
Designing Better Buttons: How To Handle Destructive Actions
“To err is human; to forgive, design.”
Destructive actions â those that delete data, erase progress, or have other irreversible consequences â require special care in design.
When a user clicks a button that could cause data loss or a major change, the UX must prevent accidents and ensure intent.
Two key principles come into play here: introducing friction for safety and clear differentiation of destructive options from regular actions. âŹď¸
First, it may sound counterintuitive to add friction, but for destructive actions a bit of resistance is desirable.
âRather than reducing friction and making it easy, destructive actions should introduce friction to make the user pause before continuingâ
In practice, this means requiring an extra confirmation or step when a destructive button is pressed.
For example, if the user hits âDelete Account,â you shouldnât immediately obliterate the account.
Instead, you might open a confirmation dialogue: âAre you sure you want to delete your account? This action cannot be undone.â with options to confirm or cancel.
This extra step gives users a moment to reconsider and ensures that an accidental click isnât fatal.
Visual differentiation
Destructive action buttons should look dangerous â typically by using the colour red or another warning colour and possibly an icon like a trash can or warning symbol.
Red, in many cultures, is associated with stop, danger, or caution, and studies show it captures attention quickly.
By colouring a delete or destructive button red, you alert users that this is not a routine action.
Just as importantly, reserve the red styling only for destructive actions.
If your primary âSubmitâ or âSendâ actions are also red, youâve diluted the warning effect and could even cause alarm for normal actions.
Many design systems recommend a distinct âdangerâ style for such buttons (often red background for a primary destructive action or red text for a less-emphasized destructive link).
For instance, Appleâs Human Interface Guidelines and Googleâs Material Design both use red for destructive choices in dialogues.
Consider the scenario of deleting a project in a collaboration app.
Balsamiq mentioned that in their app, deleting a project is a big deal, so they âmake users take the extra step of typing the word DELETE to ensure they really want to deleteâ.
This is a great example of adding deliberate friction: requiring the user to type a confirmation (or sometimes to hold down a button for a few seconds, in other designs) to perform an irreversible action.
Typing a specific word is a strong confirmation because itâs unlikely to happen by accident or muscle memory.
It forces a moment of conscious decision… (âDo I really want to do this?â).

Similarly, the screenshot above, from Uxcel (affiliate link) illustrates this concept well.
The account can only be deleted once the user types âdeleteâ.
Itâs serious. It canât be undone. So the interaction reflects that.
Now, not every destructive action needs such extreme measures; it depends on the severity.
For deleting a single email or removing a minor item, a simpler âConfirm delete?â prompt might suffice.
But for account deletion, large data wipes, or sending an irrevocable message, stronger confirmation patterns (typing a phrase, entering your password again, etc.) can be warranted.
Another important factor to consider when designing destructive buttons is where we place them.
We need to separate the destructive button from primary actions.
For instance, in a settings page, a âDelete Accountâ button might be isolated at the bottom or in its own section, not placed next to the âSave Changesâ button for editing profile info.
This spatial separation further reduces the chance of clicking it inadvertently.
If the destructive action is one of several dialogue options (say âYes, deleteâ vs. âCancelâ), some design systems (like Android) place the destructive choice on the right, away from the natural flow of the primary action on the left â again to make sure a user doesnât click it out of habit.
However, platform conventions differ (on iOS, the destructive action in action sheets is usually highlighted in red and often listed last).
Itâs also worth noting the language for destructive actions: make sure the consequence is clear in the label itself.
âDelete Accountâ is clearer than just âDeleteâ if multiple things could be deleted. (I talked about how to design effective button labels in the article here.)
Using explicit wording like âRemove from Libraryâ vs âDeleteâ (when the latter might imply permanent deletion from disk) as mentioned earlier, helps users pick the right option and understand the impact.
Designing for destructive actions ties closely to Nielsenâs heuristic of error prevention and user control.
đError prevention can be achieved by confirmations and by smart defaults (e.g., not auto-selecting a dangerous option).
đWhile user control and freedom is addressed by giving users a chance to back out (confirm dialogues) or recover options (undo, which Iâll cover next).
âUsers often choose system functions by mistake and will need a clearly marked âemergency exitââ
In the context of destructive actions, that emergency exit is typically the Cancel button on a confirm dialogue or an Undo afterward.
