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✳ 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.

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▦모든 분야136Layout공간과 배치61Motion움직임과 피드백11Design Engineering상태와 인터랙션33Game UI플레이를 위한 화면12Platform Guides플랫폼별 관례9Design Terminology용어와 의미10
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모든 자료

136개의 자료

모든 단어가 들어맞는 자료가 없어, 일부 단어가 일치하는 자료를 보여드려요. 작업별 읽기 순서도 확인해 보세요.

  • ++
    Layout패턴

    목록과 상세를 나란히→

    항목을 탐색하면서 선택한 내용을 함께 볼 수 있는 두 영역.

    list-detail
  • ++
    Motion레시피

    상태에 반응하는 모션→

    입력의 응답부터 완료까지. 재시도와 중단도 함께 설계합니다.

    Motion Interaction Recipes
  • ++
    Design Engineering패턴

    마지막 검색이 먼저 도착한다면→

    응답 순서가 뒤집혀도 사용자의 최신 의도를 화면에 유지합니다.

    Latest Request Wins
  • ++
    Game UI레시피

    플레이어의 작업에서 시작하기→

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

    Game UI Screen Recipes
  • ++
    Platform Guides레퍼런스

    플랫폼의 차이를 비교하기→

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

    Platform Compatibility Matrix
  • ++
    Design Terminology용어

    같은 이름이면 같은 뜻일까→

    Variable, token, component. 용어를 출처와 함께 비교합니다.

    Cross-System Term Cases
  • ++
    Layout가이드

    Layout→

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

  • ++
    Motion가이드

    Motion→

    전환과 피드백, 중단과 재시도까지 생각하는 모션 가이드.

  • ++
    Design Engineering가이드

    Design Engineering→

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

  • ++
    Game UI가이드

    Game UI→

    HUD, 인벤토리, 메뉴와 오버레이를 작업과 입력의 관점에서 탐색하세요.

  • ++
    Platform Guides레퍼런스

    Platform Guides→

    Apple, Android, Windows의 상호작용을 출처와 적용 범위로 비교합니다.

  • ++
    Design Terminology용어

    Design Terminology→

    디자인 용어가 어느 출처에서 어떤 의미로 쓰이는지 함께 읽어보세요.

  • ++
    Layout가이드

    Layout Planning Guide→

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

  • ++
    Motion레퍼런스

    Motion Vocabulary→

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

  • ++
    Design Engineering가이드

    Interface Craft Decisions→

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

  • ++
    Game UI레퍼런스

    Game UI Classification→

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

  • ++
    Platform Guides레퍼런스

    Apple 상호작용을 웹에 옮길 때→

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

    Apple Interaction As A Comparative Reference
  • ++
    Design Terminology용어

    Design Source Kinds→

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

  • ++
    Layout패턴

    center→

    Center a block while respecting a maximum measure.

  • ++
    Motion가이드

    모션 검토 절차→

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

    Motion Review Workflow
  • ++
    Design Engineering가이드

    Consumer Migration Readiness→

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

  • ++
    Game UI가이드

    Game UI Screen Hierarchy→

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

  • ++
    Platform Guides레퍼런스

    Platform Adaptation Workflow→

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

  • ++
    Design Terminology용어

    Design Source Vocabularies→

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

  • ++
    Layout패턴

    가운데에 놓기→

    Center one region along both axes.

    super-center
  • ++
    Motion레퍼런스

    Motion Practice Reference→

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

  • ++
    Design Engineering레퍼런스

    Design Engineering Reference Profiles→

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

  • ++
    Game UI레퍼런스

    Game UI Reference Record→

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

  • ++
    Platform Guides레퍼런스

    Android의 뒤로 가기와 화면 크기→

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

    Android Interaction As A Comparative Reference
  • ++
    Design Terminology용어

    Design Concept Families→

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

  • ++
    Layout패턴

    box→

    Wrap content with predictable internal spacing.

