본문으로 건너뛰기
Style Gallery.
둘러보기소개GitHub ↗새 탭

✳ A FIELD GUIDE FOR INTERFACES

다음 화면의 시작점.

배치부터 움직임, 상태와 용어까지. 만드는 순간에 필요한 인터페이스 지식을 만나보세요.

한국어 키워드로 찾고, 영문 원문으로 이어서 읽어요.

06CONNECTED DOMAINS
하나의 화면, 여러 가지 관점.
✳
이런 순간에검색 화면↗저장과 복구↗스크롤↗인벤토리↗용어 비교↗

분야별로 둘러보기

▦모든 분야124Layout공간과 배치61Motion움직임과 피드백8Design Engineering상태와 인터랙션30Game UI플레이를 위한 화면12Platform Guides플랫폼별 관례6Design Terminology용어와 의미7
↳

이름을 몰라도 괜찮아요.
하고 싶은 일로 찾아보세요.

갤러리 사용법 ↗

모든 자료

124개의 자료

  • ++SPACE & STRUCTURE
    Layout패턴

    목록과 상세를 나란히↗

    항목을 탐색하면서 선택한 내용을 함께 볼 수 있는 두 영역.

    list-detail
  • ++CHANGE & CONTINUITY
    Motion레시피

    상태에 반응하는 모션↗

    입력의 응답부터 완료까지. 재시도와 중단도 함께 설계합니다.

    Motion Interaction Recipes
  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    마지막 검색이 먼저 도착한다면↗

    응답 순서가 뒤집혀도 사용자의 최신 의도를 화면에 유지합니다.

    Latest Request Wins
  • ++PLAY & INTERACTION
    Game UI레시피

    플레이어의 작업에서 시작하기↗

    HUD부터 인벤토리까지. 선택, 입력, 복구를 화면 구조로 연결합니다.

    Game UI Screen Recipes
  • ++CONTEXT & CONVENTION
    Platform Guides레퍼런스

    플랫폼의 차이를 비교하기↗

    뒤로 가기, 키보드, 모션 설정을 웹에 적용할 때 확인할 것들.

    Platform Compatibility Matrix
  • ++AaAaWORDS & MEANING
    Design Terminology용어

    같은 이름이면 같은 뜻일까↗

    Variable, token, component. 용어를 출처와 함께 비교합니다.

    Cross-System Term Cases
  • ++SPACE & STRUCTURE
    Layout가이드

    Layout↗

    정렬, 그리드, 반응형 배치와 스크롤을 위한 작은 HTML·CSS 패턴.

  • ++CHANGE & CONTINUITY
    Motion가이드

    Motion↗

    전환과 피드백, 중단과 재시도까지 생각하는 모션 가이드.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    Design Engineering↗

    상태의 주인, 저장 중 편집, 비동기 응답과 복구를 다루는 구현 패턴.

  • ++PLAY & INTERACTION
    Game UI가이드

    Game UI↗

    HUD, 인벤토리, 메뉴와 오버레이를 작업과 입력의 관점에서 탐색하세요.

  • ++CONTEXT & CONVENTION
    Platform Guides레퍼런스

    Platform Guides↗

    Apple, Android, Windows의 상호작용을 출처와 적용 범위로 비교합니다.

  • ++AaAaWORDS & MEANING
    Design Terminology용어

    Design Terminology↗

    디자인 용어가 어느 출처에서 어떤 의미로 쓰이는지 함께 읽어보세요.

  • ++SPACE & STRUCTURE
    Layout가이드

    Layout Planning Guide↗

    Pre-design entry point for choosing and composing StyleGallery Layout patterns.

  • ++CHANGE & CONTINUITY
    Motion레퍼런스

    Motion Vocabulary↗

    Evidence-bounded method and reference for naming observable interface motion.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    Interface Craft Decisions↗

    Repository-bounded method for purpose, implementation, review, and evidence decisions at the product layer.

  • ++PLAY & INTERACTION
    Game UI레퍼런스

    Game UI Classification↗

    Engine-neutral method for classifying game interfaces by player task, presentation, input, state, and motion.

  • ++CONTEXT & CONVENTION
    Platform Guides레퍼런스

    Apple Interaction As A Comparative Reference↗

    Bounded comparison of Apple interaction themes with explicit web-adaptation and provenance limits.

