Help us improve
Share bugs, ideas, or general feedback.
From web
Applies UX principles, Nielsen's heuristics, and frameworks to review interface usability, plan user flows, evaluate designs for web, mobile, CLI, AI products.
How this skill is triggered — by the user, by Claude, or both
Slash command
/web:ux-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Reference for evaluating and designing user experiences. Start here for frameworks and heuristics; see reference files for domain-specific application.
Share bugs, ideas, or general feedback.
Reference for evaluating and designing user experiences. Start here for frameworks and heuristics; see reference files for domain-specific application.
Three gates before reaching for any established pattern:
What is the actual user goal? Not the feature, not the screen — the verb. "Find the broken deployment" not "view the dashboard." If you can't state it as an action, you don't understand the problem yet.
Why does the current/conventional pattern exist? Every UX convention solved a specific problem in a specific context. A sidebar nav solved "persistent access to many sections." If your product has 3 sections, that solved problem isn't yours. Name the original problem before inheriting the solution.
What would you build if the pattern didn't exist? Strip away convention. Given this user, this goal, this context — what's the minimum interface? Sometimes the answer is the same as the convention. Often it isn't.
Failure mode: Pattern-first design. You reach for a dashboard layout because the prompt said "dashboard." You add a sidebar because apps have sidebars. You use tabs because there are categories. Every choice was a pattern match, none was a design decision. The interface works but solves no specific problem well.
Self-check: For each major structural choice, can you explain why it's right for this problem without referencing convention? "Users need X, this structure enables X" — not "dashboards typically have this."
The most widely cited UX evaluation framework. Use for heuristic evaluation of any interface.
| # | Heuristic | What to Check |
|---|---|---|
| 1 | Visibility of system status | Does the system keep users informed through timely, appropriate feedback? |
| 2 | Match between system and real world | Does it use familiar language, concepts, and conventions? Information appears in natural order? |
| 3 | User control and freedom | Can users undo, redo, and escape unwanted states easily? Clear "emergency exits"? |
| 4 | Consistency and standards | Do same words/actions/situations mean the same thing everywhere? Follows platform conventions? |
| 5 | Error prevention | Does design prevent problems before they occur? Confirmation for risky actions? |
| 6 | Recognition over recall | Are options, actions, and information visible or easily retrievable? Minimal memory load? |
| 7 | Flexibility and efficiency | Accelerators for experts? Shortcuts? Customizable frequent actions? |
| 8 | Aesthetic and minimalist design | Only relevant information shown? No visual noise competing with essential content? |
| 9 | Help users recognize, diagnose, and recover from errors | Error messages in plain language? Specific? Suggest solutions? |
| 10 | Help and documentation | Searchable, task-focused, concise help available when needed? |
Source: Nielsen Norman Group (1994, updated 2024).
Six concepts from The Design of Everyday Things. These apply to physical and digital products alike.
Complements Nielsen — more prescriptive about interaction design.
How humans group and interpret visual elements. Essential for layout decisions.
Fitts's Law: Time to reach a target = f(distance / target size). Larger targets closer to the cursor are faster to hit.
Implications:
Interaction cost is the total mental and physical effort to complete a task. Every click, scroll, page load, decision, and moment of confusion adds cost. Reduce steps, reduce decisions, reduce context switches.
Decision time increases logarithmically with the number of choices.
Implications:
How to organize and label content so users find what they need.
Walk through the interface and evaluate against each heuristic. Note severity (cosmetic → catastrophic). 3-5 evaluators catch ~75% of issues.
Simulate a user's thought process step-by-step through a task. At each step: Will the user know what to do? Will they notice the correct action? Will they understand the feedback?
For any screen or interaction:
Patterns for interfaces where humans oversee automated or semi-autonomous systems — background agents, pipelines, scheduled jobs, monitoring tools, approval workflows.
Autonomous systems operate in layers. Agents have missions (goal-directed runs), missions contain tasks (discrete steps). Design navigation and detail views around this hierarchy — users zoom in from system status to individual task inspection.
The entry point. Users arrive not knowing what their system has been doing. Answer four questions immediately:
When an autonomous system needs human intervention, the interaction falls into one of five types. Each requires different UI:
| Type | System State | User Action | UI Pattern |
|---|---|---|---|
| Communication | Task succeeded but criticality warrants informing a human | None — read and dismiss | Notification with context summary |
| Validation | Solution found but risk too high to auto-execute | Approve / reject | Tinder-style swipe or inline approve/reject with full context visible. Supports automatic chaining to next item |
| Decision | Multiple valid resolutions identified | Choose one | Option cards or buttons with context and implications for each choice |
| Context | Missing information the system cannot infer | Provide data | Informational context page leading to a focused form. Show WHY the information is needed |
| Error | Tool failure, timeout, or unrecoverable state | Retry, ignore, or take over | Error explanation + recovery options + manual takeover path |
Design each flow to maximize conversion rate: large CTAs, urgency markers, sufficient context to decide without leaving the page.
Notifications bridge the system and the human. Get these wrong and oversight breaks down.
Not every mission involves a human. The activity log is where users audit, debug, and build confidence.
The goal of human oversight is amplification, not burden. Design principles:
Before any automated rule goes live, let users simulate against historical data: "These conditions would have triggered 23 times last week." This is borrowed from quantitative trading and applies to any configurable automation — alert thresholds, trigger conditions, routing rules.
npx claudepluginhub crouton-labs/crouton-kit --plugin webEvaluates UI designs using Nielsen's 10 Usability Heuristics and Norman's principles. Guides writing UX acceptance criteria and reviewing wireframes/mockups.
Evaluates interfaces against 168 research-backed UX/UI principles, detects antipatterns, and injects UX context into AI coding sessions.
Evaluates interfaces against Nielsen's 10 usability heuristics, produces severity-rated findings (0-4: Cosmetic to Catastrophic), and generates remediation recommendations with effort estimates.