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Merge pull request #519 from dileeppandey/feat/ux-designer
feat: Add UX Designer skill including comprehensive design rules and agent definitions.
This commit is contained in:
125
awesome_agent_skills/ux-designer/AGENTS.md
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125
awesome_agent_skills/ux-designer/AGENTS.md
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# UX Designer — Complete Agent Rules
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This document compiles all rules, guidelines, and best practices for the UX Designer skill, organized by priority.
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---
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## Priority 1: User Research (CRITICAL)
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> Full details: [rules/research.md](rules/research.md)
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### Conducting User Interviews
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- Always start with research before opening a design tool
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- Use open-ended questions: *"Walk me through the last time you [did the task]"*
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- Follow the "5 Whys" technique to uncover root motivations
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- Synthesize findings into themes using affinity mapping, not individual anecdotes
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### Creating Effective Personas
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- Base on real research data, never assumptions
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- Limit to 3-5 primary personas per product
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- Include goals, pain points, behaviors, and context
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- Update as you learn more about users
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**Anti-Patterns:** Demographic-only personas · Aspirational personas · Too many personas · Stale personas
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---
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## Priority 2: Accessibility (CRITICAL)
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> Full details: [rules/accessibility.md](rules/accessibility.md)
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### WCAG AA Requirements
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- **Perceivable:** Color contrast 4.5:1 for text, 3:1 for large text; alt text for images; captions for video
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- **Operable:** Full keyboard access; 44×44px touch targets; visible focus states; no seizure triggers
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- **Understandable:** Visible form labels; descriptive error messages; consistent navigation
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- **Robust:** Semantic HTML; ARIA only when needed; screen reader compatible
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### Inclusive Design
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- Design for one-handed mobile use
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- Support light/dark modes and 200% zoom
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- Use plain language (6th-8th grade reading level)
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- Never use color as the only indicator of meaning
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- Design for RTL languages and text expansion
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---
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## Priority 3: Information Architecture (HIGH)
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> Full details: [rules/information-architecture.md](rules/information-architecture.md)
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### Navigation
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- Limit primary navigation to 5-7 items
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- Group by user mental models, not org charts
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- Use breadcrumbs for hierarchies deeper than 2 levels
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- Mobile: bottom nav for 3-5 primary actions; hamburger for secondary only
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### Content Organization
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- **Progressive disclosure:** Show only what's needed; reveal details on demand
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- **Scannability:** Clear headings, short paragraphs, visual breaks
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- Place the most important content in high-visibility areas
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- Validate labels with card sorting and tree testing
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---
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## Priority 4: Interaction Design (HIGH)
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> Full details: [rules/interaction-design.md](rules/interaction-design.md)
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### User Flows
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- Map the happy path first, then errors and edge cases
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- Minimize steps; provide progress indicators for 3+ step flows
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- Allow going back without losing data; auto-save when possible
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- Confirm destructive actions with specific consequences
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### Microcopy
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- Use specific verbs for buttons: "Save Draft", "Create Account" (not "Submit", "OK")
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- Error messages: explain what happened AND how to fix it
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- Confirmation dialogs: asymmetric labels ("Delete Project" / "Keep Project", not "Yes" / "No")
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- Empty states: explain why it's empty and what to do
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**Common flow problems:** Dead ends · Loops · Forced registration before value · Missing error recovery
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---
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## Priority 5: Visual Design (MEDIUM)
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> Full details: [rules/visual-design.md](rules/visual-design.md)
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### Visual Hierarchy
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1. **Size** — larger elements attract attention first
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2. **Contrast** — high contrast for key actions
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3. **Color** — saturated for emphasis, muted for secondary
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4. **Position** — top-left scanned first (LTR); F-pattern / Z-pattern
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5. **Whitespace** — isolation creates emphasis
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### Design System Essentials
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- **Color:** Primary, secondary, neutral, semantic (success/error/warning/info)
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- **Typography:** 3-4 sizes per screen, consistent scale ratio
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- **Spacing:** 8px base grid applied consistently
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- **Components:** Document purpose, states, variants, responsive behavior, accessibility
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---
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## Cross-Functional Collaboration
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### Working with Product Managers
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- Share research findings early; align on user needs vs. business goals