  • ++AaAaWORDS & MEANING
    Design Terminology용어

    Design Source Kinds↗

    Classification of vocabulary sources into design system, platform guideline, specification, design tool, pattern library, and brand style guide kinds.

  • ++SPACE & STRUCTURE
    Layout패턴

    center↗

    Center a block while respecting a maximum measure.

  • ++CHANGE & CONTINUITY
    Motion가이드

    Motion Review Workflow↗

    Evidence-first workflow for reviewing product-layer motion without changing Layout policy.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    Consumer Migration Readiness↗

    Evidence-bound method for deciding whether a consumer migration preserves its declared behavior.

  • ++PLAY & INTERACTION
    Game UI가이드

    Game UI Screen Hierarchy↗

    Engine-neutral ownership model for composing game-interface shells, screens, layers, regions, components, and controls.

  • ++CONTEXT & CONVENTION
    Platform Guides레퍼런스

    Platform Adaptation Workflow↗

    Compare a native convention with a target implementation through source, capability, fallback, and evidence records.

  • ++AaAaWORDS & MEANING
    Design Terminology용어

    Design Source Vocabularies↗

    Freshness-bounded inventory of named vocabulary sources with source kind, vocabulary surface, version boundary, and review status.

  • ++SPACE & STRUCTURE
    Layout패턴

    가운데에 놓기↗

    Center one region along both axes.

    super-center
  • ++CHANGE & CONTINUITY
    Motion레퍼런스

    Motion Practice Reference↗

    Bounded motion mechanics, heuristics, platform notes, and verification requirements.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레퍼런스

    Design Engineering Reference Profiles↗

    상태의 주인, 저장 중 편집, 비동기 응답과 복구를 다루는 구현 패턴.

  • ++PLAY & INTERACTION
    Game UI레퍼런스

    Game UI Reference Record↗

    Minimum evidence record for adding a game-interface reference to StyleGallery.

  • ++CONTEXT & CONVENTION
    Platform Guides레퍼런스

    Android Interaction As A Comparative Reference↗

    Source-bounded Android Back and adaptive-window guidance with explicit web translation and failure cases.

  • ++AaAaWORDS & MEANING
    Design Terminology용어

    Design Concept Families↗

    Classification of design terms into foundation, interface-artifact, guidance, governance, consumption, and tooling-construct concept families.

  • ++SPACE & STRUCTURE
    Layout패턴

    box↗

    Wrap content with predictable internal spacing.

  • ++CHANGE & CONTINUITY
    Motion가이드

    Motion Decision Tree↗

    Choose a motion responsibility from a user task, state change, and failure case.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레퍼런스

    Governed Local Reference Profiles↗

    상태의 주인, 저장 중 편집, 비동기 응답과 복구를 다루는 구현 패턴.

  • ++PLAY & INTERACTION
    Game UI가이드

    Unity UI Architecture↗

    Unity-specific mapping from engine-neutral game UI hierarchy to Scenes, Canvas layers, prefabs, runtime instances, and motion ownership.

  • ++CONTEXT & CONVENTION
    Platform Guides레퍼런스

    Windows Interaction As A Comparative Reference↗

    Source-bounded Windows keyboard, focus, and command guidance with web adaptation cases.

  • ++AaAaWORDS & MEANING
    Design Terminology용어

    Design Term Relations↗

    Typed semantic relation model between design terms from different named sources, and the term record shape.

  • ++SPACE & STRUCTURE
    Layout패턴

    clamped-card↗

    Constrain a card to a readable fluid width.

  • ++CHANGE & CONTINUITY
    Motion가이드

    Motion Brief↗

    Author a product-owned transition contract with interruption, preference, and evidence requirements.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레퍼런스

    External Consumer Adaptation↗

    상태의 주인, 저장 중 편집, 비동기 응답과 복구를 다루는 구현 패턴.

  • ++PLAY & INTERACTION
    Game UI가이드

    Unity UI Systems↗

    Source-pinned comparison of uGUI, UI Toolkit, and NGUI ownership and responsibilities for Game UI review.

  • ++AaAaWORDS & MEANING
    Design Terminology용어

    Design Term Comparison Workflow↗

    Resolve source-specific terminology questions with a scoped relation, explicit uncertainty, and a reusable handoff.

