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Ux Interaction Design

skill-mahirautela2020-design-claude-skills-ux-ux-interaction-design · by mahirautela2020-design

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$ agentstack add skill-mahirautela2020-design-claude-skills-ux-ux-interaction-design

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From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

UX Interaction Design & Behavior

Purpose

This skill helps define how users and the system interact over time: what happens on each step, how controls behave, how states change, and how feedback is communicated.[web:240][web:243] It focuses on task-centric interaction design, including states, edge cases, errors, and patterns that match user expectations while keeping complexity manageable, and leverages ux-design-principles for heuristics, laws, and platform guidance plus ux-product-design-metrics when interaction changes need to be measured.[web:260][web:303]

Use this skill when you need to design or refine flows and screens beyond static layouts: deciding interactions, handling edge cases, and specifying detailed behaviour for implementation.


Instructions

Step 1: Clarify the core task and context

Before specifying interactions, clarify the task, context, and constraints.

Ask:

  • "What is the primary task or set of tasks this flow must support?"
  • "Who is the user in this scenario (persona/segment) and what are they trying to achieve?"
  • "On which platforms/devices will this interaction run (web, mobile, desktop)?"

Summarize:

  • Core task(s) and success criteria
  • Target users and context (frequency, urgency, risk)
  • Platforms and any major technical or policy constraints

This anchors interaction decisions in actual user goals and environment, and sets up later metric choices from ux-product-design-metrics (e.g., task success, time on task, error rate).[web:288][web:303]


Step 2: Identify key steps and decision points

Outline the logical steps and decisions in the flow (building on IA and user flows if available).[web:110]

For the chosen task:

  • List steps from start to completion.
  • Note decision points (e.g., “user chooses plan type”, “system validates payment”).
  • Mark where user input is required vs where the system acts automatically.

Represent it as a simple sequence, for example:

  • Step 1: User lands on [entry screen]
  • Step 2: User chooses [option A/B/C]
  • Step 3: System [validates / fetches / calculates]
  • Step 4: User confirms / edits
  • Step 5: System finalizes and shows result

This will guide which interactions need detailed behaviour and states and can later be tied to metrics like completion rate and drop-off as defined in ux-product-design-metrics.[web:303][web:308]


Step 3: Define control types and interaction patterns

Choose interaction patterns and controls that are appropriate for the task, platform, and mental model.[web:240][web:243]

For each step or decision:

  • Decide how users will act:
  • Click/tap vs drag-and-drop vs keyboard input vs gestures
  • Single primary action vs multiple secondary actions
  • Choose control types:
  • Buttons vs links vs icons (and when each is appropriate)
  • Radio buttons vs checkboxes vs dropdowns vs segmented controls
  • Steppers, sliders, toggles, date pickers, etc.

Apply guidelines (drawing from ux-design-principles):

  • Prefer simple, well-known patterns and platform conventions before inventing custom interactions (Jakob’s Law, consistency).[web:260][web:288]
  • Avoid overloading a single control with many meanings.
  • Ensure there is a clear primary action on each screen and that destructive or risky actions are clearly differentiated (e.g., styling, confirmation, Von Restorff effect).[web:260]

Document for each control:

  • Purpose (what it does)
  • Type and label
  • When it is enabled/disabled
  • Any shortcuts or accelerators (e.g., keyboard, bulk actions) if relevant

Step 4: Specify states for key components and screens

Interaction design requires clear handling of states.[web:240]

For important components and screens, define:

  • Idle / default – initial state before user interaction
  • Hover / focus / active (where applicable)
  • Loading / in-progress
  • Success / done
  • Empty states – when there is no data yet
  • Error states – when something goes wrong
  • Disabled / unavailable

For each state:

  • Describe what the user sees (visual cues, text, icons).
  • Describe what the user can and cannot do.
  • Note transitions: what triggers entry and exit from the state.

Example:

  • Button “Submit”:
  • Default: enabled, label “Submit”.
  • Loading: disabled, spinner shown, label “Submitting…”.
  • Success: reverts to default or navigates to confirmation view.
  • Error: remains visible; error message shown near field or at top.

Ensure states respect accessibility and inclusive design guidance from ux-design-principles (e.g., clear focus states, non-color-only cues).[web:293][web:280]


Step 5: Design error handling and recovery flows

Define how the system handles errors and failures, not just the happy path.[web:288]

Consider:

  • Validation errors (user input issues):
  • What is validated on change vs on submit.
  • How errors are surfaced (inline messages, summaries, field highlights).
  • How to phrase messages (clear, specific, actionable).
  • System errors (network, server, unknown):
  • What users see if a request fails or times out.
  • Whether and how they can retry.
  • Fallback behaviour if data is partially available.

For each likely error scenario:

  • Describe the error condition.
  • Describe what the user sees (message, visual cues).
  • Describe how they recover:
  • Fix input and retry
  • Try again later
  • Contact support / follow alternative path

Follow heuristics from ux-design-principles around error prevention, error messages, and help & documentation.[web:288]

Make sure error handling doesn’t trap users; there should be clear paths back to safety or alternatives.


Step 6: Account for edge cases and constraints

Consider edge cases and less common scenarios that might break the experience.[web:243]

Ask:

  • "What happens if there is no data yet?"
  • "What if there is a very large amount of data?"
  • "What if the user loses connectivity mid-flow?"
  • "What if the user has partial permissions or restricted access?"

