Modal
Modal windowLightbox modalA window that opens on top of the page and dims everything behind it. You must deal with it (close, confirm, cancel) before you can touch the rest of the page again.
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The non-developer’s reference
When an AI team builds your product, you will hear words like modal, toast, design token and breakpoint. This is every one of them — 150 terms across 10 categories, explained in plain language, each with a live demo you can see and touch. No code background required.
150 terms shown
Anything that floats above the page and grabs attention — windows, panels, tooltips, alerts. They pause or layer on top of what you were doing.
A window that opens on top of the page and dims everything behind it. You must deal with it (close, confirm, cancel) before you can touch the rest of the page again.
The technical name for a modal that carries a short conversation with the user — a question, a form, a message. Every modal is a dialog; the word 'dialog' just stresses the back-and-forth.
A stricter dialog used for important or risky decisions. It interrupts you on purpose and usually cannot be dismissed by clicking outside — you must explicitly choose an option.
A small dialog that asks you to confirm or cancel one specific action. It is the lighter cousin of the alert dialog, used when the action is reversible.
A panel that slides in from the right edge and overlays part of the page. It keeps the main page partly visible so you do not lose your place.
Same as a right sheet but it slides in from the left. Often used for navigation menus, especially on mobile.
A panel that slides up from the bottom of the screen. It is the mobile-friendly way to show options or a short form without leaving the page.
A general word for a panel that is hidden off-screen and slides into view when needed. Sheets are drawers; the word emphasises the 'pull it out, push it back' behaviour.
A small floating box anchored to the thing you clicked (a button or icon). It does not dim the page and closes when you click elsewhere.
A tiny label that appears when you hover or focus an element, explaining what it does. It disappears as soon as you move away.
A richer tooltip that can hold images, text, and links. It appears on hover and is used to preview something without navigating to it.
A small message that pops up briefly (often a corner of the screen) to confirm something happened, then fades away on its own. It does not block the page.
A wide strip pinned to the top (or inside) of the page carrying an important, persistent message. Unlike a toast it stays until dismissed or resolved.
A coloured box embedded in the page that draws attention to a status: success, warning, error, or info. It sits in the content flow rather than floating.
A message about something that happened, collected in a list (bell icon) so you can review it later. Different from a toast, which is fleeting.
A full-screen overlay that shows an image or video enlarged, dimming everything else so the media is the only focus.
How information is packaged so it is scannable — cards, tables, badges, lists. The goal is fast comprehension, not decoration.
A bordered, padded container that groups related content (a title, text, an image, a button) into one tappable unit. Cards make grids of items easy to scan.
A compact card that highlights one number that matters (Revenue, Users) plus a label and often a trend arrow. It turns a dashboard into a glance.
A card that represents one record from a dataset — a contact, an order, a task — showing its key fields and quick actions.
A small coloured label that communicates status or category at a glance (Active, Beta, Paid). Colour carries meaning, so it should be consistent.
A small rounded element representing a selectable or removable value — a filter, a keyword, a recipient. Chips often have a small × to remove them.
A fully-rounded badge or button shape. 'Pill' describes the shape (rounded ends), not a different function from a badge or chip.
A small circular image or initials representing a person or entity. When no photo exists it falls back to initials on a coloured background.
A row of overlapping avatars showing several people compactly, usually ending in a '+5' chip when there are more than fit.
Grey blocks shaped like the content that is loading. They reassure the user that real data is on its way and reduce the feeling of waiting.
A list of headers you can expand and collapse to reveal or hide content. It keeps long pages short by showing only what the user asks for.
A horizontal strip of items you swipe or click through, showing a few at a time. Use sparingly — content hidden off-screen is often missed.
Rows and columns of structured data with headers, used when users need to compare values across many records or sort and filter them.
A nested, expandable list showing parent/child relationships, like a file explorer. Indentation and arrows reveal the hierarchy.
A vertical stack of items, each a row with an icon, text, and maybe an action. Lists are the simplest, most scannable way to show many items.
A list of label-and-value pairs (Name: Jane, Plan: Pro) used to show the details of a single record in a readable layout.
A vertical sequence of events with timestamps connected by a line, showing what happened in order. It tells a story over time.
A cluster of tags where size or weight hints at popularity or frequency. It gives a quick visual sense of what is common.
Everything the user types, picks, or toggles. Clear labels, helpful errors, and the right control for the data make forms painless.
A single-line box for typing short text such as a name or email. It is the most common form control.
A larger box for typing several lines or paragraphs of text. It usually grows or scrolls as you type.
A control that opens a list so you can choose exactly one option. It saves space by hiding the choices until needed.
Like a select, but you can pick several options at once. Chosen values usually appear as removable chips.
A box you tick on or off for an independent yes/no choice. Several checkboxes can be checked at the same time.
A set of related checkboxes under one label where the user can tick any combination, including none or all.
A round selector where only one option in the group can be chosen — picking a new one clears the previous.
