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elvarsupply.bsky.social
elvar.supply
@elvarsupply.bsky.social
Framer power user building scroll-stopping components.
Helping you ship polished sites, faster.
New tools dropping weekly.
Great design is as much about what you avoid as what you create.

Spot these habits early, call them out, and build better.

Got one to add? Drop it below 👇
June 17, 2025 at 5:03 PM
7. Skipping research because “we already know”

You probably don’t... even if you’ve built 10 similar things, this audience, this context, and this moment are different.

5 real conversations with users can change your roadmap.
Research isn’t a delay, it’s insurance.
June 17, 2025 at 5:03 PM
6. Designing for the ideal user, not the real one

Your perfect user doesn’t exist.
The real ones have context, bad habits, and distractions.

Don’t assume:
• They read every word
• They understand your logic
• They behave “logically”

Design for how people actually act.
June 17, 2025 at 5:03 PM
5. Using lorem ipsum and wondering why it feels off

Designing with fake content = fake decisions

Real copy exposes real problems:
• Is this CTA clear?
• Is this headline too long?
• Does this layout hold up with dynamic data?

Design with real content as soon as possible.
June 17, 2025 at 5:03 PM
4. Ignoring accessibility until launch day

You can’t bolt on accessibility at the end.
It’s not a “nice to have”, it’s foundational.

Color contrast, keyboard nav, alt text, screen reader support…
You bake these in early, or you pay for it later, in rebuilds or worse.
June 17, 2025 at 5:03 PM
3. Choosing aesthetics over usability

Cool visuals ≠ good UX
aand your users aren’t here for your Dribbble portfolio

If a gorgeous UI confuses users, it’s a bad UI

Make it usable first, then make it beautiful ✨
June 17, 2025 at 5:03 PM
2. Designing solutions before understanding the problem

It’s tempting to jump straight into wireframes, but if you don’t understand why something needs to exist, you’ll just be polishing a guess.

Start with:
• What pain are we solving?
• For who?
• In what context?
June 17, 2025 at 5:03 PM
1. Asking for feedback without saying what you want

Vague asks = vague answers.

If you ask, “thoughts?”, don’t be surprised when people nitpick colors or spacing.

Be specific:
• “Does this flow make sense?”
• “Where do you drop off as a user?”
June 17, 2025 at 5:03 PM
UX isn’t just about knowing best practices.
It’s about learning the real stuff no one writes in the docs

Dop your own hard-learned lesson below 👇
June 11, 2025 at 4:57 PM
8. → Accessibility isn’t optional, it’s expensive to ignore

You can skip it now…
But you’ll pay for it in audits, rebuilds, lost users, and legal risk..

Build accessibly from day one
It’s not just ethical, it’s strategic.
June 11, 2025 at 4:57 PM
7. → Explaining your design is as important as designing it

You can’t just do the work, you have to sell the thinking behind it.

Explain your choices clearly:
- Why you structured it this way
- Why you removed that step
- Why this solution fits the user flow
June 11, 2025 at 4:57 PM
6. → Launch speed > pixel perfection (almost every time)

You’re polishing a button
Meanwhile, the real issue is: the feature isn’t live

Get it in users’ hands, then learn & iterate

Done and tested beats “almost perfect but unpublished” every time.
June 11, 2025 at 4:57 PM
5. → Decision fatigue is the real enemy, not lack of creativity

Often when you feel stuck, you’re not out of ideas.
You’re overloaded.

Too many options = frozen brain 🥶
Start with constraints, default to clarity then strip it down

Simplicity isn’t boring, it’s focused
June 11, 2025 at 4:57 PM
4. → Design systems don’t solve people problems

They solve consistency.
They don’t fix bad feedback loops, unclear ownership, or team drama though

If you’re hoping a design system will align your team, it won’t!
That’s a communication issue, not a component one.
June 11, 2025 at 4:57 PM
3. → Good products feel inevitable, not innovative

The best UX isn’t flashy. It’s obvious.

Not because it’s boring, but because it solves the problem so well, users don’t question (or see) it.

Innovation isn’t about surprise, it’s about clarity.
June 11, 2025 at 4:57 PM
2. → Users lie about what they want, but their behavior never does

Feedback is helpful.
But actions are truth.

They’ll say they want X… and never click it.
Watch heatmaps, observe drop-offs, track time-on-task...

Design for what people do, not what they say.
June 11, 2025 at 4:57 PM
1. → Every stakeholder has a hidden “must-have”

They’ll say, “I’m flexible.”
They’re not.

There’s always that one thing they care about more than they admit.
Find it early, or you’ll redesign late.

Ask better questions, dig for what they really want.
June 11, 2025 at 4:57 PM
Forget about it. It’s like a superpower for getting ideas out of my head and into the world. The speed at which you can go from "what if?" to "holy crap, it works!" is just insane. This isn't just about building websites; it's about making ideas tangible, instantly. 🚀
June 11, 2025 at 7:27 AM
The no-stakes, no-pressure playground. The second you remove the need for it to be "good" is the second you actually start making something good. Funny how that works 😅
June 10, 2025 at 2:34 PM