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Ux Principles Skill

skill-dereyurtali-ux-principles-skill-ux-principles-skill · by dereyurtali

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$ agentstack add skill-dereyurtali-ux-principles-skill-ux-principles-skill

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About

UX Principles

A practical toolkit that distills seven foundational UX / interaction-design / visual-design books into working reference files. Each file teaches the source author's exact vocabulary, rules, numbers, and examples — not generic advice — so you can design interfaces from scratch, make better decisions while writing UI code, and review interfaces against proven principles.

Every reference is grounded in a specific book and cites it. The point is to apply the named concept correctly (a "sovereign posture," a "Gulf of Evaluation," a "river" in justified text), with the reasoning behind it, rather than assert taste.

When to use this skill

Activate whenever the work touches a human-facing interface:

  • Designing from scratch — a new screen, feature, flow, or product.
  • Creating or modifying UI components, screens, forms, modals, navigation, layouts.
  • Making product/interaction decisions — user goals, personas, scenarios, postures, states.
  • Setting type, hierarchy, spacing, and visual structure.
  • Structuring information architecture, navigation, or user flows.
  • Exploring alternatives before committing to a design.
  • Reviewing a PR, screen, or flow for usability, accessibility, or polish.

If the task is purely backend/infrastructure with no user-facing surface, this skill usually does not apply.

How to use it

  1. Decide the mode — are you framing a problem, creating part of an interface,

or reviewing one?

  1. Load only the reference(s) the task needs (progressive disclosure). Pick by topic

from the table below; don't dump all of them.

  1. Apply the named principles concretely in the code/design you produce — use the

book's vocabulary and the Apply: lines in each file.

  1. Self-check against the relevant file's checklist and usability-heuristics.md

before finishing.

Reference files

Each file is a self-contained distillation of one (or two) of the source books.

| File | Grounded in | Use it for | |------|-------------|-----------| | [design-of-everyday-things.md](references/design-of-everyday-things.md) | Norman | Cognitive foundations — affordances vs signifiers, mapping, feedback, conceptual models, the two Gulfs, Seven Stages of Action, constraints, forcing functions, slips vs mistakes, designing for error, human-centered design. | | [goal-directed-design.md](references/goal-directed-design.md) | Cooper, About Face | Users & product behavior — goals vs tasks, the three goal types, personas & persona types, scenarios, requirements-as-needs, the four postures, orchestration/flow, and excise. | | [design-principles.md](references/design-principles.md) | Lidwell, Universal Principles | A catalog of ~50 UI-relevant principles/laws — Gestalt grouping, signal-to-noise, Hick's & Fitts's laws (with formulas), 7±2/chunking, progressive disclosure, 80/20, aesthetic-usability effect, and more. | | [typography.md](references/typography.md) | Lupton, Thinking with Type | Readable, structured type — anatomy & classification, kerning/tracking, leading, measure, alignment rules, rivers/widows/orphans, hierarchy, grids, and punctuation — with CSS. | | [interaction-design-process.md](references/interaction-design-process.md) | Rogers/Sharp/Preece + Moggridge | The process — usability & UX goals, the Double Diamond, the four activities, conceptual models, the five interaction types, data gathering, prototyping fidelity, and evaluation (heuristic eval, cognitive walkthrough, Fitts' Law), plus Moggridge's durable lessons. | | [sketching-and-ideation.md](references/sketching-and-ideation.md) | Buxton, Sketching UX | Exploring alternatives — "getting the right design vs the design right," sketch-vs-prototype, the design funnel, and concrete ideation methods (10+10, storyboards, Wizard of Oz, paper prototyping) adapted for an AI agent. | | [usability-heuristics.md](references/usability-heuristics.md) | Nielsen / Shneiderman / Norman / WCAG | Reviewing & auditing — Nielsen's 10 heuristics, Shneiderman's 8 golden rules, WCAG POUR accessibility checks, severity ratings, and the finding-report format. |

Routing shortcuts:

  • "Design X from scratch" → goal-directed-design (frame goals/personas/postures) → sketching-and-ideation (explore) → design-of-everyday-things + design-principles (apply) → typography (type) → usability-heuristics (self-review).
  • "Why is this hard to use?" → design-of-everyday-things (gulfs, mapping, conceptual model).
  • "Who is this for / what should it do?" → goal-directed-design.
  • "Lay this out / establish hierarchy" → design-principles (+ typography).
  • "Set the type / make this readable" → typography.
  • "Structure the process / evaluate / prototype" → interaction-design-process.
  • "Explore options before building" → sketching-and-ideation.
  • "Review / audit / accessibility check" → usability-heuristics.

