| name | ux-fundamentals |
| description | Learn core UX principles, terminology, and design thinking fundamentals |
UX Fundamentals
Overview
This teaching skill explains core UX principles, terminology, and mental models. Use when users ask "What is X?" or need foundational understanding before applying other Lyra skills.
Core Principle: Understanding why design principles exist enables better application than memorizing rules.
When to Use
Load this skill when:
- User asks "What is [UX concept]?"
- User needs explanation of design terminology
- User wants to understand UX thinking approach
- User is new to UX and needs orientation
- You need to explain rationale behind design recommendations
Don't use for: Specific design tasks (use specialized skills), detailed implementation guidance
Core UX Principles
1. User-Centered Design
Definition: Design decisions driven by user needs, not business/technical constraints
Key Concepts:
- Empathy: Understand users' context, goals, frustrations
- Iteration: Design → Test → Refine → Repeat
- Evidence-based: Use research data, not assumptions
In Practice:
- Start with user research (interviews, observations)
- Test designs with real users early and often
- Prioritize user goals over feature lists
Why it matters: Designs that ignore users fail, regardless of technical excellence
2. Progressive Disclosure
Definition: Show only what users need now, reveal complexity gradually
Key Concepts:
- Layers: Basic → Intermediate → Advanced
- Just-in-time: Information appears when needed
- Defaults: Sensible defaults for common cases
In Practice:
- Simple interface by default, "Advanced" button for power features
- Tooltips on hover, not permanent labels everywhere
- Wizards guide through complex multi-step flows
Why it matters: Showing everything at once = cognitive overload
3. Affordances
Definition: Visual/physical properties that suggest how something is used
Key Concepts:
- Perceived affordance: Looks clickable/tappable (buttons raised, links colored)
- Real affordance: Actually is clickable/tappable
- Signifiers: Clues about functionality (icons, labels, shadows)
In Practice:
- Buttons look different from text (visual weight, borders)
- Links are colored and/or underlined
- Interactive elements change on hover (cursor, highlight)
Why it matters: Users shouldn't guess what's interactive
4. Feedback
Definition: System responds to user actions immediately and clearly
Key Concepts:
- Immediate: <100ms for most interactions (button press)
- Appropriate: Match feedback to action (subtle for minor, prominent for major)
- Informative: What happened? Success/failure? Next steps?
In Practice:
- Button depresses on click
- Loading spinner for async operations (>1s delay)
- Success messages confirm completion
- Error messages explain what went wrong + how to fix
Why it matters: No feedback = user repeats action = bugs/confusion
5. Consistency
Definition: Similar elements behave similarly throughout interface
Key Concepts:
- Internal consistency: Within your app (same patterns everywhere)
- External consistency: Match platform conventions (iOS vs Android)
- Functional consistency: Same action has same result
In Practice:
- All primary buttons same color/style
- Navigation pattern consistent across screens
- Keyboard shortcuts work the same everywhere
Why it matters: Inconsistency forces users to relearn patterns
6. Visibility of System Status
Definition: Users always know what's happening
Key Concepts:
- Current state: Where am I? (active nav item highlighted)
- Process: What's happening? (loading spinner, progress bar)
- Outcome: What happened? (success/error message)
In Practice:
- Active tab/page highlighted
- Progress indicators for multi-step flows (step 2 of 5)
- Breadcrumbs show navigation path
- Form validation shows which fields have errors
Why it matters: Users lost in interface = frustration
7. Error Prevention & Recovery
Definition: Design to prevent errors, make recovery easy when they happen
Key Concepts:
- Prevention: Constraints, validation, confirmations
- Clear errors: What went wrong? How to fix?
- Undo: Easy to reverse mistakes
In Practice:
- Disable "Submit" until form valid
- Confirm before destructive actions ("Delete all?")