  • ++SPACE & STRUCTURE
    Layout패턴

    읽기 편한 본문 너비↗

    Keep prose width readable inside fluid containers.

    content-limiter
  • ++CHANGE & CONTINUITY
    Motion가이드

    Observed Choreography Transcription↗

    Transcribe an observed scroll choreography into Scene Composition Contract vocabulary without copying assets or claiming implementation knowledge.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    Design Engineering Decision Tree↗

    Route product craft work from the uncertain decision to a contract, example, and appropriate evidence.

  • ++PLAY & INTERACTION
    Game UI가이드

    Unity CLI Loop↗

    Source-pinned workflow for inspecting and exercising Unity Game UI with unity-cli-loop while preserving UI-stack boundaries.

  • ++SPACE & STRUCTURE
    Layout패턴

    fluid-styles↗

    Let a region fill available width without exceeding a readable max.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    Component Contract↗

    Define product component semantics, states, events, asynchronous ownership, and verification before visual treatment.

  • ++PLAY & INTERACTION
    Game UI가이드

    Unity Repository Map↗

    Public default-branch snapshot map for locating Unity UI system sources, examples, adjacent references, and historical material.

  • ++SPACE & STRUCTURE
    Layout패턴

    정렬된 카드 그리드↗

    Align repeating cards in rows and columns.

    card-grid
  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    Design Engineering Worked Examples↗

    Apply component contracts to settings, asynchronous search, and destructive list actions with explicit recovery cases.

  • ++PLAY & INTERACTION
    Game UI가이드

    Unity Organization Compressed Wiki↗

    Independent cluster index over a tracked snapshot of 804 public Unity-Technologies repositories for bounded Game UI source discovery.

  • ++SPACE & STRUCTURE
    Layout패턴

    columns↗

    Flow long content into balanced text columns.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    State Management Decision Tree↗

    Route UI state problems to the smallest ownership or transition contract.

  • ++PLAY & INTERACTION
    Game UI가이드

    Game UI Decision Tree↗

    Select player-task recipes, ownership boundaries, and engine routes from the screen's purpose.

  • ++SPACE & STRUCTURE
    Layout패턴

    dense-grid↗

    Fill a compact grid with repeated small items.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    State Management↗

    상태의 주인, 저장 중 편집, 비동기 응답과 복구를 다루는 구현 패턴.

  • ++PLAY & INTERACTION
    Game UI가이드

    Game UI Verification Workflow↗

    Convert a screen recipe into repeatable input, state, hierarchy, and teardown evidence.

  • ++SPACE & STRUCTURE
    Layout패턴

    grid-wrapper↗

    Center grid tracks while allowing full-width breakout tracks.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    원본에서 계산하는 상태↗

    Prevent totals, filtered lists, and dirty flags from drifting away from their inputs.

    Derived State From Authoritative Inputs
  • ++SPACE & STRUCTURE
    Layout패턴

    masonry-approx↗

    Approximate staggered content with columns when exact row alignment is not needed.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    편집한 값과 저장한 값↗

    Preserve editable work while distinguishing it from the last acknowledged saved value.

    Draft And Persisted Baseline
  • ++SPACE & STRUCTURE
    Layout패턴

    page-grid↗

    Align page content to margins, gutters, and a central track.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    위치 대신 ID로 선택하기↗

    Keep selection attached to an entity while a collection reorders or refreshes.

    Selection By Stable Identity
  • ++SPACE & STRUCTURE
    Layout패턴

    공간에 맞춰 바뀌는 그리드↗

    Repeat items into as many useful columns as space allows.

    ram-grid
  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    다른 항목으로 이동할 때↗

    Prevent temporary state and pending outcomes from leaking across entity or account changes.

    Identity Boundary And Reset
  • ++SPACE & STRUCTURE
    Layout패턴

    twelve-span-grid↗

    Provide a twelve-column placement scaffold.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    낙관적 갱신과 복구↗

    Show a speculative change while preserving an authoritative base for recovery.

    Optimistic Overlay And Recovery
  • ++SPACE & STRUCTURE
    Layout패턴

    badge-list↗

    Align item labels with trailing counts.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    중복 제출 다루기↗

    Apply an explicit policy to repeated activation of one pending operation.

