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design-ux

UX / usability audit — heuristic evaluation of INTERACTIVE UIs (not just visual polish). Load with design when a UI "feels off", "sucks to use", is hard to learn, needs an instruction wall, or before shipping an interactive tool/editor/app. Scores the RENDERED UI against Nielsen'

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Git git clone https://github.com/sickn33/agentic-awesome-skills.git

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Skill manifest

design-ux — usability audit (heuristic evaluation)

When to Use

Use this skill when you need uX / usability audit — heuristic evaluation of INTERACTIVE UIs (not just visual polish). Load with design when a UI "feels off", "sucks to use", is hard to learn, needs an instruction wall, or before shipping an interactive tool/editor/app. Scores the RENDERED UI against Nielsen's 10 +...

Usability ≠ aesthetics. design-system/design-spatial make it look right; this checks whether a first-timer can do the task without being told how. Use it whenever a UI "sucks to use," needs a paragraph of instructions, or before shipping anything interactive.

Rule 0 — fresh eyes, on the rendered artifact (inherited from design-spatial §1)

Never self-grade. The builder rationalizes its own UI. Render the live UI in its default first-load state (not a hand-arranged screenshot), capture an interaction trace of the primary task, and have a separate judge (a subagent/VLM that did NOT build it) score it. A described list of changes is not an audit — the audit is a fresh judge hunting for what's wrong on the real screen.

The procedure

  1. Name the primary task(s) the UI exists for (e.g. "trim a clip and set its speed, then export"). The audit is relative to these, not to abstract prettiness.
  2. Render default state + trace the task. Screenshot the first-load UI (wide AND narrow — overflow gate from design-spatial §2). Then actually perform the primary task and screenshot each step.
  3. Score every heuristic (table below) on the artifact: pass / violation, severity (blocker / major / minor), a specifically located finding, and a concrete fix. Separate judge does this.
  4. Prioritize: blockers → majors → minors; cluster fixes that touch the same surface.
  5. Fix, then RE-RENDER and RE-SCORE. Do not claim fixed without re-auditing the new artifact (verify-outputs-rule).

Heuristics — score each (Nielsen's 10, 1994) + interaction add-ons

# Heuristic (Nielsen) What to check in THIS UI
1 Visibility of system status Every action has visible feedback; current state/selection/mode always legible; progress for slow ops.
2 Match the real world Known metaphors & conventions (e.g. NLE: clips, trim handles, playhead) — not bespoke gestures users must learn.
3 User control & freedom Undo/redo, cancel, clear exits from any state; reversible by default.
4 Consistency & standards Same thing looks/behaves the same; platform conventions (⌘Z, Delete, drag-to-move) honored.
5 Error prevention Invalid states made impossible; destructive actions confirmed or trivially undoable.
6 Recognition over recall Options/affordances visible — no memorizing. An instruction wall is a failure of this heuristic: if you must explain scroll-to-zoom / drag-edge / double-click in prose, the affordance is missing.
7 Flexibility & efficiency Defaults carry novices; shortcuts/accelerators for experts; sensible first-run with nothing configured.
8 Aesthetic & minimalist Signal over chrome; no irrelevant elements competing; the primary surface carries the most visual weight.
9 Recognize/diagnose/recover from errors Plain-language errors (not raw stderr), and a path out.
10 Help & documentation Rarely needed if 1–9 hold; task-oriented, in-context, not a top-of-page lecture.

