Design teams we learn from
Rating 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
Rating 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
Start by mapping the steps, then strip out anything that doesn't help the task. Use real user language, not internal jargon. Keep the important action loud and everything else calm. Test early with rough prototypes; you'll learn faster and waste less time polishing the wrong thing.
A common mistake is over-explaining. If a screen needs a paragraph, the design is doing too much. Another trap is hiding the primary action because it looks cleaner. Clean isn't the same as clear. The goal is clarity that feels natural, not a layout that looks quiet in a screenshot.
A common mistake is over-explaining. If a screen needs a paragraph, the design is doing too much. Another trap is hiding the primary action because it looks cleaner. Clean isn't the same as clear. The goal is clarity that feels natural, not a layout that looks quiet in a screenshot.
Here's a quick gut check for Rating: 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 Rating makes the next step obvious and the outcome feel earned.
Example: a checkout button that looks disabled but still works. That breaks trust fast. Or an icon-only toolbar with no labels. Experts might get it; beginners won't. Small decisions like these define the real experience, not the marketing copy.
Here's a quick gut check for Rating: 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 Rating makes the next step obvious and the outcome feel earned.
Example: a checkout button that looks disabled but still works. That breaks trust fast. Or an icon-only toolbar with no labels. Experts might get it; beginners won't. Small decisions like these define the real experience, not the marketing copy.
If you've heard designers throw around Rating, 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 Rating 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.
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