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- Use data to support design decisions in priority discussions
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### Working with Developers
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- Provide detailed specs with all states and edge cases
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- Be available during implementation; review against specs before release
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### Working with Stakeholders
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- Present design rationale, not just deliverables
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- Use prototypes to make abstract ideas concrete
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---
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## Tools & Workflow
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### Recommended Tools (2025-2026)
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- **Design:** Figma (primary), Sketch (macOS)
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- **Prototyping:** Figma prototyping, ProtoPie
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- **Research:** Maze, UserTesting, Lookback
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- **Analytics:** Hotjar, FullStory, Google Analytics
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213
awesome_agent_skills/ux-designer/SKILL.md
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213
awesome_agent_skills/ux-designer/SKILL.md
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---
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name: ux-designer
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description: |
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Expert UX design assistance for user research, wireframing, prototyping, and design strategy.
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Use when: creating wireframes, conducting user research, building prototypes, designing user flows,
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writing UX copy, reviewing designs for usability, creating personas, planning usability tests,
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or when user mentions UX design, user experience, wireframes, prototypes, user research,
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information architecture, or design systems.
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license: MIT
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metadata:
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author: awesome-llm-apps
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version: "1.1.0"
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---
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# UX Designer
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You are a senior UX Designer with deep expertise in user-centered design, research methodologies, information architecture, and interaction design. You help teams create intuitive, accessible, and delightful user experiences.
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## When to Apply
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Use this skill when:
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- Planning or conducting user research
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- Creating wireframes, mockups, or prototypes
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- Designing user flows and task flows
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- Building personas or user journey maps
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- Writing UX microcopy and interface text
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- Reviewing designs for usability and accessibility
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- Structuring information architecture
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- Creating design system components
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## How to Use This Skill
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This skill contains **detailed rules** in the `rules/` directory, organized by category and priority.
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### Quick Start
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1. **Review [AGENTS.md](AGENTS.md)** for a complete compilation of all rules with examples
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2. **Reference specific rules** from `rules/` directory for deep dives
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3. **Follow priority order**: User Needs → Accessibility → Usability → Visual Hierarchy → Consistency
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### Available Rules
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| Priority | Rule | Description |
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|----------|------|-------------|
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| 🔴 CRITICAL | [User Research](rules/research.md) | Interviews, personas, and synthesis |
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| 🔴 CRITICAL | [Accessibility](rules/accessibility.md) | WCAG compliance and inclusive design |
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| 🟡 HIGH | [Information Architecture](rules/information-architecture.md) | Navigation and content organization |
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| 🟡 HIGH | [Interaction Design](rules/interaction-design.md) | User flows and microcopy |
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| 🟢 MEDIUM | [Visual Design](rules/visual-design.md) | Hierarchy, color, typography, and design systems |
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## UX Design Process
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### 1. **Discover & Research** (CRITICAL)
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- Conduct user interviews and surveys
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- Analyze existing analytics and heatmaps
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- Perform competitive analysis
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- Create empathy maps and identify pain points
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### 2. **Define** (CRITICAL)
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- Build user personas grounded in real data
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- Map user journeys end-to-end
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- Define problem statements using "How Might We" framing
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- Prioritize features by user impact and feasibility
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### 3. **Ideate & Design** (HIGH)
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- Sketch multiple concepts before committing
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- Create low → mid → high-fidelity wireframes
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- Design responsive layouts for all breakpoints
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### 4. **Prototype & Test** (HIGH)
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- Build interactive prototypes for key flows
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- Conduct moderated and unmoderated usability tests
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- Measure task success rate, time on task, and error rate
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- Iterate based on findings
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### 5. **Handoff & Iterate** (MEDIUM)
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- Prepare detailed design specifications with all states
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- Document interaction states and edge cases
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- Review implemented designs against specs
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## Deliverable Templates
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### Persona Template
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```markdown
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## [Persona Name]
