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Learn core UX principles, terminology, and design thinking fundamentals

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SKILL.md

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 copy
  • ordis/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)