A distinct page or view in the product interface that users interact with.
A screen is a single addressable view in a product: a route a user can reach, with a purpose, an audience, and a place in the navigation. It is the durable unit of an interface, the thing that survives from design into shipped code, where a wireframeWireframeExperience DesignA low-fidelity structural layoutView reference → or a mockup is only a proposal for it. The discipline's quiet trap is treating screens as the whole of design, drawing them one by one with no journey to connect them.
The screen as a design unit grew with the graphical user interface. Once Xerox PARC and then the Macintosh established windowed, page-like interfaces, designers worked in terms of discrete views a user moved between, and the practice of designing screen by screen became the default. The web reinforced it: a site was a set of pages, each with a URL, and the page-as-unit assumptionAssumptionStrategyA belief taken as true that underpins a strategyView reference → carried straight into early app design.
The thinking matured by demoting the screen from the centre of design. Two developments pushed in the same direction. Atomic design treated a page as the assembly of smaller components rather than a hand-drawn one-off, so a screen became a composition of reusable parts. Journey and flow mapping placed the screen inside a larger sequence, so a screen was understood as one state in a user's path, not an island. The recurring anti-pattern the field now names explicitly is "screens without journeys": isolated views that look fine in a portfolioPortfolioPortfolioA grouping of products by strategic axisView reference → and fail in use because nobody mapped how a person arrives, what they came to do, and where they go next.
Modern practice also separates a screen from its states. A login screen is one route, but it has an empty state, a loading state, an error state, and a success state, and designing only the happy path is how products ship that break the moment reality diverges from the demo.
A team is building a billing area. They define a ScreenExperience DesignA distinct screen or view in the product with route screen/settings/billing, viewport responsive, access level authenticated, purpose "view and change the current plan". On its own that is a static fact. The value appears when it connects: User Flowroutes throughScreenhierarchy places it on the upgrade path, user_flow_routes_through_screenScreennavigates toScreenhierarchy links it to the payment-method screen it leads to, and screen_navigates_to_screenScreenrendersDesign Componenthierarchy ties it to the plan-card and button components it is built from. Now a question like "if we deprecate the legacy plan card, which screens break?" is a graph query, not an archaeology project. The screen has gone from a picture to a node with known dependenciesDependencyTeam & OrganisationA cross-team or system dependencyView reference → upstream and down.screen_renders_design_component
screen_wireframed_as_wireframeScreenwireframed asWireframehierarchy connects them. Many wireframes can precede one shipped screen.screen_renders_as_screen_stateScreenrenders asScreen Statehierarchy.In the Unified Product Graph, ScreenExperience DesignA distinct screen or view in the product is a leaf in the Experience Design domain of the Experience, Design & Brand region, anchored under the user journeyUser JourneyExperience DesignAn end-to-end map of a user experienceView reference → it belongs to. It is unusually well connected for a leaf: outbound it renders as screen states (screenScreenrenders asScreen Statehierarchy), renders design componentsDesign ComponentDesign SystemA reusable UI componentView reference → (screen_renders_as_screen_stateScreenrendersDesign Componenthierarchy), navigates to other screens (screen_renders_design_componentScreennavigates toScreenhierarchy), and surfaces featuresFeatureProduct SpecificationA product capability or featureView reference → (screen_navigates_to_screenScreensurfacesFeaturecross-domain); inbound it is routed through by user flows (screen_surfaces_featureUser Flowroutes throughScreenhierarchy) and belongs to a product via user_flow_routes_through_screenProductcontainsScreenhierarchy. That density is deliberate. A screen is where the experience region meets the design systemDesign SystemDesign SystemThe root design system entityView reference → (the components it renders) and product delivery (the features it surfaces), so it serves as a junction the graph can traverse in several directions.product_contains_screen
Type-specific fields on BaseNode
routestringApplication route. @example "/dashboard", "/settings/billing"
viewportstringPrimary target viewport
access_levelstringReach
screen_statusstringBuild pipeline stage
purposestringOne-line purpose
idstringrequiredUnique identifier (UUID)
typeNodeTyperequiredDiscriminator for the entity type
titlestringrequiredDisplay name
descriptionstringOptional detailed description
statusstringLifecycle status
tagsstring[]Freeform tags for filtering
4 phases — initial: alpha · template: MATURITY
14 edge types connected to this entity.
screen_renders_as_screen_statescreen_navigates_to_screenscreen_renders_design_componentscreen_wireframed_as_wireframescreen_surfaces_featurewireframe_specifies_screenhelp_video_documents_screenscreen_translated_via_translation_bundledecision_affects_screenjourney_step_shown_on_screenprototype_simulates_screen1 framework use this entity type.