AgentSkillsCN

ux-design

UX 设计原则和诊断框架。 适用场景:应用感觉不适、设计用户旅程、布局决策、产品规划。 不适用于:视觉样式、颜色选择、组件实现(使用 design-system 技能)。 工作流程:通常在设计系统之前(新功能)或独立使用(诊断、改进)。

SKILL.md
--- frontmatter
name: ux-design
description: |
  UX design principles and diagnostic frameworks.
  Use when: app feels uncomfortable, designing user journeys, layout decisions, product planning.
  Do not use for: visual styling, color choices, component implementation (use design-system skill).
  Workflow: Often used before design-system (new features) or standalone (diagnosis, improvements).
references:
  - cognitive-principles.md   # Hick's Law, Fitts's Law, etc. with examples
  - design-process.md         # Step-by-step flow design guide
  - ergonomics.md             # Layout specs, touch targets, accessibility

UX Design

First Principles (Every Task)

Before designing anything, answer in order:

  1. What is the user's ONE goal? (Not features, not business metrics—their actual intent)
  2. What is the minimum needed to achieve it? (Information, actions, screens)
  3. What can be removed? (If removing it doesn't block the goal, remove it)

Rule: If #1 is unclear, stop and clarify before proceeding.


Quick Diagnosis

ProblemPrincipleAction
User hesitatesHick's LawReduce choices, progressive disclosure
User misses targetsFitts's LawIncrease size, reduce distance
User overwhelmedCognitive LoadShow only essential info
User abandons midwayGoal GradientShow progress, make completion visible
User remembers negativelyPeak-End RuleFix core interaction and final state

For detailed explanations with examples → see cognitive-principles.md


Anti-patterns (Never Include)

These fail the "Does this help the user complete their goal?" test:

  • Marketing copy, taglines, promotional language
  • Hero sections with vague value propositions
  • Decorative sections without functional purpose
  • Unnecessary onboarding or splash screens
  • Confirmation dialogs for non-destructive actions
  • Elements that exist "because other apps have it"

Rule: If adding something "just in case"—don't.


Core Philosophy

The best UX is one the user doesn't notice. They should remember what they accomplished, not how the interface looked.

  • Efficiency: Minimum steps, minimum time, minimum cognitive effort
  • Simplicity: One primary action per screen, clear hierarchy, no clutter

Rule: If a design needs explanation, it's not simple enough.


Quick Checklist

Before finalizing any UX decision:

  • User's ONE goal clearly identified
  • Every element passes "does this help the goal?" test
  • Primary action is ONE and visually dominant per screen
  • Information shown is only what's needed for current decision
  • Feedback exists for user actions
  • Checked against Anti-patterns above
  • Mobile: primary actions in thumb zone (see ergonomics.md)
  • Accessibility: not using color as only indicator