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Glossary · Visual Design

Empty State

Visual Design beginner

30-Second Version · For the impatient
The interface state a user sees when there's temporarily no data to display — just signed up, a list got cleared, a search returned nothing. Despite being called 'empty,' this screen shouldn't actually be blank — it's an important moment for product education and guiding the user toward their next step.
Full Explanation +
01 · What is this?

What specific situations does "empty state" cover — is it only the "a new user just signed up and has nothing yet" scenario?

Empty states break down into at least four common categories, each with a different cause and a different appropriate response. The first is "first use" — a user just started using this feature and has no data yet, like a freshly opened cloud storage account. The second is "user cleared" — a user proactively completed an action that resulted in an empty screen, like finishing off every message in their inbox. The third is "search or filter with no results" — a user actively queried something, but no data matched the criteria. The fourth is "error or connection issue" — a screen temporarily can't display content due to a technical problem, like being offline.

Though these four types of empty state might look visually similar (all "nothing showing on screen"), a user's psychological state in each is completely different — someone at first use carries an anticipatory, exploratory mindset; someone who just cleared their inbox might carry a sense of accomplishment; someone with no search results might feel a bit disappointed or confused; someone hitting a connection problem might feel anxious or impatient. Treating all four with the same generic "no data" message misses the opportunity to respond correctly to each psychological state.

02 · Why does it exist?

Why is empty state worth designing carefully, rather than just dropping in a line saying "no data available"?

The most direct reason is that empty states tend to occur at extremely critical moments. When a new user tries a feature for the first time, the first screen they encounter is often an empty state — meaning this is very likely where a user's first impression of that feature gets formed. If that screen only has a cold "no data" message and a gray icon, the user's first impression becomes "this looks unfinished" or "there's nothing here to look at," prompting them to leave rather than stay and try creating their first piece of data.

Another reason is that an empty state sits exactly at the intersection of "the user has nothing to interact with yet" and "the user needs to be guided toward a first action." If an empty state just passively states the current situation, the user has to figure out what to do next entirely on their own. But if the empty state proactively offers a clear next step — a clear button, a guiding line of copy — it directly moves the user from "not knowing what to do" to "knowing what the next step is," and that transition is often one of the key moments determining whether Activation Rate can improve afterward.

03 · How does it affect your decisions?

What specific elements should a well-designed empty state actually include?

A common structure has four parts: a concise headline explaining the current situation; supporting descriptive text that adds context or background; a relevant icon or illustration that visually conveys mood or the function's nature; and a clear call-to-action (a button or link) telling the user what they can do next. These four elements don't all need to be used every time, but the headline and the call-to-action are usually the two that shouldn't be skipped.

There are also a few easily overlooked details in the design: an empty state's visual treatment should match the nature of that specific feature, rather than applying one generic template across the board — a calendar's empty state and a shopping cart's empty state should reasonably have different visual tones, and if every empty state across an entire product looks identical, it can actually make each feature feel less distinct. The illustration's proportion also needs care — an illustration that's too eye-catching can actually make a screen feel emptier, because all visual attention gets pulled toward it, diluting the call-to-action that's actually the thing that should get noticed.

04 · What should you do?

If I'm generating screens with an AI design tool and empty states keep getting overlooked or done carelessly, how do I explicitly request them in the prompt?

The most common situation is that when an AI generates a feature screen, it defaults to producing the version that "already has data," because that's the easiest to showcase and looks most complete — if the empty state isn't specifically mentioned, it often just gets skipped entirely. To avoid this, you can explicitly request generating an empty state version alongside the main one, and specify exactly which category of empty state this is (first use, user cleared, no search results, or error state), because different situations need completely different copy tone and calls-to-action — vaguely saying "also include an empty state" usually just produces a generic, personality-free result.

The "first use" empty state deserves particular attention, because it's very likely a new user's first impression of that feature, and one of the key moments for the Activation Rate discussed earlier — if you're designing the first screen or a core feature a new user encounters, this specific version of the empty state is worth polishing with more effort than the other three categories, because its job isn't just informing the current situation — it's convincing the user to stay and keep going.

Sources: Figma empty state components and examples (Untitled UI), Empty state UX examples and design rules that actually work
Real-World Example +

A design guide from Untitled UI points out that an empty state is the first screen a new user sees when they open a feature for the first time — yet it's often the last screen a team gets around to designing, frequently thrown together at the end of a sprint cycle as a centered, gray line of text reading "no data." This contrast itself is worth noting: a screen that appears earliest in the user experience and most easily forms a first impression often ends up being the lowest-priority, least-effort piece of the entire design process — and that gap is a concrete symptom of exactly how easily empty states get overlooked.

Common Misconceptions +
✕ Misconception 1
× Misconception: An empty state is just dropping in a line saying 'no data,' since content will show up eventually anyway, when actually: an empty state is very likely where a user forms their first impression of that feature, and cold text alone can easily make a user feel 'there's nothing to see here' and leave, rather than staying to try creating their first piece of data
✕ Misconception 2
× Misconception: All empty states should be handled the same way, applying one generic template is more efficient, when actually: the four categories — first use, user cleared, no search results, error state — carry completely different underlying user psychological states, and treating them with the same message misses the chance to respond correctly to each
The Missing Link +
Direct Impact

The advantage is turning a screen that would otherwise easily be dismissed as "meaningless blank space" into an opportunity for product education and guiding a user toward their next action — especially in first-use scenarios, where it has a direct impact on activation rate. The drawback is that designing all four types of empty state properly takes extra design and copywriting time; for a product with a large number of features, custom-tailoring every single empty state isn't cheap. In practice, it's usually worth prioritizing the handful of empty states a user encounters earliest and that carry the most weight, while letting the rest get by on a decent generic version for now.

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