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interactionsVercel

Design Forgiving Interactions

MUST

MUST: Design forgiving interactions (generous targets, clear affordances; avoid finickiness)

Controls minimize finickiness with generous hit targets and clear affordances

Bad

Good

Why it matters

Make interactive elements easy to use by providing generous hit targets, clear visual feedback, and forgiving interaction patterns. A prediction cone is the triangular region between the cursor and an open submenu: while the pointer moves inside that triangle, keep the submenu open even though the cursor has technically left the parent item. Without it, cutting the corner toward the submenu closes it out from under the user.

References

Built by Gleb Stroganov, design engineer at Evil Martians.

The rules come from other people's skills and guidelines — Vercel, Rauno Freiberg, @Ibelick, impeccable, Emil Kowalski, Tailwind, RAMS — each one credited on the Sources page. The work here is extraction and wiring: every rule is pulled into one corpus, given a good and a bad example you can operate, a MUST/SHOULD/NEVER rule an agent can paste, and a link back to where it came from.