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layoutinterface-design

Symmetrical Padding

NEVER

NEVER: Give a box four different padding values (`padding: 24px 16px 12px 16px`) — that is residue from nudging one side, not a decision, and it de-centres the content so a stack of cards loses its rhythm. Use one uniform value (`padding: 16px`) or at most a single horizontal/vertical pair (`padding: 12px 16px`).

Give a box one padding value on all four sides, or at most a single horizontal/vertical pair — never four different numbers

Bad

Good

Why it matters

The rule is narrow and mechanical, which is what makes it enforceable: padding is uniform (padding: 16px), or a single axis pair (padding: 12px 16px) when the horizontal side genuinely needs more room than the vertical. Four distinct values — padding: 24px 16px 12px 16px — is almost never a decision; it is the residue of someone nudging the top once and the bottom once and never reconciling them.

The cost is visible: the content is no longer centred inside its own box, so a stack of such cards has no shared rhythm, and the eye reads the drift as sloppiness even when it cannot name it. This is a high-frequency tell in AI-generated UI, because a model emits each side independently and has no reason to make them agree. Distinct from the padding-scale rule (layout-impeccable-cramped-padding), which asks whether there is enough padding; this one asks whether the four values agree.

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.