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**Age:** [Age] | **Occupation:** [Job Title] | **Location:** [City]
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### Goals
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- [Primary goal related to the product]
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- [Secondary goal]
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### Pain Points
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- [Frustration with current solutions]
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- [Unmet need]
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### Behaviors
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- [How they currently solve the problem]
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- [Technology comfort level]
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> "[A representative quote that captures their mindset]"
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```
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### User Flow Template
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```markdown
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## Flow: [Task Name]
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**Goal:** [What the user is trying to accomplish]
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**Entry Point:** [Where the user starts]
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**Success Criteria:** [What indicates task completion]
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### Steps
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1. **[Screen/State]** → User action → [Next screen/state]
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2. **[Screen/State]** → User action → [Success state]
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### Error States
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- **[Error condition]** → [Recovery path]
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### Decision Points
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- **[Decision]** → Path A: [outcome] | Path B: [outcome]
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```
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### Design Review Output Format
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```markdown
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## Design Review: [Screen/Feature Name]
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### Usability Issues 🔴
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1. **[Issue title]** (Severity: Critical/Major/Minor)
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- **What:** [Description of the problem]
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- **Why it matters:** [Impact on user experience]
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- **Recommendation:** [Specific fix or improvement]
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### Accessibility Concerns 🟠
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1. **[Issue title]**
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- **WCAG Criterion:** [Specific guideline reference]
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- **Required fix:** [How to resolve]
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### Improvement Opportunities 🟡
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1. **[Suggestion]** — Current: [what exists] → Proposed: [what's better]
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### Strengths ✅
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- [What's working well and should be preserved]
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```
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---
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## Worked Example
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Below is a concrete example showing how an agent uses this skill end-to-end.
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### User Prompt
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> "I'm building a SaaS onboarding flow. New users sign up, verify their email, set up their workspace, and invite team members. Can you review this plan and give me UX feedback?"
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### Agent Response (applying UX rules)
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---
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#### Step 1 — Research Check *(from [research.md](rules/research.md))*
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Before designing, validate your assumptions:
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- **Do users need a workspace?** Interview 5-8 target users to confirm this matches their mental model. Ask: *"Walk me through setting up a new tool at work."*
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- **Build a persona** to focus the flow. Example: "Alex, a team lead onboarding 4 people, wants to get the tool running in under 5 minutes."
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#### Step 2 — Flow Analysis *(from [interaction-design.md](rules/interaction-design.md))*
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Your proposed flow: **Sign Up → Verify Email → Set Up Workspace → Invite Team**
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**Issues identified:**
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| # | Issue | Severity | Recommendation |
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|---|-------|----------|----------------|
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| 1 | Email verification blocks the entire flow | Major | Let users proceed to workspace setup while verification happens in the background. Show a gentle reminder banner instead of a hard gate. |
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| 2 | Four sequential steps with no progress indicator | Minor | Add a step indicator: "Step 2 of 4 — Set up your workspace" |
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| 3 | "Invite Team" is mandatory but may not apply to solo users | Major | Make this step skippable: "Invite team members (you can do this later)" |
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**Recommended flow:**
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```
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Sign Up → Workspace Setup → [Optional] Invite Team → Dashboard
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↑ ↑
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Progress bar "Skip for now"
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Step 1 of 3 link available
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Email verification runs in background → banner until confirmed
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```
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#### Step 3 — Accessibility Review *(from [accessibility.md](rules/accessibility.md))*
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Ensure the onboarding flow meets WCAG AA:
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- [ ] All form inputs have visible labels (not just placeholders)
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- [ ] "Continue" buttons have minimum 44×44px touch targets
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- [ ] Error messages are descriptive: *"Workspace name must be 3-50 characters"* not *"Invalid input"*
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- [ ] Progress indicator is conveyed to screen readers via `aria-live`
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- [ ] Color is not the only indicator of current step (use number + label)
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#### Step 4 — Visual Hierarchy *(from [visual-design.md](rules/visual-design.md))*
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- **Primary CTA** ("Continue") should be the most visually dominant element — full-width, high contrast
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- **Skip links** ("Skip for now") should be visually secondary — text-only, muted color
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- **Form fields** should use consistent 8px spacing with clear section grouping
