UI/UX DesignThrive Editorial

30 prompts de diseño de interfaces con ejemplos

Un prompt de interfaz resulta más útil si describe la tarea del usuario, el estado de la pantalla y los requisitos de accesibilidad. Estos ejemplos proponen diseños; no demuestran mejoras en la conversión.

16 min de lecturaActualizado el
Una diseñadora organiza pantallas de interfaces móviles y muestras de diseño.

La versión breve

  • Un prompt de interfaz resulta más útil si describe la tarea del usuario, el estado de la pantalla y los requisitos de accesibilidad. Estos ejemplos proponen diseños; no demuestran mejoras en la conversión.
  • Las pantallas generadas son un punto de partida. Pruébalas con contenido real, teclado, pantallas pequeñas y las personas que deban usarlas. Un acabado visual cuidado no demuestra que sean fáciles de utilizar.

Un prompt de interfaz resulta más útil si describe la tarea del usuario, el estado de la pantalla y los requisitos de accesibilidad. Estos ejemplos proponen diseños; no demuestran mejoras en la conversión.

Las pantallas generadas son un punto de partida. Pruébalas con contenido real, teclado, pantallas pequeñas y las personas que deban usarlas. Un acabado visual cuidado no demuestra que sean fáciles de utilizar.

Cómo usar esta colección

Elige la tarea más parecida a tu trabajo. Copia el prompt, sustituye la escena o el contexto de código genérico por tus datos y conserva las restricciones que te permitan evaluar el resultado. Cambia una variable cada vez para saber qué ha mejorado.

El método sigue la Guía de First Draft de Figma: aporta contexto concreto y revisa el resultado, sin dar por correcta una primera respuesta bien presentada.

Prompts de análisis de la tarea

Para los prompts de análisis de la tarea, indica quién es el usuario y qué decisión debe facilitar la pantalla.

1. Un registro en una aplicación de aprendizaje

Design a signup flow for a learning app for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

2. Una pantalla de resultados de búsqueda de empleo

Design a search results screen for jobs for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

3. Un panel de ajustes de notificaciones

Design a settings panel for notifications for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

4. Una página de revisión del pago

Design a checkout review page for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

5. Un estado vacío de elementos guardados

Design an empty state for saved items for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

6. Un panel para un editor

Design a dashboard for an editor for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

7. Un calendario de reservas

Design a booking calendar for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

8. Un menú de navegación móvil

Design a mobile navigation menu for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

9. Un estado de error de pago

Design an error state for payment for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

10. Una pantalla para completar el perfil

Design a profile completion screen for a person who needs to finish one task quickly. State the audience and task you are assuming. Then show the user goal, entry point, essential action and success state in a low-fidelity flow. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: ¿Puede un usuario nuevo identificar la siguiente acción sin leer una ayuda emergente?

Mobile job-search results interface concept with filters and a clear list hierarchy.

Prompts de diseño de la pantalla principal

Para los prompts de diseño de la pantalla principal, indica quién es el usuario y qué decisión debe facilitar la pantalla.

11. Un registro en una aplicación de aprendizaje

Design a signup flow for a learning app for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

12. Una pantalla de resultados de búsqueda de empleo

Design a search results screen for jobs for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

13. Un panel de ajustes de notificaciones

Design a settings panel for notifications for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

14. Una página de revisión del pago

Design a checkout review page for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

15. Un estado vacío de elementos guardados

Design an empty state for saved items for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

16. Un panel para un editor

Design a dashboard for an editor for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

17. Un calendario de reservas

Design a booking calendar for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

18. Un menú de navegación móvil

Design a mobile navigation menu for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

19. Un estado de error de pago

Design an error state for payment for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

20. Una pantalla para completar el perfil

Design a profile completion screen for a person who needs to finish one task quickly. State the audience and task you are assuming. Then use a clear hierarchy, realistic content lengths and one prominent primary action. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba el diseño en escritorio y en una pantalla móvil de 360 píxeles de ancho.

Three-step design workflow: brief the work, inspect the result, edit and verify.

Prompts de gestión de datos ausentes

Para los prompts de gestión de datos ausentes, indica quién es el usuario y qué decisión debe facilitar la pantalla.

21. Un registro en una aplicación de aprendizaje

Design a signup flow for a learning app for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

22. Una pantalla de resultados de búsqueda de empleo

Design a search results screen for jobs for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

23. Un panel de ajustes de notificaciones

Design a settings panel for notifications for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

24. Una página de revisión del pago

Design a checkout review page for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

25. Un estado vacío de elementos guardados

Design an empty state for saved items for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

26. Un panel para un editor

Design a dashboard for an editor for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

27. Un calendario de reservas

Design a booking calendar for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

28. Un menú de navegación móvil

Design a mobile navigation menu for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

29. Un estado de error de pago

Design an error state for payment for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

30. Una pantalla para completar el perfil

Design a profile completion screen for a person who needs to finish one task quickly. State the audience and task you are assuming. Then include empty, loading and error states with recovery actions. Use realistic labels and content lengths, with no invented metrics or testimonials. Describe the information hierarchy, mobile adaptation and next action. Explain one tradeoff and how you would check it with users.

Revisión: Comprueba que el usuario pueda recuperarse sin perder lo que ha introducido.

Qué comprobar antes de usar el resultado

Las pantallas generadas son un punto de partida. Pruébalas con contenido real, teclado, pantallas pequeñas y las personas que deban usarlas. Un acabado visual cuidado no demuestra que sean fáciles de utilizar.

Si el resultado no resuelve la tarea, acorta el prompt y especifica el dato o la restricción que falta. Guarda la versión utilizada para poder reproducir el recurso final o el cambio de código.

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