  • ++
    Motion가이드

    Motion Decision Tree→

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

  • ++
    Design Engineering레퍼런스

    Governed Local Reference Profiles→

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

  • ++
    Game UI가이드

    Unity UI Architecture→

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

  • ++
    Platform Guides레퍼런스

    Windows의 키보드와 포커스→

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

    Windows Interaction As A Comparative Reference
  • ++
    Design Terminology용어

    Design Term Relations→

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

  • ++
    Layout패턴

    clamped-card→

    Constrain a card to a readable fluid width.

  • ++
    Motion가이드

    전환을 설계하는 브리프→

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

    Motion Brief
  • ++
    Design Engineering레퍼런스

    External Consumer Adaptation→

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

  • ++
    Game UI가이드

    Unity UI Systems→

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

  • ++
    Platform Guides레퍼런스

    창이 달라져도 이어지는 탐색→

    화면 전환과 뒤로 가기에서 선택, 기록, 작성 중인 내용을 유지합니다.

    Adaptive Navigation Across Platforms
  • ++
    Design Terminology용어

    Design Term Comparison Workflow→

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

  • ++
    Layout패턴

    읽기 편한 본문 너비→

    Keep prose width readable inside fluid containers.

    content-limiter
  • ++
    Motion가이드

    Observed Choreography Transcription→

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

  • ++
    Design Engineering가이드

    Design Engineering Decision Tree→

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

  • ++
    Game UI가이드

    Unity CLI Loop→

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

  • ++
    Platform Guides레퍼런스

    사용자 접근성 설정에 맞추기→

    글자 확대, 모션 감소, 대비와 투명도를 각각의 설정으로 다룹니다.

    Preferences And Accessibility Across Platforms
  • ++
    Design Terminology용어

    토큰의 역할과 참조 구분하기→

    Alias, 의미 기반 역할, 그룹과 조건별 값 선택을 출처별로 비교합니다.

    Token Semantics And Resolution
  • ++
    Layout패턴

    fluid-styles→

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

  • ++
    Motion가이드

    모션 접근성과 대체 피드백→

    움직임을 줄여도 정보와 다음 행동을 유지하는 방법을 살펴봅니다.

    Accessible Motion And Equivalent Feedback
  • ++
    Design Engineering가이드

    Component Contract→

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

  • ++
    Game UI가이드

    Unity Repository Map→

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

  • ++
    Platform Guides레퍼런스

    입력 방식이 달라도 같은 작업→

    키보드, 포인터, 터치와 드래그 대안의 동작과 포커스를 비교합니다.

    Input And Focus Across Platforms
  • ++
    Design Terminology용어

    Dialog와 Popover의 뜻 비교하기→

    HTML, ARIA와 Apple에서 같은 이름이 가리키는 의미를 구분합니다.

    Dialog And Popover Semantics
  • ++
    Layout패턴

    정렬된 카드 그리드→

    Align repeating cards in rows and columns.

    card-grid
  • ++
    Motion가이드

    진행 중인 모션을 다시 조작할 때→

    열고 닫고 다시 열어도 최신 의도와 포커스를 지키는 전환 규칙.

    Interruption And Retargeting
  • ++
    Design Engineering가이드

    Design Engineering Worked Examples→

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

  • ++
    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.

  • ++
    Design Terminology용어

    타이포그래피 역할과 표현 비교하기→

    Text Style, Type Ramp, 토큰과 CSS 표현 사이의 차이를 살펴봅니다.

    Typography Roles, Styles, And Representations
  • ++
    Layout패턴

    columns→

    Flow long content into balanced text columns.

  • ++
    Motion가이드

    모션의 렌더링 비용 살펴보기→

    입력 지연과 프레임 문제를 구분하고 전환의 실제 비용을 진단합니다.

    Motion Rendering And Performance
  • ++
    Design Engineering가이드

    State Management Decision Tree→

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

  • ++
    Game UI가이드

    Game UI Decision Tree→

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

  • ++
    Layout패턴

    dense-grid→

    Fill a compact grid with repeated small items.