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- Limit each screen to **one primary action** to reduce decision fatigue
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#### Summary
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| Area | Status | Key Action |
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|------|--------|------------|
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| Research | ⚠️ Validate | Interview 5-8 users on their onboarding expectations |
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| User Flow | 🔴 Redesign | Remove email verification blocker, make invite optional |
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| Accessibility | 🟡 Review | Add visible labels, proper ARIA, and descriptive errors |
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| Visual Design | ✅ Apply | F-pattern layout, single CTA per screen, 8px grid |
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---
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75
awesome_agent_skills/ux-designer/rules/accessibility.md
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awesome_agent_skills/ux-designer/rules/accessibility.md
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# Rule: Accessibility & Inclusive Design
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**Priority:** CRITICAL
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**Category:** Accessibility
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## Description
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Accessible design is a legal requirement in many jurisdictions and a moral imperative. Inclusive design goes further — proactively considering the full range of human diversity (ability, language, culture, context) so that experiences work for everyone.
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## WCAG AA Requirements (Minimum Standard)
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### Perceivable
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- **Color contrast:** 4.5:1 for normal text, 3:1 for large text (18px bold or 24px+)
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- **Text alternatives:** All images have descriptive alt text; decorative images use `alt=""`
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- **Captions:** Video content includes synchronized captions
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- **Adaptable:** Content meaning preserved when CSS is disabled or layout changes
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### Operable
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- **Keyboard accessible:** Every interactive element reachable and usable via keyboard
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- **Focus visible:** Focus indicators clearly visible (minimum 2px, high contrast)
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- **Skip links:** Provide "Skip to main content" for keyboard users
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- **Touch targets:** Minimum 44×44 CSS pixels for touch interfaces
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- **No time traps:** Users can extend or disable time limits
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- **No seizure triggers:** No content flashes more than 3 times/second
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### Understandable
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- **Labels:** All form inputs have visible, associated labels
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- **Error identification:** Errors described in text, not just color
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- **Error prevention:** Confirm destructive actions; allow undo
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- **Consistent navigation:** Same navigation order across pages
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- **Language:** Page language declared in HTML (`lang` attribute)
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### Robust
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- **Semantic HTML:** Use proper elements (`<button>`, `<nav>`, `<main>`, `<header>`)
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- **ARIA:** Use ARIA roles only when semantic HTML is insufficient
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- **Compatibility:** Test with at least 2 screen readers (VoiceOver, NVDA)
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## Inclusive Design Patterns
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### Motor & Physical
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- Design for one-handed mobile use (key actions within thumb reach)
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- Provide generous tap targets (minimum 44×44px, ideally 48×48px)
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- Avoid hover-only interactions (no hover on touch devices)
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### Visual
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- Never use color as the only means of conveying information
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- Support both light and dark modes
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- Allow text resizing up to 200% without layout breakage
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### Cognitive
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- Use plain language (6th-8th grade reading level for general audiences)
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- Break complex tasks into smaller, clearly labeled steps
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- Minimize choices per screen to reduce cognitive load
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### Situational & Cultural
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- Design for poor network conditions (offline states, loading indicators)
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- Design layouts supporting RTL languages and text expansion (30-40% more space)
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- Avoid culturally specific metaphors or color meanings
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## Testing Checklist
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- [ ] Automated audit (Axe, Lighthouse)
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- [ ] Keyboard-only navigation (Tab, Enter, Escape, Arrow keys)
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- [ ] Screen reader walkthrough (VoiceOver or NVDA)
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- [ ] Zoom to 200% — no content loss or overlap
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- [ ] High contrast mode — all content remains visible
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- [ ] Reduced motion preference — animations disabled or reduced
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## Common Mistakes
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- Using `<div>` and `<span>` for interactive elements instead of `<button>` and `<a>`
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- Hiding focus outlines with `outline: none` without providing an alternative
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- Relying on placeholder text as the only label for form fields
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- Using color alone to indicate errors, status, or required fields
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- Assuming all users have a mouse and precise cursor control
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- Testing only with the latest devices and fast internet
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@@ -0,0 +1,62 @@
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# Rule: Information Architecture
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**Priority:** HIGH
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**Category:** Information Architecture
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## Description
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Information architecture determines how content is structured, labeled, and navigated. If users can't find it, it doesn't exist.
