Hackathon: Learning from Bad UI

As part of our monthly hackathon in July, we dove into a rather unconventional topic: bad user interfaces — inspired by the subreddit r/baduibattles. Instead of drawing inspiration from best practices, we deliberately analyzed and recreated so-called “bad UIs”, gaining valuable insights we’d like to share in this article.

What Actually Makes a UI “Bad”

The examples featured on r/baduibattles aren’t simply failed or broken interfaces. Their appeal lies in the fact that they’re intentionally designed to be impractical, absurd, or unexpected. They challenge the conventions of UI/UX design, often in a humorous, sometimes even frustrating way.

Importantly: These are not accidental design flaws, but deliberately exaggerated and often sarcastic constructions that consciously push the limits of good UX.

Such “bad” UIs often feature:

  • confusing or overloaded layouts,
  • absurd user interactions,
  • or technical gimmicks involving unusual browser events.

What We Created

Inspired by some particularly bizarre examples, we built our own bad UI prototypes. The result is a small, interactive collection that you can explore here:

View the Bad UI Collection on GitHub Pages

But Why?

As paradoxical as it may sound: engaging with bad design is one of the best ways to understand what makes good design work. The satirical approach of r/baduibattles acts as a kind of reverse textbook: it highlights anti-patterns, exaggerated UX flaws, and pitfalls that should be avoided in real-world product development.

For us, this experiment was not only insightful, but also highly entertaining. And as a nice bonus, we ended up creating a publicly accessible application hosted on GitHub Pages.

Conclusion

r/baduibattles is more than just a collection of terrible interfaces — it’s a creative outlet, a satirical reflection by the design community, and an unexpectedly effective learning platform. It blends humor, technical experimentation, and UX awareness in a refreshingly clever way.

From this hackathon, we didn’t just walk away with a few especially questionable UI components, we also gained valuable insights into how users think, click, and despair.