CORE-01
One primary action, clearly the strongest
When two actions look equally important, people hesitate or pick the wrong one.
Applies to: Any screen with a main task.
Irreplaceable › Guides › UX review checklist
Checklist · Design crit and UX audit
Every rule the design crit and Crit Gate check a screen against, written out. Use it for a design crit, a UX audit or your own last look before handoff. Each rule says where it applies, why it matters and how severe a miss is.
By Sarit Elisha, founder of Irreplaceable · Updated October 10, 2026
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Every rule carries a severity, so a review starts with what matters most.
24 rules
Basics every screen needs, AI or not.
CORE-01
When two actions look equally important, people hesitate or pick the wrong one.
Applies to: Any screen with a main task.
CORE-02
A key number or status buried under decoration gets missed.
Applies to: Screens that show a result, total or status.
CORE-03
A specific verb ('Pay $412', 'Delete 3 files') tells people the consequence before they commit.
Applies to: Buttons and links.
CORE-04
An unexplained total, or one that differs from what was asked for, breaks trust at the worst moment.
Applies to: Totals, prices and amounts.
CORE-05
People need a last look, or a way back, when a mistake is expensive.
Applies to: Delete, send, pay, publish and other hard-to-reverse actions.
CORE-06
A blank area reads as broken and leaves people without a next step.
Applies to: Lists, searches, dashboards and first-run screens.
CORE-07
'Something went wrong' leaves people stuck; an error far from its field is missed.
Applies to: Forms and anything that can fail.
CORE-08
A spinner with no context feels longer and makes people retry or leave.
Applies to: Anything that takes more than a moment.
CORE-09
Fine print that holds a key fact (a fee, a non-refundable term) is easy to miss and reads as hiding it.
Applies to: Text and controls.
CORE-10
Placeholders disappear on typing, so people lose track of what each field wants.
Applies to: Inputs.
CORE-11
Without a response, people don't know if the tap worked, tap again, and create duplicates or give up.
Applies to: Every action people can take on the screen.
CORE-12
Internal names, codes and database terms make people translate before they can act.
Applies to: Labels, headings and messages.
CORE-13
People explore when they know they can return. Without Back, Cancel or Undo they hesitate or get stuck.
Applies to: Screens inside a flow, modals and edits.
CORE-14
Two styles for one action, or one style for two actions, make people relearn the screen as they go.
Applies to: Repeated components and patterns on the screen.
CORE-15
Constraints, good defaults and pickers stop wrong input before it happens, which beats any error message.
Applies to: Inputs, pickers and destructive controls.
CORE-16
A hint next to a hard field gets read; a help centre link at the bottom doesn't.
Applies to: Complex fields, settings and first use.
CORE-17
Shortcuts, bulk actions and remembered choices keep experts fast without getting in a newcomer's way.
Applies to: Screens people use often or in bulk.
CORE-18
Each extra element competes with the ones that matter and slows the main task.
Applies to: Dense screens.
CORE-19
Without a title, active navigation state or breadcrumb, people lose their place and can't predict where Back goes.
Applies to: Screens inside an app or site.
CORE-20
Actions at the top of a tall phone screen need two hands or a stretch, and get missed or delayed.
Applies to: Primary actions on phone screens.
CORE-21
Email, number and phone fields need their own keyboard, and the field and its error must stay visible above the keyboard.
Applies to: Text fields on phone screens.
CORE-22
Guessing which fields are required, or being rejected for a space in a card number, causes most form errors.
Applies to: Forms.
CORE-23
Numbers aligned on the right with consistent units, clear headers and sensible sorting let people compare at a glance.
Applies to: Tables, lists and numbers.
CORE-24
Related things close together and a clear order of headings let people see the structure before they read it.
Applies to: Any screen with more than a few elements.
18 rules · the full guide
How AI features act, admit uncertainty, ask for consent and recover. From the Irreplaceable AI UX checklist.
AIUX-01
People can't undo what they never saw. A plan turns a surprise into a decision.
Applies to: Agents that book, send, pay or change things.
See it done right and wrongAIUX-02
Guessing on ambiguity causes costly mistakes. Asking five questions every time causes friction.
Applies to: Agents that book, send, pay or change things.
See it done right and wrongAIUX-03
Steering before acting beats undoing after.
Applies to: Agents that book, send, pay or change things.
See it done right and wrongAIUX-04
Sending and deleting can't be taken back. A few seconds of undo covers most mistakes.