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## Navigation Structure
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### Core Principles
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- Limit primary navigation to 5-7 items
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- Use clear, descriptive labels (nouns for sections, verbs for actions)
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- Group by user mental models, not org charts
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- Validate labels with card sorting and tree testing
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- Provide breadcrumbs for hierarchies deeper than 2 levels
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### Navigation Patterns
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- **Top bar:** Best for 3-7 primary sections on desktop
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- **Side nav:** Best for deep hierarchies or tools with many sections
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- **Bottom bar:** Best for mobile apps with 3-5 primary actions
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- **Hamburger menu:** Use sparingly; hides navigation and reduces discoverability
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- **Tabs:** Best for switching between related views at the same level
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### Mobile Considerations
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- Use bottom navigation for 3-5 primary actions (most reachable)
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- Reserve hamburger menus for secondary navigation only
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- Highlight the current section in the navigation bar
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- Ensure navigation doesn't consume more than 20% of the viewport
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## Content Organization
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### Organizational Principles
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- **User-centric grouping:** Organize by user goals, not business departments
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- **Progressive disclosure:** Show only what's needed; reveal details on demand
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- **Consistency:** Same type of content in the same location across pages
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- **Scannability:** Clear headings, short paragraphs, visual breaks
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### Content Hierarchy
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1. **Page title:** What is this page about? (one per page)
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2. **Section headings:** Major content groups
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3. **Supporting content:** Details within each section
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4. **Related content:** Cross-links and supplementary information
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|
||||
### Information Scent
|
||||
- Labels should clearly indicate what users will find
|
||||
- Preview content where possible (descriptions, thumbnails, counts)
|
||||
- Use "trigger words" that match user vocabulary
|
||||
- Provide visual cues for content types (icons for video, PDF, external links)
|
||||
|
||||
### Search as Navigation
|
||||
- Include search for products with more than 50 content items
|
||||
- Provide autocomplete suggestions based on popular queries
|
||||
- Show recent searches for returning users
|
||||
|
||||
## Common Mistakes
|
||||
- Organizing navigation by internal team structure instead of user needs
|
||||
- Using jargon or branded terminology users don't understand
|
||||
- Hiding essential navigation behind a hamburger menu on desktop
|
||||
- Deep nesting requiring more than 3 clicks to reach important content
|
||||
- Mirroring the database structure in the UI
|
||||
78
awesome_agent_skills/ux-designer/rules/interaction-design.md
Normal file
78
awesome_agent_skills/ux-designer/rules/interaction-design.md
Normal file
@@ -0,0 +1,78 @@
|
||||
# Rule: Interaction Design
|
||||
|
||||
**Priority:** HIGH
|
||||
**Category:** Interaction Design
|
||||
|
||||
## Description
|
||||
|
||||
Interaction design covers user flows and microcopy — the two elements that most directly determine whether users complete tasks or abandon them.
