Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Design ›› One True Layout

One True Layout

by Constantinos Demetriadis
1 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

A bit like the Theory of Everything, for web developers.

Pure CSS-based layouts have come a long way but they still have shortcomings that fail to address certain design goals without compromising the true separation of content and presentation.

In short, the problematic design goals are these:

Total Layout Flexibility: That is, the ability to order columns logically in the source while displaying them in any order desired. For any number of columns.

Equal Height Columns: Or more accurately, equal height columns without having to rely on faux columns.

Vertical placement of elements across grids/columns: Designers face the choice of relying on elements being a particular height, resorting to tables or simply not bothering.

Read the whole article at Position is Everything

post authorConstantinos Demetriadis

Constantinos Demetriadis

Constantinos Demetriadis is a full time freelancer working from his personal digital design studio "Lovely Productions", basd in Athens, Greece.

In 1998 he earned his Bachelor of Arts in Industrial Design, but at the same time he got acquainted to the internet, which ultimately won his heart.

His professional career started when, in 1999, he started working for HellasNet as a Web Designer, and in a very short period he obtained the position of Art Director for FUTURENEED, a business unit of the same company. Since then he has been actively involved in numerous award winning projects, with the highlight in 2002 when he won the Ermis Gold and Grand Ermis for the site of Naftemporiki. Other awarded projects include the personal site of Demis Nikolaides (2003), FORTHnet’s portal site (2004) and the Ermis Awards site (2005).

His client roster includes BP, Coca-Cola, Lenovo, DHL, Interamerican, Naftemporiki and OTENET among others.

On a personal level, he has been involved in the creation and development of ProjectNeo, a Greek design community which launched in November 2000. In 2003 it was awarded an Ermis Gold in the Amateur / Non Commercial Sites category. ProjectNeo ended its journey in November 2005, when it reached a full 5 years in operation.

Tweet
Share
Post
Share
Email
Print

Related Articles

AI can create wireframes, synthesize research, and draft copy fast. What it can’t do: understand your users, carry context, or be accountable when something goes wrong. That’s still you.

Article by Tushar Deshmukh
AI Is Your New Intern, Not Your Replacement
  • AI is not replacing UX pros; it’s automating repetitive tasks and augmenting human capabilities.
  • Think of AI as an intern: quick, smart, but dependent on human direction, context, and judgment.
  • Human skills like empathy, research, systems thinking, and ethical decision-making are more important than ever.
  • The future belongs to designers who incorporate AI to accelerate execution and devote more time to strategic, human-centered work.
Share:AI Is Your New Intern, Not Your Replacement
20 min read

Another lesson from studying UX with Laura Klein.

Article by Paivi Salminen
The Agile Trap Designers Fall into: Feeding the Beast
  • Agile teams are fast, but designers get stuck in an infinite loop of visual work: redesigning the same components over and over instead of solving real UX problems.
  • Design systems break that cycle, defining the building blocks once, freeing designers to focus on how the product works, not how it looks.
  • When the basics are in place, teams can start working together sooner, prototype faster, and release incremental features without the interface falling apart.
Share:The Agile Trap Designers Fall into: Feeding the Beast
4 min read

Real engagement is about designing experiences that people want to have. Here are some things that games do well that most apps don’t.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Conclusion
  • Most apps use gamification as a manipulation layer to drive metrics, but people engage with things that are truly worthy of their time, not points or streak guilt.
  • Apps that people stick with do this by designing for intrinsic motivation, making the experience itself rewarding.
  • The true measure of success is whether users feel more capable, accomplished, and enriched for having used your app.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Conclusion
8 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and