A good example of combining these practices is the design of the âTrashâ in many operating systems and apps.
Deleting a file doesnât immediately destroy it; it moves to a Trash or Recycle Bin, which is a sort of soft-confirmation â the user can later confirm permanent deletion or undo it by retrieving the file.
While not a button per se, itâs a design pattern acknowledging that destructive acts should usually have a buffer.
Another everyday example: when you attempt to delete a repository on GitHub, the interface requires you to type the repository name to confirm.
This ensures you seriously mean it and recognizes the irreversibility.
The confirm button remains disabled until you type the correct name.
All of this ritual is to avoid a catastrophe from a stray click.
So, to summarise, here are some best practices for destructive buttons:
1ď¸âŁ Use Warning Visuals
Colour them differently (commonly red) and perhaps include warning icons.
2ď¸âŁAsk for Confirmation
A second step, like a modal asking âAre you sure?â with clear options.
Design this confirmation dialogue to be unambiguous â the action button within it should reiterate the action (e.g., âYes, delete my accountâ in red).
3ď¸âŁRequire Extra Steps for Highly Critical Actions
Such as typing a confirmation word, re-entering a password, or long-press to confirm.
4ď¸âŁPlace and Group Thoughtfully
Donât put destructive controls where they can be clicked accidentally instead of a safe action. Group them separately or isolate them.
5ď¸âŁWording
Be explicit about what will happen (and perhaps what will be lost) to prevent any misunderstanding.
And for those times when mistakes still happen, the following section on undo and recovery becomes the final safety net. âŹď¸
Undo and Recovery Options: Designing for Error Forgiveness
No matter how well we design our buttons and confirmations, human errors are inevitable.
Thatâs where undo and recovery mechanisms come in.
A hallmark of a forgiving interface is that it allows users to easily reverse their mistakes or unexpected outcomes.
In fact, offering an âundoâ or similar fallback drastically reduces the fear users have when taking actions, thereby improving their confidence and overall user experience.
đJakob Nielsenâs list of usability heuristics explicitly highlights âUser control and freedomâ â users should be able to escape from errors or unwanted states without severe consequences.
In practice, this often means providing a clearly marked way to undo actions or at least to stop a process before it completes.
Modern interfaces have embraced this: from Gmailâs âUndo Sendâ feature to Photoshopâs multiple undo levels, the ability to step back is seen as fundamental.
So, why is undo so powerful?
Psychologically, it gives users a safety net.
đKnowing that an action isnât final lets users explore and use the system more freely, which is especially important in creative software and complex tools.
But even in simple contexts like filling a form, an undo or cancel option can alleviate the stress of making a wrong choice.
One UX practitioner noted,
âUndo increases the userâs feeling of being in control. They feel more confident to use your application when they know they can undo mistakes.â
This was said in the context of Gmailâs undo send â users might click Send more readily, with less second-guessing, because they know they have a brief window to change their mind anyway.
Implementing undo can vary in complexity:
1ď¸âŁ Simple Undo for Deletes
The easiest case is after a user deletes something, donât actually purge it permanently right away.
Instead, provide an âUndo Deleteâ prompt.
Many apps do this via a transient notification or âsnackbarâ (e.g., Androidâs Material Design snackbars: âItem deleted â UNDOâ on the bottom of the screen for a few seconds).
If the user clicks âUNDO,â the item is restored; if not, the deletion proceeds.
This approach is common in email clients (archive or delete an email, then undo) and other list management UIs.
Itâs relatively easy to implement since you just delay the final step.
2ď¸âŁ Multi-step Undo/History
In more complex software, a stack of undo (like Ctrl+Z multiple times) is provided.
This is expected in things like document editors, graphic design tools, etc.
For web apps, a full multi-level undo might be overkill, but consider at least a single-level undo for key actions.
3ď¸âŁCancellation of in-progress actions
Sometimes âundoâ is more about stopping something.
For example, if a user initiates a file upload or a data fetch they regret, providing a âCancelâ button or an âxâ progress cancel can serve a similar purpose.
Itâs not exactly undoing a done action, but preventing completion.
4ď¸âŁRevert settings
In settings dialogues, some interfaces have âRestore defaultsâ or âUndo changesâ if the user hasnât applied them yet.