- Undo/redo for content changes
- Auto-save to prevent lost work
Why it matters: Errors are frustrating, especially if unrecoverable
8. Recognition Over Recall
Definition: Minimize memory load by making information visible
Key Concepts:
- Show, don't hide: Visible options > memorized commands
- Contextual help: Information available when needed
- Autocomplete: Suggest options rather than require exact input
In Practice:
- Menus show available actions (vs. command-line memorization)
- Recently used items listed (vs. remembering file names)
- Autocomplete in search (vs. typing exact query)
- Date pickers (vs. typing date format)
Why it matters: Memory is fragile, recognition is easier
9. Flexibility & Efficiency
Definition: Support both novice and expert users
Key Concepts:
- Novice path: Simple, guided, obvious
- Expert path: Shortcuts, customization, speed
- Progressive disclosure: Novices aren't overwhelmed, experts aren't constrained
In Practice:
- Keyboard shortcuts for power users (Cmd+S)
- Command palettes (fuzzy search all actions)
- Customizable toolbars/workspaces
- Both clicking and keyboard navigation work
Why it matters: Users grow from novice → expert over time
10. Aesthetic & Minimalist Design
Definition: Remove unnecessary elements, focus on essentials
Key Concepts:
- Signal vs. noise: Every element competes for attention
- White space: Breathing room improves readability
- Hierarchy: Guide attention to important elements
In Practice:
- Remove decorative elements that don't serve purpose
- Use white space to group related items
- Single clear primary action per screen
- Reduce visual clutter (colors, borders, shadows)
Why it matters: Too much information = user misses important parts
UX Terminology
Mental Models
Definition: User's internal understanding of how system works
Why it matters: Design must match user's mental model, not system architecture
Example:
- Good: File structure matches user's mental organization (Projects → Project Name → Files)
- Bad: File structure matches database schema (table_id → foreign_key → blob_id)
Information Architecture (IA)
Definition: Organizing and labeling content for findability
Related skill: lyra/ux-designer/information-architecture
Key aspects: Navigation structure, labeling, categorization, search
Interaction Design
Definition: Defining how users interact with system (clicks, gestures, feedback)
Related skill: lyra/ux-designer/interaction-design-patterns
Key aspects: Touch targets, micro-interactions, state changes, animations
Visual Hierarchy
Definition: Arranging elements to guide attention in order of importance
Related skill: lyra/ux-designer/visual-design-foundations
Key aspects: Size, color, contrast, spacing, typography
Accessibility
Definition: Designing for people with disabilities (visual, motor, cognitive)
Related skill: lyra/ux-designer/accessibility-and-inclusive-design
Key aspects: WCAG compliance, screen readers, keyboard navigation, color contrast
Usability
Definition: How easy and efficient it is to use a system
Measured by: Task success rate, time on task, error rate, satisfaction
Related skill: lyra/ux-designer/user-research-and-validation (testing)
User Journey / User Flow
Definition: Path user takes to accomplish a goal
Includes: Entry point → Steps → Decision points → Outcome
Related skill: lyra/ux-designer/user-research-and-validation (journey mapping)
Personas
Definition: Fictional characters representing user segments
Includes: Demographics, goals, behaviors, pain points, context
Related skill: lyra/ux-designer/user-research-and-validation (research methods)
Wireframe
Definition: Low-fidelity layout sketch (structure, not visual design)
Purpose: Test IA and layout before investing in visual design
Related skills: information-architecture, visual-design-foundations
Prototype
Definition: Interactive simulation of design (clickable, navigable)
Purpose: Test flows and interactions before development
Types: Low-fidelity (Balsamiq), high-fidelity (Figma with interactions)
Heuristic Evaluation
Definition: Expert review against usability principles (heuristics)
Common framework: Nielsen's 10 Usability Heuristics
