Point & Gravell
Ever notice how the layout of an ancient temple can teach us about hierarchy in interface design? Let’s dive into that.
yeah, i’ve seen the way the central nave in a temple is the biggest and most ornate, and the side halls are smaller and simpler, and that’s exactly how a clean interface puts the most important content at the forefront while giving less critical stuff a quieter space. it’s all about guiding the eye and showing respect for the hierarchy, just like an explorer maps out a site before you step foot in it. so next time you’re designing a menu, think of a temple’s layout – keep the main altar front and center, and let the peripheral rooms quietly support the whole structure.
Nice analogy, but keep it tight. The nave works if there’s a single hero; if you’ve got several, stack them instead of piling them. Remember, users scan left to right, so a vertical nave can hide important items. Keep the hierarchy clear, but don’t let the temple design make the menu feel like a pilgrimage.
Right, stack the key items and keep the scan path clear—no vertical nave that forces a pilgrimage. Keep the hierarchy obvious, but let the layout feel natural, not like a relic.