  • ++
    Design Engineering가이드

    State Management→

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

  • ++
    Game UI가이드

    게임 화면을 입력별로 검증하기→

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

    Game UI Verification Workflow
  • ++
    Layout패턴

    grid-wrapper→

    Center grid tracks while allowing full-width breakout tracks.

  • ++
    Design Engineering패턴

    원본에서 계산하는 상태→

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

    Derived State From Authoritative Inputs
  • ++
    Layout패턴

    masonry-approx→

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

  • ++
    Design Engineering패턴

    편집한 값과 저장한 값→

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

    Draft And Persisted Baseline
  • ++
    Layout패턴

    page-grid→

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

  • ++
    Design Engineering패턴

    위치 대신 ID로 선택하기→

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

    Selection By Stable Identity
  • ++
    Layout패턴

    공간에 맞춰 바뀌는 그리드→

    Repeat items into as many useful columns as space allows.

    ram-grid
  • ++
    Design Engineering패턴

    다른 항목으로 이동할 때→

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

    Identity Boundary And Reset
  • ++
    Layout패턴

    twelve-span-grid→

    Provide a twelve-column placement scaffold.

  • ++
    Design Engineering패턴

    낙관적 갱신과 복구→

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

    Optimistic Overlay And Recovery
  • ++
    Layout패턴

    badge-list→

    Align item labels with trailing counts.

  • ++
    Design Engineering패턴

    중복 제출 다루기→

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

    Single Flight And Duplicate Submission
  • ++
    Layout패턴

    breadcrumb→

    Lay out hierarchy links compactly with wrapping.

  • ++
    Design Engineering패턴

    하나의 값, 하나의 주인→

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

    Single Owner And Controlled Inputs
  • ++
    Layout패턴

    자연스럽게 줄바꿈하는 묶음→

    Keep related items together while allowing wrapping.

    cluster
  • ++
    Design Engineering패턴

    저장 중에도 이어지는 편집→

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

    Submitted Snapshot And Save Acknowledgement
  • ++
    Layout패턴

    deconstructed-pancake→

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

  • ++
    Design Engineering패턴

    저장하지 않은 변경 지키기→

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

    Unsaved Changes And Navigation
  • ++
    Layout패턴

    pagination→

    Lay out page controls as a bounded wrapping row.

  • ++
    Design Engineering패턴

    링크에 담는 화면 상태→

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

    URL State And History
  • ++
    Layout패턴

    가로로 넘기는 목록→

    Let a row scroll horizontally instead of wrapping.

    reel
  • ++
    Design Engineering패턴

    유효한 설정만 복원하기→

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

    Versioned And Scoped State Restore
  • ++
    Layout패턴

    split-nav→

    Separate primary and secondary nav actions in one row.

  • ++
    Design Engineering레시피

    삭제와 되돌리기→

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

    Deletion And Supported Undo
  • ++
    Layout패턴

    tab-strip→

    Keep peer tabs in one stable row that can wrap.

  • ++
    Design Engineering레시피

    State Management Recipes→

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

  • ++
    Layout패턴

    wrap-row→

    Wrap controls into rows with stable gaps.

  • ++
    Design Engineering레시피

    여러 단계에 걸친 입력→

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

    Multi-Step Form With Retained Draft
  • ++
    Layout패턴

    미디어의 비율 지키기→

    Preserve media aspect ratio in a responsive slot.

    frame
  • ++
    Design Engineering레시피

    검색 결과와 선택한 상세→

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

    Search Filters And Detail Selection
  • ++
    Layout패턴

    icon-frame→

    Keep an icon aligned inside a fixed square slot.

  • ++
    Design Engineering레시피

    설정을 저장하고 실패에서 돌아오기→

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

    Settings With Explicit Save
  • ++
    Layout패턴

    imposter→

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

  • ++
    Design Engineering가이드

    State Management Brief→

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

  • ++
    Layout패턴

    overlay-stack→

    Stack several regions into the same grid cell.

  • ++
    Design Engineering가이드

    State Management Verification Matrix→

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

  • ++
    Layout패턴

    main-with-rail→

    Keep primary content dominant with a narrow secondary rail.

