflict Between Personalization and PredictabilityStable structure with variable content is easier to master than a structure that also moves
- I2.01.5short-wait indicator flickerChoosing skeleton versus spinnerAn indicator on a very short load creates needless flicker
- E4.18.4placeholder flicker on fast scrollVirtualized Long ListsPlaceholder flicker during a fast flick hurts readability
- W7.01.2Distinguishing non-performance from non-recognitionMotion Recognition ReliabilityDistinguish "not done" from "not recognised"
- L4.12.3position in plan and remainderTask Progress and Intermediate-state VisibilityUsers need to tell where they are in the plan and how much remains
- I2.03.2later chunks must not shoveChunked loadingLater content must not shove what is already on screen
- I2.11.4each chunk a coherent stateProgressive renderingEvery step of chunked presentation should be a coherent usable state, not a half-built product
- R1.07.2expression-layer confinementTension Between System and BrandConfine difference to a few expression layers
- C4.20.3Out-of-volume false failureInteraction Volume versus Capture RangeMotion inside capture range but outside the interaction volume is easily mistaken for system failure
- H2.02.3empty-state outcome previewEmpty-state GuidanceEmpty states must show what filling them yields
- E6.08.3local loading scopeLoading IndicatorsA local load should not cover the whole page
- G4.07.2infinite scroll restore depends on loaded volumeState Persistence and Position RestorationInfinite-scroll restore depends on how much was loaded; returning too deep retriggers fetch
- I2.01.6spinner-as-frozenChoosing skeleton versus spinnerA spinner carries no progress and, used for long, is read as frozen
- F4.15.2FOIT versus FOUTFont loading and fallbackA long invisible wait hurts more than painting a fallback first
- M1.02.3structured spoken answersMemory Load of Screenless InteractionLong spoken answers need structure, not a linear dump
- R3.15.3unresponsive early controlsFirst Paint versus InteractiveShowing unusable controls early creates an unresponsive impression
- Q4.14.3Expertise-differentiated mental modelsMental model diagramsUsers at different experience levels may hold qualitatively different mental models
- C4.21.1Interaction-volume coordinate anchorCoordinate Anchors of the Interaction VolumeThe coordinate anchor decides whether the volume is device-fixed or relocates with the body
- R3.15.1first paint versus interactiveFirst Paint versus InteractiveVisible and operable are two different moments
- R3.13.2font-synthesisFont Loading and Text FlashFaux-bold and faux-italic change how text can be read
- C4.18.2Left-right hand misclassificationHandedness Binding and Bimanual IndependenceHand-role binding requires continuous correct left-right identification; errors swap functions
- K7.05.1distance-dependent inputNear–far Interaction SwitchingDistance selects which input is available
- E6.06.1empty-state kindsEmpty StatesEmpty states must separate no data, no results, and error
- C4.21.3Body-anchored interaction volumeCoordinate Anchors of the Interaction VolumeA body-anchored volume keeps the operating experience consistent after the user moves
- B3.15.2Personalization CostFlexibility and Efficiency of UsePersonalization weakens teachability; users can no longer guide one another with the same language
- F6.04.2optically sized iconsMinimum Icon SizeSmall sizes need their own drawings, not uniform scaling
- I1.02.3status confirmation without progress barContinuity-of-thought thresholdThis interval needs status confirmation, not a progress bar
- H1.10.3name fields without given-family assumptionsStructured Information InputNames must not assume order or count of given and family names
- M2.06.5speakable examples in helpDiscoverability and HelpCapability intros need speakable examples
- Q2.12.1Tree testing for information scent and findabilityTree testingTree testing isolates structural findability from visual design
- R1.03.2missing data-state trioCompleteness of Component StatesLoading, empty, and error are the states most often left unspecified
- I1.02.2wait feedback after one secondContinuity-of-thought thresholdPast that point, wait feedback is required
- L6.07.5boilerplate recommendation reasonsPresenting Recommendation ReasonsThe same sentence on every item conveys no information
- M2.04.2offering alternative phrasingsError-Recovery WordingWhen a phrasing fails, recovery should offer another way to say it
- E6.06.2first-use empty stateEmpty StatesAn empty state is the best place for first-use guidance
- I2.05.2late lazy-load triggerLazy loadingA trigger that fires too late leaves a visible hole
- R4.09.1unifying physical metaphorCore Material ConventionsA physical metaphor unifies hierarchy, space, and motion
- R3.02.1move focus to newly appeared contentFocus ManagementFocus must move when new dynamic content appears
- R4.09.2library-borne conventionCore Material ConventionsConventions ship with the implementation library, spreading through code rather than documents