Core defaults (apply even without opening a reference)

Highest-leverage rules, each drawn from the references. Default to them.

  1. Design for goals, not features or tasks. Ask what end-state the user wants, then

make the shortest sound path to it. Remove steps that serve only the tool — excise (Cooper).

  1. Match the user's mental model, not the implementation model (Cooper/Norman). The

represented model should reflect how users think, not how the code works.

  1. Close the Gulfs (Norman). Make possible actions discoverable (Gulf of Execution)

and make system state perceivable and interpretable (Gulf of Evaluation).

  1. Always show system status with feedback within ~100ms; nothing silently succeeds

or fails; prefer modeless feedback over interrupting dialogs.

  1. Design every state, not just the happy path. Empty, loading, partial, error, success,

zero-results, offline, first-run. Missing states are the #1 source of bad UX in real apps.

  1. Design for error (Norman). Constrain inputs, prevent errors, make actions reversible

(prefer undo over confirmation), and write messages that say what happened and how to fix it — never blame the user (root-cause, not blame).

  1. Recognition over recall. Show options and context; put knowledge in the world, not

in the user's head (STM holds only ~3–5 items).

  1. Respect hierarchy and grouping (Gestalt + Lidwell). Use proximity, alignment, size,

weight, and whitespace so the eye lands on the most important thing first. One clear primary action per screen.

  1. Readable type by default (Lupton). Body ≥16px, line-height ~1.4–1.6, measure

45–75 characters, contrast ≥4.5:1. See typography for the full rules.

  1. Choose the right posture (Cooper). Sovereign apps optimize for perpetual intermediates

and fill the screen with a quiet visual style; transient apps are bold, obvious, single-window.

  1. Be consistent and follow standards unless you have a good reason not to — deviating

forces users to relearn every idiom.

  1. Accessibility is not optional (WCAG POUR). Keyboard-operable, visible focus, semantic

HTML, labels on inputs, ≥4.5:1 contrast, ≥44px targets, don't rely on color alone, respect reduced motion.

  1. **Get the right design before you get the design right** (Buxton). For non-trivial UI,

propose 2–3 cheap, disposable alternatives before committing to one.

Quick workflows

Designing from scratch (screen / feature / product) Frame the user & goal (goal-directed-design) → explore 2–3 directions cheaply (sketching-and-ideation) → apply cognitive & layout principles (design-of-everyday-things, design-principles) → set the type (typography) → design every state with real copy → self-review (usability-heuristics). Scale the phases to the task; never skip framing or review.

Creating a single screen/component

  1. State the user goal and primary action in one sentence.
  2. Sketch 2–3 layout options (words or ASCII wireframe); pick one and say why.
  3. Enumerate every state (empty/loading/error/success/edge) and design each.
  4. Build it applying hierarchy, feedback, type, and accessibility defaults.
  5. Self-review against usability-heuristics.md.

Reviewing an interface / PR

  1. Identify the primary user goal of the screen.
  2. Walk the heuristics in usability-heuristics.md; note violations with location + severity.
  3. Check the accessibility (POUR) and forms checklists.
  4. Report findings as: issue → where → principle violated → severity → suggested fix.

Guardrails

  • Scope. These references teach principles and process grounded in the seven books.

They deliberately do not prescribe a specific color system, spacing scale, design-token architecture, or component library — for those, follow the existing project's conventions and design system first, and apply these principles on top. When a token, component, or pattern already exists, reuse it before inventing one.

  • Principles are defaults, not dogma. State the tradeoff when you deviate, and deviate

toward the user's benefit — not the implementation's convenience.

  • Never design dark patterns (forced continuity, confirm-shaming, hidden costs,

sneak-into-basket, hard-to-cancel). If asked, flag the ethical issue and offer an honest alternative. (See the ethics note in usability-heuristics.md.)

  • The source books live in references/ locally but are copyrighted and never committed;

only these distilled .md files ship.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.