If settings are immediately applied, having a quick way to revert to the last configuration or default is user-friendly.
5ď¸âŁ Trash/Recycle Bin patterns
As mentioned, moving items to a trash bin that can be recovered later is a form of delayed commitment deletion which effectively gives the user time to undo (by retrieving from trash).
Itâs a longer-term undo, not just immediate.

6ď¸âŁ Versioning
In contexts like wiki pages or docs, version history is an undo of sorts, allowing rollback to previous states.
Thatâs more advanced and context-specific.
From the userâs perspective, what matters is the knowledge that errors arenât fatal.
This ties into reducing anxiety.
A user who accidentally hits the wrong button but then sees an âUndoâ option experiences relief and regains trust in the system.
Without that, the same user might panic and get frustrated (âOh no, I just lost all that text!â).
Itâs instructive to look at Gmailâs âUndo Sendâ as a case study.
For years, email was an anxiety-prone action: once you hit send, thatâs it, the email is out in the world.
Gmail introduced an optional Labs feature to delay sending by a few seconds, effectively creating an undo window.
This became so popular that Google made it a standard feature.
The UX benefit was huge: users could now correct that last-minute âoops I forgot the attachmentâ or retract a misdirected message.
The presence of âUndo Sendâ likely changed user behaviour; as one UX writer put it, it âeases the classic email anxietyâ and might even encourage more use because users feel safer.
Of course, it has limits (short time window), but itâs a perfect example of trading a tiny delay in execution for vastly improved user peace of mind.
đOne important thing to remember is that users should seldom be in a position where a single mistaken click irrevocably ruins their work or data.
That being said, if implementing an undo functionality, make sure to communicate it clearly.
If an undo is available, make the option obvious (the user shouldnât have to hunt through menus to find âundoâ after a major action).
A toast message like âYour post has been publishedâ might include an âUndoâ link if you support retracting it immediately, for instance.
Also, confirm when an undo has been applied (âPost reverted to draftâ).
This is part of feedback, users need confirmation that their corrective action worked.
But sometimes, not everything can be undone.
In such cases, be upfront.
For example, maybe you allow undo of a delete, but if the user closes the app or after 24 hours, itâs permanent.
Thatâs okay, but it might be worth mentioning in the documentation or UI (âItems can be restored from Trash within 30 daysâ).
If an undo isnât feasible (like sending a message to an external system or financial transactions), then double down on confirmations and clarity.
Always design with the assumption that mistakes will happen because they will.
This is called Forgiving Design.
đA forgiving design prevents mistakes before they happen, and if they do occur, it helps the user to minimise damage.
Catch them either before they happen (confirm dialogues as discussed for destructive actions) or after they happen (through undo, edit, or recovery options).
By doing so, you adhere to robust UX principles and human cognitive realities as we all slip up, but a well-designed system is forgiving, not punishing.
As a result, users feel more control and freedom in the interface, knowing that even if they slip, the system offers a handrail to grab onto and get back on track.
Buttons are the linchpin of interaction in digital interfaces âŚseemingly simple, yet their design requires a thoughtful blend of visual design, psychology, and usability engineering.
For experienced UX/UI professionals, many of the principles I covered in this series may feel like second nature, yet itâs remarkable how often we still encounter UIs that violate them.
Buttons that blend in as plain text, overly clever labels that confuse, or critical actions without a safety net….
The difference between a mediocre interface and an excellent one often lies in these details.
So, create buttons that are not only usable but a joy to use: buttons that âjust workâ as the user expects, that guide without constraining, and that forgive the user when things go wrong.
It requires empathy for the userâs perspective, an understanding of human cognition and behaviour, and a command of visual and interaction design techniques.
When youâve done a good job, buttons become quiet facilitators of action.
And when users can do that, they succeed and so do our products.
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Sources:
- Quote-Andrew Dillon (1992)
- Designing for action: Best practices for effective buttons by Balsamiq
- How to Design Destructive Actions That Prevent Data Loss by UX Movement
- Gmail’s Undo send and other UX design patterns for reversing actions/transactions
- Google Gives Gmail Users the Ability to âUndo Sendâ by The Wall Street Journal
- An underrated UX: Gmailâs undo send by UX Collective
- Design Principles: Forgiveness by Research Collective
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