    Single Flight And Duplicate Submission
  • ++SPACE & STRUCTURE
    Layout패턴

    breadcrumb↗

    Lay out hierarchy links compactly with wrapping.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    하나의 값, 하나의 주인↗

    Keep one authoritative value when several controls edit the same setting.

    Single Owner And Controlled Inputs
  • ++SPACE & STRUCTURE
    Layout패턴

    자연스럽게 줄바꿈하는 묶음↗

    Keep related items together while allowing wrapping.

    cluster
  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    저장 중에도 이어지는 편집↗

    Keep later edits dirty when an earlier submitted snapshot finishes saving.

    Submitted Snapshot And Save Acknowledgement
  • ++SPACE & STRUCTURE
    Layout패턴

    deconstructed-pancake↗

    Let equal cards stretch in a row and stack naturally when narrow.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    저장하지 않은 변경 지키기↗

    Make leaving an edited screen an explicit decision without losing the current draft.

    Unsaved Changes And Navigation
  • ++SPACE & STRUCTURE
    Layout패턴

    pagination↗

    Lay out page controls as a bounded wrapping row.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    링크에 담는 화면 상태↗

    Keep shareable screen state consistent across links, refresh, and browser history.

    URL State And History
  • ++SPACE & STRUCTURE
    Layout패턴

    가로로 넘기는 목록↗

    Let a row scroll horizontally instead of wrapping.

    reel
  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering패턴

    유효한 설정만 복원하기↗

    Restore persisted preferences only when their schema and ownership scope are valid.

    Versioned And Scoped State Restore
  • ++SPACE & STRUCTURE
    Layout패턴

    split-nav↗

    Separate primary and secondary nav actions in one row.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레시피

    Deletion And Supported Undo↗

    Remove the intended entity and provide recovery that matches actual backend capabilities.

  • ++SPACE & STRUCTURE
    Layout패턴

    tab-strip↗

    Keep peer tabs in one stable row that can wrap.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레시피

    State Management Recipes↗

    상태의 주인, 저장 중 편집, 비동기 응답과 복구를 다루는 구현 패턴.

  • ++SPACE & STRUCTURE
    Layout패턴

    wrap-row↗

    Wrap controls into rows with stable gaps.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레시피

    Multi-Step Form With Retained Draft↗

    Retain entered values across steps and guard progression and final submission.

  • ++SPACE & STRUCTURE
    Layout패턴

    미디어의 비율 지키기↗

    Preserve media aspect ratio in a responsive slot.

    frame
  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레시피

    Search Filters And Detail Selection↗

    Preserve query context and entity identity across asynchronous search and history navigation.

  • ++SPACE & STRUCTURE
    Layout패턴

    icon-frame↗

    Keep an icon aligned inside a fixed square slot.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering레시피

    Settings With Explicit Save↗

    Edit and save preferences without losing later input or leaving with unsaved work.

  • ++SPACE & STRUCTURE
    Layout패턴

    imposter↗

    Place an overlay region over a parent without changing document order.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    State Management Brief↗

    Record authority, transitions, effects, lifetime, and acceptance cases before implementation.

  • ++SPACE & STRUCTURE
    Layout패턴

    overlay-stack↗

    Stack several regions into the same grid cell.

  • ++request Arequest BstalecurrentSTATE & INTENT
    Design Engineering가이드

    State Management Verification Matrix↗

    Test event ordering, failure recovery, navigation, and identity boundaries separately from UI presentation.

  • ++SPACE & STRUCTURE
    Layout패턴

    main-with-rail↗

    Keep primary content dominant with a narrow secondary rail.

  • ++SPACE & STRUCTURE
    Layout패턴

    media-object↗

    Align media and descriptive content as a stable pair.

  • ++SPACE & STRUCTURE
    Layout패턴

    본문 옆에 보조 영역 두기↗

    Let a narrow sidebar and wider content wrap when space is tight.

    sidebar
  • ++SPACE & STRUCTURE
    Layout패턴

    split-screen↗

    Split a viewport or region into two balanced panes.

  • ++SPACE & STRUCTURE
    Layout패턴

    읽는 동안 곁에 머무는 목차↗

    Keep related aside content visible during long reads.

    sticky-aside
  • ++SPACE & STRUCTURE
    Layout패턴

    supporting-pane↗

    Keep supplemental information beside a primary task.

