
ux-design
by zzoohub
diet-diary & sharing app made with react-native
SKILL.md
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:
- What is the user's ONE goal? (Not features, not business metrics—their actual intent)
- What is the minimum needed to achieve it? (Information, actions, screens)
- 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
| Problem | Principle | Action |
|---|---|---|
| User hesitates | Hick's Law | Reduce choices, progressive disclosure |
| User misses targets | Fitts's Law | Increase size, reduce distance |
| User overwhelmed | Cognitive Load | Show only essential info |
| User abandons midway | Goal Gradient | Show progress, make completion visible |
| User remembers negatively | Peak-End Rule | Fix 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
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