Applies to: Anything AI writes, edits or runs for a while.
See it done right and wrongAIUX-05
People need to see what changed and get their own words back.
Applies to: Anything AI writes, edits or runs for a while.
See it done right and wrongAIUX-06
Control matters most while it's still running.
Applies to: Anything AI writes, edits or runs for a while.
See it done right and wrongAIUX-07
Honest uncertainty builds trust that lasts. Confident mistakes break it.
Applies to: Answers, summaries and recommendations.
See it done right and wrongAIUX-08
Numbers like “92% match” sound scientific but give people nothing to act on.
Applies to: Answers, summaries and recommendations.
See it done right and wrongAIUX-09
A claim people can check is a claim people can trust.
Applies to: Answers, summaries and recommendations.
See it done right and wrongAIUX-10
Health, money and family details need consent, not silent memory.
Applies to: Memory, permissions and personal data.
See it done right and wrongAIUX-11
Forever access to everything is a risk that never goes away.
Applies to: Memory, permissions and personal data.
See it done right and wrongAIUX-12
A pre-checked box isn't consent, and in the EU it isn't legal.
Applies to: Memory, permissions and personal data.
See it done right and wrongAIUX-13
People have a right to know when they're talking to a machine.
Applies to: Assistants, chatbots, generated content.
See it done right and wrongAIUX-14
People decide differently when they know something is generated.
Applies to: Assistants, chatbots, generated content.
See it done right and wrongAIUX-15
Emotional pressure from a machine is manipulation, especially for kids.
Applies to: Assistants, chatbots, generated content.
See it done right and wrongAIUX-16
An error message is a moment to help, not to blame.
Applies to: Errors, refusals and high-stakes moments.
See it done right and wrongAIUX-17
Money, health and legal moments need a human exit.
Applies to: Errors, refusals and high-stakes moments.
See it done right and wrongAIUX-18
A bare “I can't help” is a dead end.
Applies to: Errors, refusals and high-stakes moments.
See it done right and wrong50 rules · the full guide
Behavioral science and cognitive psychology: how people notice, decide, remember and act, and the dark patterns that exploit it.
BEH-01
Every extra option slows the decision, and too many make people give up or pick at random. Group, recommend one, or hide advanced options.
Applies to: Screens that ask people to choose: plans, options, settings, menus.
BEH-02
Most people keep the default. A pre-ticked add-on, newsletter or data-sharing box is a choice made for them, and erodes trust when they notice.
Applies to: Pre-selected options, toggles and checkboxes.
BEH-03
A crossed-out price that was never charged, or a decoy plan that exists only to push another, is anchoring used against people; regulators treat fake reference prices as deceptive.
Applies to: Prices, plans and comparisons.
BEH-04
Working memory holds only a few things at once. Asking for everything on one screen raises errors and drop-off; split it, prefill it, or ask later.
Applies to: Forms, onboarding and dense screens.
BEH-05
Making people remember a code, a choice or a rule from an earlier step causes mistakes. Show it where it's needed.
Applies to: Anything people must remember from a previous screen.
BEH-06
Showing every detail up front buries the next step. Lead with what most people need and reveal the rest on demand.
Applies to: Settings, advanced features and long content.
BEH-07
People speed up as they see the end and abandon when they can't tell how far it is. Show steps or progress, and start it a little ahead if a step is already done.
Applies to: Multi-step flows, onboarding and profiles.
BEH-08
People judge an experience by its peak and its end. A flat or confusing ending colours the whole flow; confirm what happened and what comes next.
Applies to: Confirmation, success and end-of-flow screens.
BEH-09
A prompt works when people want to and can act now (Fogg model). Asking at the wrong moment trains them to dismiss it.
Applies to: Prompts to act: upgrades, invitations, reminders.
BEH-10
'90% success' and '10% failure' feel different though they're the same. Loss-framed scare copy pushes decisions people later regret.
Applies to: Risks, fees, results and AI output.
BEH-11
'12 people are looking at this' that isn't true, or reviews from another product, is fake social proof and a recognised dark pattern.
Applies to: Reviews, counts of other users, badges.
BEH-12
Countdown timers that reset and fake 'only 2 left' pressure people into choices; regulators in the EU, UK and US act against them.
Applies to: Timers, stock counts and limited offers.