Related skill: lyra/ux-designer/user-research-and-validation (validation methods)
Design Thinking Process
1. Empathize (Understand Users)
Goal: Deep understanding of user needs, context, pain points
Methods: Interviews, observations, diary studies
Related skill: lyra/ux-designer/user-research-and-validation
Output: User insights, pain points, opportunity areas
2. Define (Frame the Problem)
Goal: Synthesize research into clear problem statement
Methods: Affinity mapping, personas, journey maps
Output: Problem statement, design principles, success criteria
3. Ideate (Generate Solutions)
Goal: Explore many possible solutions without judgment
Methods: Brainstorming, sketching, co-design workshops
Output: Diverse design concepts
4. Prototype (Build to Test)
Goal: Make ideas tangible for testing
Methods: Wireframes, mockups, clickable prototypes
Related skills: All design skills (visual, IA, interaction)
Output: Testable prototypes (lo-fi or hi-fi)
5. Test (Validate with Users)
Goal: Learn what works, what doesn't, iterate
Methods: Usability testing, A/B testing, analytics
Related skill: lyra/ux-designer/user-research-and-validation
Output: Insights for iteration, validated design decisions
6. Iterate (Refine & Improve)
Goal: Continuously improve based on feedback
Process: Implement → Measure → Learn → Refine
Output: Improved design, new insights
When to Use Each Lyra Skill
lyra/ux-designer/using-ux-designer (Meta)
When: Starting any UX task, unsure which skill to load
Purpose: Routes to appropriate skills based on context
lyra/ux-designer/ux-fundamentals (This Skill)
When: "What is...?", "Explain...", learning UX concepts
Purpose: Teaching and foundational knowledge
lyra/ux-designer/visual-design-foundations
When: Color, typography, hierarchy, spacing, contrast issues
Purpose: Systematic framework for visual design evaluation
Framework: 6-dimension Visual Hierarchy Analysis (Contrast, Scale, Spacing, Color, Typography, Layout Flow)
lyra/ux-designer/information-architecture
When: Navigation confusing, content organization, findability issues
Purpose: Structure content for discoverability
Framework: 4-layer Navigation & Discoverability Model (Mental Models, Navigation Systems, Information Scent, Discoverability)
lyra/ux-designer/interaction-design-patterns
When: Touch targets, feedback, micro-interactions, button states
Purpose: Design clear, responsive interactions
Framework: 5-dimension Interaction Clarity Framework (Affordances, Feedback, Micro-interactions, State Changes, Touch Targets)
lyra/ux-designer/accessibility-and-inclusive-design
When: WCAG compliance, colorblind-safe, keyboard nav, screen readers
Purpose: Ensure design works for everyone
Framework: 6-dimension Universal Access Model (Visual, Motor, Cognitive, Screen Reader, Temporal, Situational)
lyra/ux-designer/user-research-and-validation
When: Need to understand users, test designs, validate decisions
Purpose: Research methods and usability testing
Framework: 5-phase User Understanding Model (Discovery, Generative, Evaluative, Validation, Post-Launch)
lyra/ux-designer/mobile-design-patterns
When: iOS/Android app design, touch interactions
Purpose: Mobile-specific patterns and constraints
Framework: Mobile Interaction Evaluation Model (Reachability, Gesture Conventions, Platform Consistency, Performance Perception)
lyra/ux-designer/web-application-design
When: Web app, dashboard, SaaS, data visualization
Purpose: Web-specific patterns (responsive, complex data)
Framework: Web Application Usability Framework (Data Clarity, Workflow Efficiency, Responsive Adaptation, Progressive Enhancement)
lyra/ux-designer/desktop-software-design
When: Desktop app, Electron, multi-window, keyboard-first
Purpose: Desktop-specific patterns (windows, shortcuts)
Framework: Desktop Application Workflow Model (Window Organization, Keyboard Efficiency, Workspace Customization, Expert Paths)
lyra/ux-designer/game-ui-design
When: Game, HUD, menu system, in-game interface
Purpose: Game-specific patterns (immersion, performance)
Framework: Game UI Integration Framework (Visibility vs Immersion, Input Method Optimization, Aesthetic Coherence, Performance Impact)
Common UX Questions Answered
"How do I know if my design is good?"
