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Hierarchy is the set of cues that tell people what they can do next and why it makes sense. When it's strong, users move fast and feel confident.
Definition
Plain-English definition
Hierarchy is the set of cues that tell people what they can do next and why it makes sense. When it's strong, users move fast and feel confident.
Why it matters
It shapes trust. When the interface keeps its promises, people keep moving.
Real-world example
A primary button that looks disabled but still works, or a menu icon with no label.
Full explanation
Here's a quick gut check for Hierarchy: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Hierarchy makes the next step obvious and the outcome feel earned.
If you've heard designers throw around Hierarchy, here's the plain-English version. At its core, it's the set of cues that tell someone what they can do next and why that action makes sense. When Hierarchy is strong, people move fast and feel smart. When it's weak, they hesitate, bounce, or blame themselves. That moment of hesitation is the signal.
Here's a quick gut check for Hierarchy: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Hierarchy makes the next step obvious and the outcome feel earned.
Hierarchy is one of those UX words that sounds abstract until you see it in the wild. It's the relationship between what a user expects and what the interface actually does. If the interface keeps its promises, users trust it. If it surprises them in the wrong way, they stop exploring. Trust is the currency here.
If you've heard designers throw around Hierarchy, here's the plain-English version. At its core, it's the set of cues that tell someone what they can do next and why that action makes sense. When Hierarchy is strong, people move fast and feel smart. When it's weak, they hesitate, bounce, or blame themselves. That moment of hesitation is the signal.
If you've heard designers throw around Hierarchy, here's the plain-English version. At its core, it's the set of cues that tell someone what they can do next and why that action makes sense. When Hierarchy is strong, people move fast and feel smart. When it's weak, they hesitate, bounce, or blame themselves. That moment of hesitation is the signal.
Here's a quick gut check for Hierarchy: could a first-time user explain what to do without help? If not, the design is asking them to learn the system instead of helping them finish the task. That's a bad trade. Good Hierarchy makes the next step obvious and the outcome feel earned.
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