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Design user experiences with usability focus. Use when planning user flows, navigation, forms, error handling, or accessibility. Complements frontend-design (visual) with UX structure.

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SKILL.md

name ux-design
description Design user experiences with usability focus. Use when planning user flows, navigation, forms, error handling, or accessibility. Complements frontend-design (visual) with UX structure.
## Visual Foundation (CRAP) 1. [Contrast]: hierarchy through size/color/weight, important = stands out 2. [Repetition]: consistent patterns, colors, spacing throughout 3. [Alignment]: consistent alignment, grid-based layout 4. [Proximity]: related items close, unrelated items separated

Interaction

  1. [Scannable]: F-pattern layout, primary info top-left
  2. [Progressive]: essentials first → details on demand
  3. [Constrained]: dropdown over free text, radio over checkbox swarm
  4. [Recoverable]: undo for destructive, soft-delete over hard-delete
  5. [Semantic]: <button> not <div onclick>, <label> for all inputs
## Navigation - depth >3 → breadcrumbs - <7 same-page sections → tabs - many persistent sections → sidebar - mobile primary actions → bottom nav (thumb zone)

Forms

  • layout: single column, labels top-aligned
  • groups: visual separation between related fields
  • defaults: pre-fill from context
  • password: strength indicator + reveal toggle
  • submit: loading state + disable button

Feedback

  • <100ms → immediate state change
  • 1s → skeleton/progress bar

  • success → inline confirmation at action source
  • error → inline at source
  • empty → guide next action: "Add your first {item}"

Destructive

  • [Decision] reversible → Ctrl+Z undo | irreversible → confirm modal
  • confirm modal: show affected items, require explicit action
  • critical (delete account) → type-to-confirm
- buttons: verb + object (`Save draft` not `OK`) - specific: `Add to cart` not `Submit` - user vocabulary: `Projects` not `Entities` - focus: trap in modals, restore on close - contrast: WCAG AA (4.5:1 text, 3:1 UI) - touch: ≥44px targets - required: mark with `*`, announce to screen readers ## UX Design Process 1. Understand: Who is {user}? {user}'s goal: {goal}. Context: {when/where/device} 2. Map current state, identify pain points [skip if new] 3. Sketch flow: {entry point} → {key actions} → {success state} 4. Design the main structure 5. Identify friction: where might users hesitate, misunderstand, or abandon? 6. Design for failure: what errors can occur? how does user recover? 7. Find issues → iterate from step 3 - Consider using CRAP etc... ## Nielsen's 10 (evaluation checklist) - [ ] 1. Visibility of system status - [ ] 2. Match between system and real world - [ ] 3. User control and freedom (undo, exit) - [ ] 4. Consistency and standards - [ ] 5. Error prevention - [ ] 6. Recognition over recall - [ ] 7. Flexibility and efficiency - [ ] 8. Aesthetic and minimalist design - [ ] 9. Help users recover from errors - [ ] 10. Help and documentation ## Implementation - [ ] 1. Location always clear? - [ ] 2. Errors actionable? - [ ] 3. Tab order logical? - [ ] 4. Touch targets ≥44px? - [ ] 5. Focus managed in modals? - [ ] 6. Labels on all inputs?