The set of radio buttons that belong together so only one can be active at a time. The group, not each button, holds the answer.
A sliding on/off control for a setting that takes effect immediately, like a light switch. No Save button needed.
A track with a handle you drag to pick a value within a range. It is good for approximate values where exactness is not critical.
A slider with two handles to choose a lower and upper bound, defining a band rather than a single value.
A control that opens a calendar so you can click a date instead of typing it, preventing format mistakes.
A calendar that lets you choose a start and end date together, highlighting the span between them.
A control for selecting an hour and minute, often paired with a date picker for scheduling.
An area where you can click to browse or drag-and-drop files. It usually shows progress and a preview of what was added.
A text input dedicated to searching, usually with a magnifier icon and often live results as you type.
A row of single-character boxes for entering a short verification code, where focus jumps automatically to the next box.
A group of inputs collected together to capture and submit data as one unit, with validation before it is accepted.
One labelled unit inside a form: the label, the input, its helper text, and its error message treated as a single block.
The short text that names what an input is for. A proper label is clickable and read aloud by screen readers, so it is not optional.
A short line under an input giving guidance or format hints (e.g. 'We will never share your email'). It lowers errors before they happen.
The message shown when an entry is invalid, explaining what is wrong and how to fix it. Good errors are specific, not just 'Invalid'.
The things users click to make something happen. Hierarchy (which button is loudest) tells people what to do next.
The most visually prominent button on a screen, marking the single action you most want the user to take. There should usually be only one per view.
A less prominent button (often outlined) for actions that matter but are not the main goal, so it does not compete with the primary.
A button with no fill or border until you hover it — just text. It is the quietest button, for low-emphasis actions.
A button styled in a warning colour (usually red) to signal an irreversible or risky action so users pause before clicking.
A small square or round button showing only an icon. It saves space but always needs a tooltip or hidden label so its meaning is clear.
A round button that floats above the content (often bottom-right) for the single most important action on a screen, common on mobile.
A button with a main action plus an attached arrow that opens related variations of that action.
A set of related buttons joined visually into one unit, signalling that they belong to the same family of actions.
A row of options inside a single track where exactly one is highlighted. It is a compact way to switch a view or mode.
A button that shows a spinner and disables itself after you click it, so you know it is working and cannot double-submit.
A small key-shaped label (like ⌘K) showing a keyboard shortcut. It teaches power-user speed without extra explanation.
How the product tells you what is happening — loading, empty, error, success. Good feedback removes uncertainty.
A small spinning icon that says 'working, please wait' when the system has no progress percentage to show.
A bar that fills up to show how far along a task is. It is honest about how much waiting is left, which reduces frustration.
Progress shown as a filling line (linear) or a filling ring (circular). Same meaning, different shape chosen to fit the layout.
What a screen shows when there is no data yet: a friendly explanation, an illustration, and a clear next step instead of a blank void.
The very first experience before the user has done anything. It is an onboarding-oriented empty state that teaches the product's value.
What a screen shows when something went wrong: a plain-language reason and a way to recover (retry, go back), never a raw technical dump.
The interim view while data is on its way — a spinner or skeleton — so the screen never looks broken or frozen.
A clear positive confirmation that an action worked, often with a checkmark and the next logical step.
Loading state made of grey shapes that mirror the real layout, so the page feels fast and stable when content arrives.
Showing the result of an action instantly — before the server confirms — and quietly correcting it only if it fails. It makes apps feel instant.
Checking a field as the user finishes it and showing the result right there, instead of waiting for submit. It catches mistakes early.
A highlighted box (info, tip, warning) that pulls one important note out of the surrounding text so it is not missed.
The skeleton that holds everything — containers, grids, sections, headers. Structure is invisible when done right and obvious when wrong.
An invisible box that caps how wide content can get and centres it, so text stays readable on huge screens.
An invisible 12-column scaffold that elements snap to, so spacing and alignment stay consistent across the whole product.
A way to lay items in a row or a column with even spacing that flexes to the available space. 'Stack' usually means the vertical version.
A full-width horizontal band of a page with its own purpose and generous vertical padding, separating one idea from the next.
The top region of a page or section containing its title, context, and main actions. It orients the user before they read on.
The bottom region holding secondary links, legal text, and contact info. It is the safety net for navigation and trust signals.
The big first section of a page with the headline, a short pitch, and the main call to action. It has seconds to communicate the value.
A grid of differently-sized tiles (like a bento lunchbox) that mixes big and small cards into one balanced, modern layout.
A grid where items of different heights pack tightly like bricks, removing the gaps a strict grid would leave.
A screen divided into two linked panes — usually a list on the left and the selected item's detail on the right.
A layout that places content in two side-by-side columns, often main content plus a sidebar of secondary info.
A header that stays glued to the top of the screen as you scroll, keeping navigation and context always within reach.
Repeatable solutions to common experience problems — onboarding, disclosure, confirmation, undo. Patterns are why good products feel familiar.