  • ++SPACE & STRUCTURE
    Layout패턴

    switcher↗

    Switch equal regions from row to stack without a viewport breakpoint.

  • ++SPACE & STRUCTURE
    Layout패턴

    feed↗

    Stack repeated content items with stable rhythm.

  • ++SPACE & STRUCTURE
    Layout패턴

    line-up↗

    Keep card footer actions aligned at the bottom.

  • ++SPACE & STRUCTURE
    Layout패턴

    차곡차곡 쌓기↗

    Create consistent vertical rhythm between direct children.

    stack
  • ++SPACE & STRUCTURE
    Layout패턴

    step-nav↗

    Present sequential steps with consistent vertical rhythm.

  • ++SPACE & STRUCTURE
    Layout패턴

    cover↗

    Keep a central region balanced between optional header and footer.

  • ++SPACE & STRUCTURE
    Layout패턴

    내비게이션을 고정한 앱↗

    Keep side navigation stable while main content scrolls.

    fixed-sidenav-shell
  • ++SPACE & STRUCTURE
    Layout패턴

    holy-grail↗

    Place header, footer, sidebars, and main content in a resilient shell.

  • ++SPACE & STRUCTURE
    Layout패턴

    panel-layout↗

    Create predictable main and utility panels.

  • ++SPACE & STRUCTURE
    Layout패턴

    본문만 스크롤하는 화면↗

    Keep shell regions fixed while only the body scrolls.

    scroll-body-shell
  • ++SPACE & STRUCTURE
    Layout패턴

    sticky-footer↗

    Keep footer at the bottom when content is short.

  • ++SPACE & STRUCTURE
    Layout패턴

    스크롤해도 보이는 헤더↗

    Keep a header visible above a scrolling content region.

    sticky-header
  • ++SPACE & STRUCTURE
    Layout레시피

    Article Page↗

    Compose readable prose with optional supporting aside content.

  • ++SPACE & STRUCTURE
    Layout레시피

    Command Surface↗

    Compose a tool-heavy shell with stable command and content regions.

  • ++SPACE & STRUCTURE
    Layout레시피

    Dashboard↗

    Compose repeated panels and action clusters on a page grid.

  • ++SPACE & STRUCTURE
    Layout레시피

    Form Flow↗

    Compose sequential form content with constrained width and reachable actions.

  • ++SPACE & STRUCTURE
    Layout레시피

    Homepage↗

    Compose raw content into a homepage or ordinary webpage before product-level visual styling.

  • ++SPACE & STRUCTURE
    Layout레시피

    List Detail↗

    Compose an explorable list beside its selected detail region.

  • ++SPACE & STRUCTURE
    Layout레시피

    Primitive To Recipe Matrix↗

    Matrix that explains which layout primitives each screen recipe uses, why the slot exists, and what risk follows from substitution.

  • ++SPACE & STRUCTURE
    Layout레시피

    SaaS Settings↗

    Compose a fixed side navigation with a constrained settings flow.

  • ++SPACE & STRUCTURE
    Layout가이드

    Layout Decision Tree↗

    Question-driven route from screen constraints to StyleGallery Layout patterns and recipes.

  • ++SPACE & STRUCTURE
    Layout가이드

    Documentation Mode Taxonomy↗

    Primary documentation modes, hybrid decisions, and task routing for StyleGallery.

  • ++SPACE & STRUCTURE
    Layout가이드

    Layout Brief Template↗

    Questions to answer before selecting a layout pattern stack.

  • ++SPACE & STRUCTURE
    Layout레퍼런스

    Controlled Vocabulary↗

    Canonical terminology, aliases, deprecated terms, and scannability rules for StyleGallery.

  • ++SPACE & STRUCTURE
    Layout가이드

    Webpage Generation Workflow↗

    Intake-to-implementation workflow for turning raw content into a homepage or ordinary webpage layout.

⌕

아직 맞는 자료를 찾지 못했어요.

검색어를 짧게 바꾸거나, 모든 분야에서 다시 찾아보세요.

필요한 순간에 다시 찾을 수 있도록, 페이지를 저장해 두세요.

Style Gallery

작은 패턴에서, 더 나은 인터페이스로.

이 갤러리에 대하여 ↗