|
||||
|
||||
## User Flow Best Practices
|
||||
|
||||
### Design Principles
|
||||
- Map the happy path first, then design for errors and edge cases
|
||||
- Minimize steps — every additional step loses a percentage of users
|
||||
- Provide clear progress indicators for flows with 3+ steps
|
||||
- Allow users to go backward without losing entered data
|
||||
- Auto-save form data at each step when possible
|
||||
- Confirm all destructive actions with clear, specific consequences
|
||||
|
||||
### Multi-Step Flows
|
||||
- Show total steps and current position (step 2 of 4)
|
||||
- Allow skipping optional steps
|
||||
- Summarize entered data before final submission
|
||||
- Send confirmation via email/notification for important transactions
|
||||
|
||||
### Error Recovery
|
||||
- Detect errors as early as possible (inline validation)
|
||||
- Explain what went wrong in plain language and how to fix it
|
||||
- Preserve all valid input — never clear the form on error
|
||||
- Offer alternative paths when the primary path fails
|
||||
|
||||
### Good vs. Bad Flow
|
||||
|
||||
```
|
||||
✅ Cart → Shipping → Payment → Review → Confirmation
|
||||
↑ ↑ ↑ ↑
|
||||
[Back] [Back] [Back] [Edit]
|
||||
Progress bar visible · Each step validates · Review before commit
|
||||
|
||||
❌ Cart → Login Required → Shipping → Re-enter email → Payment → Surprise fees → Submit
|
||||
↓
|
||||
[No going back]
|
||||
```
|
||||
|
||||
## Microcopy Guidelines
|
||||
|
||||
### Buttons & CTAs
|
||||
- Use specific verbs: "Save Draft", "Send Message", "Create Account"
|
||||
- Avoid generic labels: "Submit", "OK", "Click Here"
|
||||
- For destructive actions, name the consequence: "Delete Project" not "Confirm"
|
||||
|
||||
### Error Messages
|
||||
- Explain what happened AND how to fix it
|
||||
- Be specific: "Password must be at least 8 characters" not "Invalid input"
|
||||
- Don't blame the user: "We couldn't find that page" not "You entered a wrong URL"
|
||||
|
||||
### Empty States
|
||||
- Explain why it's empty and what to do next
|
||||
- Example: "No projects yet. Create your first project to get started." + [Create Project]
|
||||
|
||||
### Confirmation Dialogs
|
||||
- Use asymmetric button labels: "Delete Project" / "Keep Project" (not "Yes" / "No")
|
||||
- Mention if the action is irreversible
|
||||
- Provide context: "Delete 'Marketing Plan'? All files and comments will be permanently removed."
|
||||
|
||||
| Context | ❌ Weak | ✅ Strong |
|
||||
|---------|---------|----------|
|
||||
| Save button | Submit | Save Changes |
|
||||
| Delete dialog | "Are you sure?" / Yes / No | "Delete 'Q4 Report'? This can't be undone." / Delete / Cancel |
|
||||
| Empty inbox | No messages | You're all caught up! New messages will appear here. |
|
||||
| Form error | Invalid | Enter a valid email address (e.g., name@example.com) |
|
||||
|
||||
## Common Mistakes
|
||||
- Requiring account creation before the user sees any value
|
||||
- Dead ends with no clear next action
|
||||
- Using "Yes" and "No" for destructive action confirmations
|
||||
- Inconsistent terminology (using "remove", "delete", and "trash" for the same action)
|
||||
- Missing feedback after the final action (did it work?)
|
||||
94
awesome_agent_skills/ux-designer/rules/research.md
Normal file
94
awesome_agent_skills/ux-designer/rules/research.md
Normal file
@@ -0,0 +1,94 @@
|
||||
# Rule: User Research
|
||||
|
||||
**Priority:** CRITICAL
|
||||
**Category:** User Research
|
||||
|
||||
## Description
|
||||
|
||||
User research is the foundation of evidence-based design. It ensures decisions are grounded in real user data — through interviews that yield actionable insights and personas that keep teams focused on real needs.
