Theory doesn't stick. Reps do.
You've read the articles. Reading is passive — recognition fades in a week. Here you make the call first, then get the principle attached to a screen you'll actually remember.
UX Check turns design critique into a game. Hunt broken interfaces, rebuild layouts piece by piece, and get the reason behind every fix.
That gap is what stalls design reviews, portfolio critiques and interviews. UX Check closes it by making you argue with real screens — hundreds of times.
You've read the articles. Reading is passive — recognition fades in a week. Here you make the call first, then get the principle attached to a screen you'll actually remember.
Senior designers aren't guessing. They're pattern-matching against thousands of interfaces. This is the gym — 60 seconds a round, one broken screen at a time.
"It feels cluttered" loses the meeting. "Seven competing primary actions — Hick's law" wins it. Every level hands you the words along with the fix.
No course to finish, no 40-hour commitment. Three levels in a queue, a streak on the train. Progress that survives a busy week.
A sign-in screen with four mistakes buried in it. Tap each one — you get three misses.
Eight pieces, one empty screen. Place each one until the layout actually works.
Name the heuristic. Four plausible answers, one that actually explains the problem.
Mode 01 Hunt
Each level drops you into an interface with mistakes buried in it — a 2.1:1 contrast ratio, a destructive button in primary blue, a 22px tap target. Tap what's wrong. Miss, and you lose the streak, not the lesson.
0 / 3 misses
Checkout
Five mistakes are hiding in this checkout. Tap what's wrong — you get three misses.
↑ a real round — play it here
Mode 02 Build
Puzzle levels hand you a pile of loose elements and an empty screen. Drag them into an order that actually works — hierarchy, grouping, and the one action that deserves the most weight. The screen scores you the moment it makes sense.
Drag the five pieces into a hierarchy that reads top to bottom.
No course to finish, no streak to protect. Open it in a queue, find one mistake, close it again — and walk into your next critique with the words.
Mode 03 Learn
Getting it right isn't the point — knowing why is. Each answer opens a card with the principle, the measurable failure, the fix, and where the same trap shows up in the wild. Collect them into a reference you actually built yourself.
Body copy needs at least 4.5:1 against its background. At 2.1:1 roughly one reader in twelve can't resolve the price at arm's length in daylight.
Seen in: pricing rows, disabled states, placeholder text
Levels unlock in the order a designer's eye actually develops — from the glaring to the arguable. Fifteen new ones land every week, so the top of the ladder keeps moving.
Illegible text, invisible buttons, actions with no label. Train the reflex.
Tap targets, contrast ratios, spacing rhythm, hit areas. Numbers you can defend.
Hierarchy, grouping, flow, and forms that fight the user. Build mode opens up.
Trade-offs with no clean answer. Defend your call against the counter-argument.
A fresh drop of levels, pulled from interfaces shipping right now. The ladder gets taller while you climb it.
Not a syllabus. The working vocabulary you'll use in your next critique.
No. The first twenty levels assume nothing but a phone and an opinion. People arrive from development, marketing, product and career switches — the ladder is built for exactly that.
The app is free to download and play, with an optional subscription for the full library — including every weekly drop from here on. No ads mid-round, ever.
A round is 60 seconds. Most people play three to five, which lands between three and six minutes. It's designed for the gap, not the evening.
Fifteen new levels arrive every week, so the library grows faster than most people climb it. Finishing the current ladder isn't the end of the app — it's the point where the weekly drop becomes the thing you show up for.
They're recreated patterns, not screenshots — the same structures you meet daily, rebuilt so a specific mistake can be isolated and measured. No brands are named or shamed.
Every level cites something checkable — a WCAG threshold, a platform guideline, a named heuristic. Where a call is genuinely debatable, the level says so and gives you the counter-argument too.
Yes. Downloaded packs play without a connection, and streaks sync the next time you're online.
Not yet — UX Check is on iPhone and iPad today. Android is in the works. Send us your address and we'll mail you the link the day it lands, and nothing else.
free · no ads mid-round
Install it tonight, play three levels in tomorrow's coffee queue, and walk into your next critique with the words ready.
Android is in the works — tell us where to send it.