BEH-13
Hiding cancel, or wording the decline button to shame ('No, I don't like saving money'), keeps people by friction and guilt, and costs trust and often legal exposure.
Applies to: Cancel, unsubscribe, decline and opt-out paths.
BEH-14
Fees revealed at the last step, items added to the basket, or a free trial that silently becomes paid exploit commitment and inattention.
Applies to: Checkouts, sign-ups and consent.
BEH-15
Streaks and variable rewards build habits; aimed at engagement for its own sake they turn into compulsion and churn once people notice.
Applies to: Notifications, streaks and engagement loops.
BEH-16
People over-trust confident systems and stop checking. Show sources and uncertainty where a wrong answer costs something.
Applies to: AI suggestions, recommendations and automation.
BEH-17
The time to hit a target grows with distance and shrinks with size. A main action tucked in a corner, or tiny and far from where the thumb or cursor is, slows every use.
Applies to: Primary and frequent actions.
BEH-18
People remember and notice what differs from its surroundings. When five things are highlighted, nothing is.
Applies to: Screens with one thing that matters most.
BEH-19
People remember and choose the first and last items best; the middle gets skipped. Bury the important option in the middle and it's missed.
Applies to: Lists, menus and navigation.
BEH-20
People hold about four chunks at once. '4829 1173 0062' is read and checked; '482911730062' is mistyped.
Applies to: Long numbers, codes, IBANs, phone numbers and long lists.
BEH-21
People spend most of their time in other products and expect yours to work the same. A novel pattern costs learning on every first use.
Applies to: Icons, navigation, controls and their placement.
BEH-22
Some complexity can't be removed, only moved. Making people format a date, pick a timezone or know a code shifts the work and the errors to them.
Applies to: Inputs, formatting and setup.
BEH-23
Responses under ~400 ms keep people in flow; slower ones need immediate acknowledgement, skeletons or optimistic updates, or people tap again and leave.
Applies to: Actions that take time: search, save, AI answers.
BEH-24
People remember unfinished tasks and want to close them. Showing what's left and where to pick up turns that pull into completion, instead of starting over.
Applies to: Long tasks, drafts and multi-step setup.
BEH-25
People who take a small step tend to continue. Asking for everything at once, before any commitment, loses most of them.
Applies to: Onboarding and big asks.
BEH-26
People give back after they receive. A sign-up or data request before they've seen any value feels like a toll and gets abandoned or faked.
Applies to: Sign-up walls, permission and data requests.
BEH-27
People defer to authority cues. A badge, title or endorsement that isn't real or doesn't apply borrows trust it hasn't earned.
Applies to: Expert badges, certifications, 'recommended by'.
BEH-28
People stick with what they have even when the new option is better. Imports, defaults carried over and a clear 'what changes' lower the cost of moving.
Applies to: Migrations, new versions and switching from a competitor.
BEH-29
Flat text that's secretly a button gets missed; a card that looks clickable but isn't gets tapped in frustration.
Applies to: Buttons, links, cards and anything clickable or static.
BEH-30
People assume things that look alike work alike. A blue word that's a link in one place and a label in another breaks that, and they stop trusting the visual language.
Applies to: Repeated elements: links, buttons, tags, statuses.
BEH-31
People scan in F and Z patterns and read the first words of lines and headings. Front-load what matters; a heading that starts with 'In order to' hides it.
Applies to: Headings, list items and text people scan.
BEH-32
People ignore anything shaped and coloured like a banner. A real warning in an ad-like box is skipped.
Applies to: Important notices, warnings and offers.
BEH-33
People miss changes outside their focus. A total that updates at the top while they're at the bottom, or an error far from the field, goes unseen.
Applies to: Totals, errors and content that changes after an action.
BEH-34
People overvalue now and discount later. 'Protect your account' loses to 'Skip'; showing what they get today, or making it one tap, gets it done.
Applies to: Security setup, backups, savings, health and other long-term actions.
BEH-35
People underestimate time, and products do too. An estimate that's wrong by a lot breaks trust at the moment people are committing.
Applies to: Time and effort estimates: 'takes 2 minutes', step counts.
BEH-36
The team knows what 'workspace', 'sync' or an acronym means; new users don't. Copy written from the inside leaves them guessing.
Applies to: Instructions, labels and empty states.
BEH-37
Bad experiences weigh several times more than good ones. A harsh, blaming or alarming error colours the whole product; a calm one with a way forward doesn't.
Applies to: Errors, warnings and failure messages.