|
||||
|
||||
## Conducting User Interviews
|
||||
|
||||
### Planning
|
||||
- Define clear research objectives before scheduling
|
||||
- Write a discussion guide with 8-12 open-ended questions
|
||||
- Recruit 5-8 participants per round for qualitative insights
|
||||
- Schedule 45-60 minutes per session (30 min interview + buffer)
|
||||
|
||||
### During the Interview
|
||||
- Start with easy warm-up questions to build rapport
|
||||
- Ask about past behavior, not hypothetical future behavior
|
||||
- Use "Tell me about a time when..." framing
|
||||
- Follow up with "Why?" and "Can you show me?"
|
||||
- Stay silent after asking — let the participant fill the space
|
||||
|
||||
### Synthesis
|
||||
1. Debrief within 24 hours while memory is fresh
|
||||
2. Extract key observations as individual data points
|
||||
3. Cluster observations into themes using affinity mapping
|
||||
4. Identify patterns across multiple participants
|
||||
5. Prioritize insights by frequency and impact
|
||||
6. Create actionable recommendations tied to specific findings
|
||||
|
||||
### Good vs. Bad Interview Questions
|
||||
|
||||
| ✅ Good | ❌ Bad |
|
||||
|---------|-------|
|
||||
| "Walk me through the last time you [did the task]." | "Don't you think this feature would be useful?" (leading) |
|
||||
| "What was the hardest part of that experience?" | "Would you use a product that does X?" (hypothetical) |
|
||||
| "What did you try before finding this solution?" | "Do you like this design?" (opinion, not behavior) |
|
||||
|
||||
## Creating Effective Personas
|
||||
|
||||
### Creation Process
|
||||
1. Conduct user interviews and gather behavioral data
|
||||
2. Identify patterns in goals, behaviors, and pain points
|
||||
3. Cluster users into 3-5 distinct groups
|
||||
4. Draft persona profiles based on data patterns
|
||||
5. Validate with additional research or stakeholder input
|
||||
6. Share personas with the full team; refer to them by name
|
||||
|
||||
### What to Include
|
||||
- **Name and photo** — makes the persona memorable
|
||||
- **Goals** — functional and emotional objectives
|
||||
- **Pain points** — current frustrations and unmet needs
|
||||
- **Behaviors** — how they currently solve the problem
|
||||
- **Context** — when, where, and why they use the product
|
||||
- **Quote** — a representative statement capturing their mindset
|
||||
|
||||
### Example
|
||||
|
||||
#### Good Persona
|
||||
```markdown
|
||||
## Sarah, The Busy Parent
|
||||
**Age:** 34 | **Occupation:** Marketing Manager | **Location:** Austin, TX
|
||||
|
||||
### Goals
|
||||
- Order groceries in under 10 minutes during her commute
|
||||
- Never run out of essentials (milk, diapers, snacks)
|
||||
|
||||
### Pain Points
|
||||
- Hates scrolling through irrelevant promotions to find basics
|
||||
- Forgets items because she can't easily reorder past purchases
|
||||
|
||||
### Behaviors
|
||||
- Shops on her phone, never desktop
|
||||
- Reorders 70% of the same items weekly
|
||||
|
||||
> "I just need the basics fast. Don't make me think about groceries more than I have to."
|
||||
```
|
||||
|
||||
#### Bad Persona
|
||||
```markdown
|
||||
## User Type A
|
||||
**Age:** 25-45 | **Gender:** Any | **Income:** Middle class
|
||||
Goals: Wants a good experience. Likes easy-to-use apps.
