INTERACTIVE WORKBOOK
The Developer's Eye
Design skills for builders who ship without a designer
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28
chapters
7
parts
6.1h
reading
01
Seeing Like a Designer
Part 01 · 4 chapters
01
The Competence Tax
Why a rough interface makes people doubt the code they can't see
13 min
02
Taste Is Trainable
Build an eye for design the way you built one for clean code
13 min
03
The Squint Test
See your interface the way a stranger sees it for the first time
12 min
04
Decide Once, Reuse Forever
Why a small system of constraints makes you faster and better than designing freely
13 min
02
The Visual Fundamentals
Part 02 · 4 chapters
05
Typography Does 80% of the Work
The highest-leverage upgrade you can ship before lunch
14 min
06
Spacing Is the Skill Nobody Teaches You
Whitespace, rhythm, and the grid that makes a layout look composed
14 min
07
Color Without a Color Degree
Build a palette that doesn't look like a framework default
13 min
08
Hierarchy: Make the Eye Go Where You Point
Size, weight, contrast, and position as tools for directing attention
13 min
03
The Component Playbook
Part 03 · 4 chapters
09
Buttons: The Atom of the Interface
States, sizing, and the one-primary rule
13 min
10
Forms People Actually Finish
Labels, validation, and the cost of every field
14 min
11
Tables Without the Spreadsheet Look
Density, alignment, and designing for the scan
13 min
12
The States You Forgot to Design
Empty, loading, error, and the difference between a demo and a product
13 min
04
Designing the Experience
Part 04 · 4 chapters
13
Flows Before Screens
Design the path, not the page
13 min
14
Don't Ship Your Schema
Your database model is not your navigation
13 min
15
The First Five Minutes
Onboarding for activation, not a guided tour
13 min
16
Microcopy Is Interface
The words are part of the design
12 min
05
Tools & Systems
Part 05 · 4 chapters
17
Figma for People Who'd Rather Be in VS Code
The 20% of Figma you'll actually use
13 min
18
Design Tokens Are Just Constants
Turn your design decisions into variables
13 min
19
A Component System in Code
Reusable primitives that keep your UI from drifting
13 min
20
Working With (and Hiring) Designers
When to DIY, when to delegate, and how to brief
12 min
06
The Surfaces That Sell
Part 06 · 4 chapters
21
Landing Pages That Convert Without Tricks
Structure, the fold, and earning the scroll
14 min
22
Pricing: The Hardest Page You'll Build
Anchoring, tiers, and designing the decision
13 min
23
Dashboards People Don't Hate
Defaults, density, and the first glance
13 min
24
Design the Edges
Emails, social cards, screenshots, and the touchpoints you forget
13 min
07
Polish & the Long Game
Part 07 · 4 chapters
25
The Polish Pass
The 30-minute audit between 'works' and 'finished'
13 min
26
Accessibility Is Just Good Design
Contrast, focus, keyboard, and semantics — better for everyone
13 min
27
Perceived Performance
Skeletons, optimistic UI, and speed as a feeling
13 min
28
Building Your Practice
A swipe file, a flywheel, and knowing when good enough ships
13 min
Impossible Workflows
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