BEH-38
Seeing the steps being done makes waits feel worth it and raises trust. Fake steps or theatrical delays are deception that people eventually notice.
Applies to: Waits for search, AI answers and processing.
BEH-39
Smooth is not always good. A typed confirmation, a review step or a short delay before an irreversible action prevents the errors people regret most.
Applies to: Irreversible, costly or shared actions.
BEH-40
Asked at launch with no context, people refuse and rarely reconsider. Asked when the feature needs it, with what they get, most agree.
Applies to: Requests for location, camera, contacts, notifications and other permissions.
BEH-41
Every badge competes for attention; when everything is urgent, people learn to ignore all of it, including what's important.
Applies to: Notifications, badges and red dots.
BEH-42
Easy-to-read text feels more true and trustworthy, and is understood by more people. Long, abstract or legalistic copy is skipped or misread.
Applies to: All copy.
BEH-43
People resist what they don't choose. A way to see why, adjust or turn off a recommendation keeps them using it; forcing it drives them away.
Applies to: Personalisation, recommendations and AI features.
BEH-44
People stay with what makes them feel capable. Specific, earned feedback on progress motivates; generic praise or constant streak pressure doesn't.
Applies to: Progress, achievements and feedback on skill.
BEH-45
People click through confirmations on autopilot, so the dialog doesn't prevent the mistake. An undo after the fact actually does.
Applies to: Confirmation dialogs.
BEH-46
'You'll lose everything' to stop a cancellation exploits loss aversion and sunk cost. Say exactly what is kept, what goes and when.
Applies to: Cancellation, downgrade and deletion flows.
BEH-47
Asking again on every visit after someone declined wears them down rather than persuading them; it's a recognised dark pattern.
Applies to: Prompts, popups and upsells people already declined.
BEH-48
Ads made to look like content, or a button that does something other than it says, deceive people into actions they didn't choose.
Applies to: Ads, sponsored content and buttons.
BEH-49
Requiring an account, contacts or extra data to do something that doesn't need it, or defaulting to sharing more, takes what people didn't agree to give.
Applies to: Sign-ups, sharing and data collection.
BEH-50
'Uncheck this box if you don't want to not receive offers' is built to be misread, and consent obtained that way isn't consent.
Applies to: Opt-in and opt-out checkboxes and toggles.
10 rules · the full guide
Right-to-left screens: Hebrew, Arabic, Persian. On by default when the screen has right-to-left text.
RTL-01
A left-to-right layout with right-to-left text makes people scan the wrong way and look for Back in the wrong corner.
Applies to: Screens in a right-to-left language.
RTL-02
A Next arrow pointing right on a right-to-left screen points backwards. Icons with no direction (play, check, clock) stay as they are.
Applies to: Arrows, chevrons, progress bars, sliders and steppers on right-to-left screens.
RTL-03
Without correct direction, a brand name, a version number or a final period jumps to the wrong end and the sentence reads scrambled.
Applies to: Right-to-left text that contains Latin words, numbers, emails, links or punctuation.
RTL-04
Digits stay left to right inside right-to-left text; a currency sign on the wrong side or a reversed phone number makes the value wrong or untrustworthy.
Applies to: Prices, amounts, phone and card numbers on right-to-left screens.
RTL-05
Right-to-left text aligned left leaves a ragged starting edge and reads as an unfinished translation.
Applies to: Paragraphs, labels and lists in a right-to-left language.
RTL-06
Name and address fields type right to left; email, URL, phone and code fields type left to right. The wrong direction scrambles what people enter.
Applies to: Inputs on right-to-left screens.
RTL-07
An English 'Cancel' or error message on a Hebrew screen reads as unfinished, and some people won't understand it.
Applies to: Buttons, labels, errors and empty states on a right-to-left screen.
RTL-08
03/04 means 3 April in Israel and 4 March in the US; the wrong format causes missed appointments and wrong orders.
Applies to: Dates, times and units on right-to-left screens.
RTL-09
Letter-spacing, all-caps styles, tight line height or a font without the script's glyphs breaks Hebrew and Arabic text, and Arabic letters must stay joined.
Applies to: Hebrew, Arabic and Persian text.
RTL-10
An English answer forced right to left, or a Hebrew answer forced left to right, is hard to read. In a right-to-left chat the user's bubbles sit on the left.
Applies to: Chats and AI output in a right-to-left product.
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