While the user is filling out a form he might forget what you asked him.
And he has to erase the content to see what you wanted incase he forgot
Also having labels is better for accessibility reasons but in some cases it’s okay to use placeholders
In other words the bigger the object is the easier it is to hit it.
For small controls, you can add an invisible clickable area that will help the user hit them
I completely agree with all of this. There’s so much more to cover, but these are some great basic details that a lot of Roblox UI designers miss, especially when they’re just getting started!
In regards to placeholder text in inputs, you should opt to display either a default value or example of what input is expected.
Very well laid out too; I love the demonstration images.
This is really good. This is what I’m talking about, always use these methods when it comes to UI design for your games. And I really agree with the 2nd trick. It’s really really great, thank you for making this and spreading this to every other developer out there. Hopefully, they will also do this for their games so players can experience their game nice and well.
I feel like it should be said that there is valid reason to have borders. Sometimes a colour palette may require darker borders for better visibility. Sometimes when working with primarily the darkest shades of black (27,42,53 or below) , using 0,0,0 to 17,17,17 for borders can be beneficial if necessary to distinguish certain elements.
I don’t often use borders when creating and programming a UI but take [ 4 ] with some grain of salt as there are genuine use cases, however rare they may be! Saying this as I feel like people may misconstrue your tutorial and apply one of your tips with disregard to the case-by-case basis of what they’re working on.
I also personally feel like you should include Dark UI tips + demonstrations too. It’d be nice to include more about Mobile, Console, Multi-Platform and Scalable Resolution (e.g 3:2, 4:3, 16:9, 16:10) oriented UI/UX as well.