The guided first experience that takes a new user from signed-up to getting value, removing friction one step at a time.
A sequence of highlighted tips that walks a user through key parts of the interface the first time they arrive.
A single contextual hint pointing at one feature, often a dot or callout that says 'try this'. It teaches in the moment.
The instant a user first truly understands the product's value. Everything in onboarding should aim to reach it fast.
Showing only what is needed now and revealing advanced options on request. It keeps interfaces simple without removing power.
A visual hint that tells you how to use something — a button looks pressable, a field looks typeable. Strong affordances make UIs self-explanatory.
An explicit signal that points to where an action is — an underline on a link, a chevron, a handle. It makes an affordance noticeable.
The pattern of reflecting a change immediately and reconciling with the server in the background, so the app feels instantaneous.
The rule of thumb for choosing feedback: a toast for a brief, low-stakes confirmation; a banner for a persistent, important message that needs action.
An extra friction step before an irreversible action — confirming, or typing the name — so it cannot happen by accident.
Letting an action happen instantly but offering a short window to undo it, instead of asking 'are you sure?' up front. It is faster and forgiving.
Turning a 'nothing here' screen into momentum by pairing the explanation with the exact button that fills it.
The decision of when to validate: as the user leaves a field (on-blur), live as they type, or only at submit. The right mix reduces frustration.
Designing the small-screen experience first, then enhancing for larger screens. It forces priorities and prevents desktop-only thinking.
The screen widths where the layout rearranges (phone → tablet → desktop). They are the rules that keep the design usable at any size.
Choosing between a blocking dialog and a lightweight inline 'Sure? Yes/No' that appears in place. Inline is faster for low-risk actions.
The invisible rules that make a product feel consistent — colours, spacing, type, shadows, z-index. Tokens are the DNA of a design system.
A named value (like 'primary colour' or 'spacing-4') used everywhere instead of raw numbers. Change the token once and the whole product updates.
The signature colour used for the most important actions and brand moments. Overusing it dilutes its meaning.
Background is the page's base surface; foreground is the main text colour on it. Their contrast is the foundation of readability.
Muted is a low-emphasis colour for secondary text and surfaces; accent is a supporting highlight colour distinct from the primary.
Border is the subtle line separating surfaces; ring is the visible halo around a focused element that keyboard users rely on.
A range of shades of one colour (50 → 900) so you always have a lighter or darker version that still belongs to the system.
A fixed set of font sizes with clear jumps between them, so headings and body text relate harmoniously instead of being arbitrary.
A set of allowed spacing values (usually multiples of 4 or 8). Sticking to it makes whitespace feel rhythmic instead of random.
The standard set of corner roundness values. Consistent radii make the product feel like one coherent family.
A graduated set of drop shadows that signal how 'lifted' an element is. Higher elevation = more shadow = more importance or interactivity.
The agreed numbering for what stacks above what (content < dropdown < modal < toast). It prevents overlays fighting each other.
The shared rules for columns, gutters, and margins that every screen aligns to, giving the whole product a calm, ordered feel.
A specific screen width where the layout rules change. Named breakpoints (sm, md, lg) keep responsive behaviour predictable.
How tightly packed the interface is. High density suits power tools (lots on screen); low density suits casual or mobile use.
The different looks an element takes: resting, hovered, focused, pressed (active), and disabled. Every interactive element needs all of them defined.
Arranging size, weight, colour, and spacing so the eye lands on the most important thing first and follows a deliberate path.
A number measuring how readable text is against its background. Accessibility standards require at least 4.5:1 for normal text.
The empty space around and between elements. It is not wasted — it groups related things and gives the design clarity and calm.
The consistent, repeating spacing between elements down a page. Even rhythm makes long pages feel composed rather than chaotic.
A complete swap of the colour set (dark or light, or brand variants) achieved by changing tokens, not rebuilding screens.
The technical container that stores a design token in the browser so the whole product can read and switch values live.
The few engineering words you will hear in product conversations — component, prop, variant, design system — explained without jargon.
A reusable piece of interface built once and used everywhere — a button, a card, a search bar. Fixing it in one place fixes it everywhere.
A predefined version of a component — a button can have primary, secondary, and ghost variants — sharing the same behaviour but a different look.
A setting you pass to a component to change it — its size, its label, whether it is disabled. Props are the knobs of a building block.
A reserved space inside a component where you drop your own content — a card's body is a slot you fill with anything.
Building a complex interface by nesting small components inside bigger ones, like LEGO. It is why design systems scale.
A way of organising components from smallest to largest: atoms (button), molecules (search bar), organisms (header). It keeps a system tidy.
A living catalogue where every component and its variants are shown in isolation, so designers and developers review them without the full app.
The complete, governed set of tokens, components, and rules that guarantees the product looks and behaves consistently everywhere.
Every term here is something our AI team uses to build your product. Put it to work — explore what we ship, or master the tools yourself.