ui-density

UI density — how much information and how many features appear at once — should match the primary platform and user type. Desktop supports dense, feature-rich interfaces; mobile requires focused, reduced layouts. Enterprise power users tolerate higher density than occasional users. Use when designin

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npx skills add dembrandt/dembrandt-skills --skill ui-density

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UI Density Density describes how much information and how many interactive elements appear in a given area. The right density is not a universal standard — it depends on platform, user type, and session context. Platform Defaults Platform Default density Reason Desktop Medium to high Large screen, precise input, often primary work surface Tablet Medium Touch input, larger than phone but less than desktop Mobile Low Small screen, touch targets need space, interrupted sessions Never port a dense desktop layout directly to mobile. Remove, collapse, or deprioritise features rather than shrinking them. User Type and Density User type Appropriate density Examples Power user / enterprise High density acceptable Trading platforms, ERP, analytics, developer tools Occasional / general user Medium — clear visual breathing room SaaS dashboards, project management Consumer / first time user Low — guided, uncluttered Onboarding flows, consumer apps, e commerce A trading platform operator sits in the product for 8 hours a day and has learned every pixel — high density serves them. A user visiting a settings page once a month needs clear space and obvious labels. Domain experts tolerate complexity — if it solves the right problem quickly. People who know the domain (especially in internal tools) will happily use dense, complex, feature rich interfaces, because the complexity maps to a mental model they already hold. Two conditions make this work rather than overwhelm: Terminology matches their vocabulary. The labels, abbreviations, and jargon are the ones they already use. A term that's opaque to a consumer is a precise, fast signal to an expert — don't dumb it down for an audience that isn't there. The outcome stays quickly reachable. Density is fine as long as the result — the answer they came for, or the action they need — is fast to see or do, typically through an obvious primary action (see [[visual emphasis and hierarchy]]). Complexity that surrounds a clear path to the outcome is power; complexity that buries the outcome is clutter. Design a power user mode around this: high density, expert terminology, keyboard driven, primary action always in reach — distinct from a casual/first time mode that guides and unclutters. The same product may offer both; match the mode to who is actually using the view. Density Tokens Define spacing scale with density in mind. A compact variant reduces padding without changing structure: Feature Count by Platform Not every feature belongs on every platform. For each feature ask: does a mobile user need this right now? Priority Mobile Tablet Desktop Core task Always Always Always Secondary actions Collapsed (menu/sheet) Visible Visible Filters and sorting Accessible but not persistent Collapsible Persistent sidebar or toolbar Bulk actions Hidden or minimal Reduced Full Advanced settings Link to separate screen Link or panel Inline or panel Data visualisation Simplified (key metric only) Reduced chart Full chart Density and Feature Reduction on Mobile Sections and features can be removed, collapsed, or repositioned on smaller viewports — not just resized. Remove: Decorative sidebars, secondary data columns, promotional banners Collapse: Filters, advanced options, secondary navigation into accordions or bottom sheets Reposition: Toolbars move from top to bottom (thumb reach), sidebars move to drawers Simplify: A multi column data table becomes a card list; a full chart becomes a single key metric Progressive disclosure is the principle: show the minimum needed to complete the primary task, reveal more on demand. Reading Is Time The most under counted cost in a dense UI is reading . Every word the user must read to orient themselves is time spent, and it compounds — the more there is to read, the slower the whole interface feels, on every visit. Density is not just "how much fits on screen"; it's "how much the user has to read to act." Reduce that load: Cut words before you shrink them. The fix for a cramped screen is usually less content, not smaller type (see [[modular scale typography]]). Let recognisable icons replace reading where a concept has an unambiguous, standard icon — the eye recognises a shape faster than it reads a word (see [[brand visual language]]). But don't over ice with icons. A wrong or decorative icon adds a thing to interpret instead of removing one; and an icon on everything is its own noise. Right icon, relevant place only. Front load the scannable bit. Put the word or number the user scans for at the start of the line/label, so they don't read the whole thing to find it. The goal: a user should be able to glance , not read , to know where they are and what to do next. Review Checklist [ ] Is the density appropriate for the primary platform (desktop = can be denser, mobile = must be sparse)? [ ] Is the density appropriate for the user type (power user = higher density, consumer = more space)? [ ] Are spacing tokens used to define density — not one off padding values? [ ] On mobile: are secondary features collapsed, repositioned, or removed rather than shrunk? [ ] Are touch targets ≥ 44×44px even in compact density variants? [ ] Is a density toggle offered for enterprise tools where users have strong personal preferences?