  • ++
    Design Engineering가이드

    Dialog와 Popover의 동작 정하기→

    컴포넌트 선택부터 키보드, 포커스 복귀, 닫기 동작까지 연결합니다.

    Native Interaction Contracts
  • ++
    Layout패턴

    media-object→

    Align media and descriptive content as a stable pair.

  • ++
    Design Engineering가이드

    한글 조합과 다국어 입력 지키기→

    IME 조합, 글자 수, 커서, 양방향 텍스트를 편집 의도에 맞게 다룹니다.

    Text Input And Internationalization
  • ++
    Layout패턴

    본문 옆에 보조 영역 두기→

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

    sidebar
  • ++
    Design Engineering가이드

    로딩부터 완료까지 정확한 피드백→

    대기, 오래된 결과, 진행률과 확인된 완료를 구분해 전달합니다.

    Loading, Progress, And Feedback
  • ++
    Layout패턴

    split-screen→

    Split a viewport or region into two balanced panes.

  • ++
    Layout패턴

    읽는 동안 곁에 머무는 목차→

    Keep related aside content visible during long reads.

    sticky-aside
  • ++
    Layout패턴

    supporting-pane→

    Keep supplemental information beside a primary task.

  • ++
    Layout패턴

    switcher→

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

  • ++
    Layout패턴

    feed→

    Stack repeated content items with stable rhythm.

  • ++
    Layout패턴

    line-up→

    Keep card footer actions aligned at the bottom.

  • ++
    Layout패턴

    차곡차곡 쌓기→

    Create consistent vertical rhythm between direct children.

    stack
  • ++
    Layout패턴

    step-nav→

    Present sequential steps with consistent vertical rhythm.

  • ++
    Layout패턴

    cover→

    Keep a central region balanced between optional header and footer.

  • ++
    Layout패턴

    내비게이션을 고정한 앱→

    Keep side navigation stable while main content scrolls.

    fixed-sidenav-shell
  • ++
    Layout패턴

    holy-grail→

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

  • ++
    Layout패턴

    panel-layout→

    Create predictable main and utility panels.

  • ++
    Layout패턴

    본문만 스크롤하는 화면→

    Keep shell regions fixed while only the body scrolls.

    scroll-body-shell
  • ++
    Layout패턴

    sticky-footer→

    Keep footer at the bottom when content is short.

  • ++
    Layout패턴

    스크롤해도 보이는 헤더→

    Keep a header visible above a scrolling content region.

    sticky-header
  • ++
    Layout레시피

    Article Page→

    Compose readable prose with optional supporting aside content.

  • ++
    Layout레시피

    Command Surface→

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

  • ++
    Layout레시피

    Dashboard→

    Compose repeated panels and action clusters on a page grid.

  • ++
    Layout레시피

    Form Flow→

    Compose sequential form content with constrained width and reachable actions.

  • ++
    Layout레시피

    Homepage→

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

  • ++
    Layout레시피

    List Detail→

    Compose an explorable list beside its selected detail region.

  • ++
    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.

  • ++
    Layout레시피

    SaaS Settings→

    Compose a fixed side navigation with a constrained settings flow.

  • ++
    Layout가이드

    어떤 배치가 필요한지 고르기→

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

    Layout Decision Tree
  • ++
    Layout가이드

    Documentation Mode Taxonomy→

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

  • ++
    Layout가이드

    Layout Brief Template→

    Questions to answer before selecting a layout pattern stack.

  • ++
    Layout레퍼런스

    Controlled Vocabulary→

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

  • ++
    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. 원문은 영어라서 영문 기술 용어로도 찾을 수 있어요.

작업별 읽기 순서에서 필요한 자료 찾기 →

필요한 순간에 다시 찾을 수 있도록, 페이지를 저장해 두세요.

Style Gallery

작은 패턴에서, 더 나은 인터페이스로.

GitHub에서 스타로 응원하기 ☆에이전트와 함께 활용하기 →작업별 읽기 순서 →이 갤러리에 대하여 →개인정보 및 광고