For each edge case:

  • Define what is shown (e.g., empty state with guidance, truncated lists with “show more”, permission messages).
  • Specify which actions are hidden vs shown but disabled, and why.
  • Ensure that the interaction remains understandable and doesn’t leak technical complexity unnecessarily.

Balance simplicity with control:

  • Hide complexity by default but provide advanced options where needed for power users, clearly separated and explained (Tesler’s Law).[web:260]
  • Avoid forcing all users into complex flows just to support rare edge cases.

Step 7: Define system feedback and microinteractions

Specify how the system responds to user actions to communicate status and outcomes.[web:240][web:295]

For each key interaction (submit, save, upload, navigation change, destructive action):

  • Define feedback type:
  • Immediate inline feedback (e.g., field turns valid/invalid).
  • Toasters/snackbars or banners for transient messages.
  • Dialogs for confirmations or critical errors.
  • Progress indicators (spinners, skeletons, progress bars).
  • Define timing:
  • How quickly feedback appears after an action (consider the Doherty Threshold).[web:260]
  • How long transient messages remain visible.
  • Define motion/animation (if any):
  • Simple, purposeful transitions (e.g., expanding/collapsing sections, sliding panels).
  • Avoid overly flashy or long animations that slow down tasks or conflict with reduced-motion preferences (see ux-design-principles motion and accessibility sections).[web:295][web:293]

Ensure feedback answers the user’s key questions:

  • Did my action work?
  • What is happening now?
  • What should I do next?

Step 8: Pattern selection and consistency

Choose and document patterns so similar problems are solved in similar ways.[web:243]

For recurring needs:

  • Selection patterns (radio vs checkbox vs dropdown).
  • Navigation patterns (tabs vs side nav vs breadcrumbs).
  • Data manipulation patterns (inline edit vs edit forms vs modals).
  • Confirmation patterns (inline messages vs dialogs vs undo).

For each pattern, note:

  • When to use it.
  • When not to use it.
  • How it behaves across breakpoints or platforms.

Aim to reuse patterns from your design system and the platform guidelines captured in ux-design-principles (web, iOS, Android) before inventing new ones.[web:236][web:260] Only introduce new patterns when they provide clear, user-centred benefits and can be explained simply.


Step 9: Create interaction specs for delivery

Produce clear interaction specifications that development and QA can use.

For each key flow or screen:

  • Provide:
  • Step-by-step description of interactions (what user does, what system does).
  • State definitions for important components.
  • Error and edge-case handling.
  • Feedback and transitions.

You can express this as:

  • Annotated screenshots or wireframes.
  • A table listing:
  • Trigger (user/system action)
  • Condition (if any)
  • Result (state change, navigation, feedback)
  • References to reusable patterns or components in your design system.

Where interaction changes are tied to outcomes, reference ux-product-design-metrics for relevant measures (e.g., task success rate, time on task, error rate, CES, engagement).[web:288][web:303]

Ensure that specs are easy to scan and update; avoid burying critical behaviour in long paragraphs.


Examples

Example 1: Form submission flow

  • Core task: submit a multi-step application form.
  • Interaction design:
  • Progressive disclosure: show sections step by step to reduce cognitive load.
  • Inline validation: validate required fields on blur and show errors with actionable messages.
  • States:
  • Draft, In progress, Submitted, Needs attention (if partial data).
  • Button states: Default, Loading, Disabled (when invalid).
  • Errors:
  • Network failure: non-blocking banner with retry.
  • Validation errors: field-level messages plus summary at top.
  • Feedback:
  • Success screen summarizing submitted data and next steps.
  • Email confirmation sent asynchronously.

Example 2: Table with bulk actions

  • Core task: manage many items at once (e.g., select and archive multiple records).
  • Interaction design:
  • Pattern: checkbox selection column with “select all” and bulk action bar appearing when items selected.
  • States:
  • No selection: bulk bar hidden.
  • Some selected: bulk bar visible, actions enabled.
  • All selected: “select all” reflects state.
  • Edge cases:
  • Large datasets: selection persists across pages with clear messaging.
  • Limited permissions: some bulk actions disabled with explanations.
  • Feedback:
  • After actions, show status message (e.g., “12 items archived”) with an optional undo.

Troubleshooting

Interaction is too complex

  • Identify unnecessary steps or controls and remove them (Occam’s Razor).[web:260]
  • Group related actions into simple flows.
  • Defer advanced options behind clear affordances (“Advanced settings”).

Users miss key actions

  • Check visual hierarchy and placement of primary actions (coordinate with layout skill and ux-design-principles on hierarchy and contrast).[web:230]
  • Improve affordances (button styling, labels, icon + text).
  • Consider progressive disclosure: only show some actions when relevant.

Inconsistent behaviour across screens

  • Audit flows for similar interactions implemented differently.
  • Choose a single pattern and update specs to align.
  • Link interaction decisions to design system components and platform guidelines where possible.[web:236]

Notes for use with other skills

  • Use this skill in combination with:
  • ux-information-architecture to ensure interactions align with structure and navigation.
  • ux-design-principles to ground decisions in laws of UX, heuristics, inclusive design, motion, and platform patterns.[web:260][web:272]
  • UI and design system skills to ensure visual treatments support the intended interactions.
  • ux-product-design-metrics and product experimentation skills when interaction changes are tested for impact on key metrics (e.g., task success, conversion, retention, satisfaction).[web:303][web:313]

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.