Answer: Test with users. Good design = users accomplish goals efficiently and satisfactorily.
Objective measures: Task success rate, time on task, error rate Subjective measures: User satisfaction, perceived ease of use
Related skill: user-research-and-validation
"Should I follow platform conventions (iOS HIG, Material Design)?"
Answer: Yes, with rare exceptions.
Why follow conventions:
- Users already know the patterns (less learning curve)
- Accessibility features work as expected
- Platform integration (gestures, navigation)
When to deviate:
- Strong brand identity requires custom patterns
- Unique use case not covered by conventions (games, creative tools)
- Cross-platform consistency is more important
Related skill: Platform extensions (mobile, web, desktop, game)
"Design for mobile-first or desktop-first?"
Answer: Depends on your users' primary context.
Mobile-first: When most users on mobile, forces prioritization Desktop-first: When desktop is primary, mobile is secondary
Best practice: Design for primary platform, adapt to others
Related skills: mobile-design-patterns, web-application-design
"How do I balance aesthetics and usability?"
Answer: They're not in conflict. Good aesthetics enhance usability.
Aesthetic benefits:
- Visual hierarchy guides attention (usability)
- Consistent visual system reduces cognitive load
- Pleasant aesthetics increase trust and engagement
Warning signs of conflict:
- Low contrast text (aesthetic > accessibility = BAD)
- Hiding essential functions for "clean" look = BAD
- Decorative elements obscuring content = BAD
Related skills: visual-design-foundations, accessibility-and-inclusive-design
"Should I use modals/popups?"
Answer: Sparingly. Modals interrupt users.
When appropriate:
- Requires user decision before proceeding (confirm destructive action)
- Focus needed (entering password, selecting from list)
- Contextual detail (lightbox for image, detail view)
Alternatives:
- Inline expansion (accordion, show/hide)
- Separate page (if lots of content)
- Toast notification (non-blocking feedback)
Related skills: interaction-design-patterns, platform extensions
"How many clicks/taps is too many?"
Answer: 3-click rule is guideline, not law. Clarity > click count.
What matters:
- Information scent: Each step has clear clues to next
- No dead ends: Users can always proceed or go back
- Progress visible: Users know where they are in flow
10 clear clicks > 2 confusing clicks
Related skill: information-architecture
"Should I use animation?"
Answer: Yes, purposefully. Animation guides attention and shows relationships.
Good uses:
- State transitions (show what changed)
- Drawing attention (new message, error)
- Showing relationships (element moves from A to B)
Bad uses:
- Gratuitous decoration (slows users down)
- Too slow (>500ms feels sluggish)
- Motion sickness triggers (parallax, constant movement)
Related skill: interaction-design-patterns
"How do I design for accessibility without compromising design?"
Answer: Accessibility constraints make design BETTER, not worse.
Examples:
- High contrast = more readable for everyone
- Large touch targets = easier for everyone
- Clear labels = less confusion for everyone
- Keyboard navigation = faster for power users
Accessibility IS good design.
Related skill: accessibility-and-inclusive-design
Related Skills
All Lyra UX Designer skills: This teaching skill references concepts explained in detail by specialized skills
Cross-faction:
muna/technical-writer/clarity-and-style- Writing clear UI copyordis/security-architect/threat-modeling- Security implications of UX decisions
Further Learning
Books:
- "Don't Make Me Think" (Steve Krug) - Web usability fundamentals
- "The Design of Everyday Things" (Don Norman) - Affordances, mental models
- "About Face" (Alan Cooper) - Interaction design principles
Frameworks:
- Nielsen's 10 Usability Heuristics
- WCAG 2.1 Guidelines (accessibility)
- iOS Human Interface Guidelines
- Material Design Guidelines
Practice:
- Critique existing interfaces (what works? what doesn't?)
- Apply frameworks from other Lyra skills
- Test designs with real users (even 5 users find major issues)