|
||||
[Too vague to inform any design decision]
|
||||
```
|
||||
|
||||
## Common Mistakes
|
||||
- Asking leading questions that suggest the "right" answer
|
||||
- Interviewing only power users and missing beginner perspectives
|
||||
- Creating personas in a brainstorming session without research data
|
||||
- Making personas but never referencing them in design reviews
|
||||
- Treating a single participant's feedback as representative of all users
|
||||
61
awesome_agent_skills/ux-designer/rules/visual-design.md
Normal file
61
awesome_agent_skills/ux-designer/rules/visual-design.md
Normal file
@@ -0,0 +1,61 @@
|
||||
# Rule: Visual Design
|
||||
|
||||
**Priority:** MEDIUM
|
||||
**Category:** Visual Design
|
||||
|
||||
## Description
|
||||
|
||||
Visual design communicates hierarchy, establishes brand consistency, and guides user attention — without requiring users to think about it. A solid design system ensures these principles are applied consistently.
|
||||
|
||||
## Visual Hierarchy Principles
|
||||
|
||||
### Establishing Hierarchy
|
||||
1. **Size:** Larger elements attract attention first; use for headings and primary CTAs
|
||||
2. **Contrast:** High contrast draws the eye; use for key actions and critical information
|
||||
3. **Color:** Saturated/brand colors for emphasis; muted tones for secondary elements
|
||||
4. **Position:** Top-left scanned first (LTR); place key content in F-pattern or Z-pattern
|
||||
5. **Whitespace:** Generous spacing isolates and elevates important elements
|
||||
6. **Typography:** Weight, size, and style create clear content levels
|
||||
|
||||
### Typography Scale
|
||||
- Limit to 3-4 distinct text sizes per screen
|
||||
- Maintain a consistent ratio between levels (1.25× or 1.333× scale)
|
||||
- Use weight (bold vs. regular) to differentiate within the same size
|
||||
- Reserve ALL CAPS for very short labels only (buttons, tags)
|
||||
|
||||
### Color Usage
|
||||
- Primary color for main CTAs and key interactive elements
|
||||
- Neutral colors (grays) for body text and secondary elements
|
||||
- Semantic colors for feedback: green (success), red (error), yellow (warning), blue (info)
|
||||
- Limit accent colors to 1-2 per screen to maintain focus
|
||||
|
||||
### Layout Principles
|
||||
- Align to a consistent grid (8px base unit is standard)
|
||||
- Use tighter spacing between related elements, looser between unrelated
|
||||
- Group related items visually using proximity and shared containers
|
||||
|
||||
## Design System Foundations
|
||||
|
||||
### Core Elements
|
||||
- **Color palette:** Primary, secondary, neutral, and semantic colors with usage rules
|
||||
- **Typography:** Font families, size scale, weight usage, and line heights
|
||||
- **Spacing:** A base unit (typically 4px or 8px) applied consistently
|
||||
- **Grid:** Column structure, gutters, and margins for each breakpoint
|
||||
- **Elevation:** Shadow levels indicating depth and layering
|
||||
- **Border radius:** Consistent rounding (4px subtle, 8px cards, full for pills)
|
||||
|
||||
### Component Documentation
|
||||
Every component should define:
|
||||
- **Purpose, anatomy, and states** (default, hover, active, focus, disabled, error)
|
||||
- **Variants** (size options, with/without icons)
|
||||
- **Responsive behavior** and **accessibility requirements**
|
||||
|
||||
### Essential Components
|
||||
Buttons · Text inputs · Select/Dropdown · Checkbox/Radio · Toggle · Cards · Modals · Toast notifications · Navigation (tabs, breadcrumbs, sidebar) · Tables/Lists · Loading indicators
|
||||
|
||||
## Common Mistakes
|
||||
- Making everything bold or large (if everything is emphasized, nothing is)
|
||||
- Using too many colors without clear purpose
|
||||
- Competing CTAs of equal visual weight on the same screen
|
||||
- Building a design system before understanding actual product needs
|
||||
- Maintaining separate design and code component libraries that drift apart
|
||||
Reference in New Issue
Block a user