Interaction add-ons (compose, don't restate):

  • Don't-make-me-think (Krug): affordances self-evident; the UI teaches itself. Instruction paragraph ⇒ affordance debt (ties to #6).
  • Fitts / transit time (design-spatial §3): controls sit near where the task leaves the cursor. A selected object's properties belong adjacent to the object (dock/popover), not in a far panel — every edit shouldn't be a round-trip.
  • Discoverability of gestures: any non-obvious gesture (wheel, edge-drag, dbl-click) needs a visible affordance (handle, hover cue, icon) or it doesn't exist for most users.
  • Visual-weight match (design-spatial): the surface the user operates (timeline, canvas, editor) should be the visual hero — not a thin strip under a big passive preview.
  • Progressive disclosure (design-thinking UX): essentials first; advanced on demand. But disclosure ≠ hiding the primary tool.
  • Tooltip timing: delay the first tooltip in a group (~300–700ms hover-intent) so sweeping the cursor over controls doesn't flash tips; once one is open, peers show instantly (no per-tooltip re-delay) while the user scans the row. Fires-on-every-hover is noise; re-delays-on-each-neighbor is sluggish.
  • Scroll-position restore: Back/Forward returns the user to where they were, not the top — losing place after a detail→back trip is a silent, repeated tax. Browsers do this by default; the bug is breaking it with manual scroll resets or client routing that forgets.
  • Idempotency on submit: mutating actions carry an idempotency key so a double-click, retry, or flaky-network resend can't duplicate the effect (a second charge, a duplicate post). Pairs with "disable submit during the in-flight request + spinner" — the key is the server-side guarantee, the disable is the client-side courtesy.

(Tooltip / scroll-restore / idempotency from the Web Interface Guidelines, vercel-labs/web-interface-guidelines @ 4e799d4, 2026-04-06.)

Output format

A scored table — Heuristic | Finding (located) | Severity | Fix — then a prioritized fix list (blockers first). Severity: blocker = can't complete the task / actively misleading; major = slows or confuses; minor = polish.

Relation to the rest of design

  • design-spatial owns the render-then-critique mechanism + Fitts/transit + overflow gate; this skill applies that lens to usability specifically and adds the heuristic scorecard.
  • design-thinking owns the UX principles (goals/tasks, IA, feedback, accessibility, progressive disclosure); this skill turns them into a scored audit + fix loop.
  • Run a usability audit before declaring an interactive UI "done" — alongside the visual critique, not instead of it.

Limitations

  • Use this skill only when the task clearly matches its upstream source and local project context.
  • Verify commands, generated code, dependencies, credentials, and external service behavior before applying changes.
  • Do not treat examples as a substitute for environment-specific tests, security review, or user approval for destructive or costly actions.
Files (agentic-awesome-skills)
  • SKILL.md 7.1 KB
    ---
    name: design-ux
    description: UX / usability audit — heuristic evaluation of INTERACTIVE UIs (not just visual polish). Load with design when a UI "feels off", "sucks to use", is hard to learn, needs an instruction wall, or before shipping an interactive tool/editor/app. Scores the RENDERED UI against Nielsen's 10 +...
    risk: critical
    source: https://github.com/connerkward/ckw-design-skill/tree/main/deterministic-design/design-ux
    source_repo: connerkward/ckw-design-skill
    source_type: community
    date_added: 2026-07-01
    license: MIT
    license_source: https://github.com/connerkward/ckw-design-skill/blob/main/LICENSE
    author: Conner K Ward
    ---
    
    # design-ux — usability audit (heuristic evaluation)
    ## When to Use
    
    Use this skill when you need uX / usability audit — heuristic evaluation of INTERACTIVE UIs (not just visual polish). Load with design when a UI "feels off", "sucks to use", is hard to learn, needs an instruction wall, or before shipping an interactive tool/editor/app. Scores the RENDERED UI against Nielsen's 10 +...
    
    
    Usability ≠ aesthetics. design-system/design-spatial make it *look* right; this checks whether a first-timer can do the task **without being told how**. Use it whenever a UI "sucks to use," needs a paragraph of instructions, or before shipping anything interactive.
    
    ## Rule 0 — fresh eyes, on the rendered artifact (inherited from design-spatial §1)
    
    **Never self-grade.** The builder rationalizes its own UI. Render the *live* UI in its **default first-load state** (not a hand-arranged screenshot), capture an **interaction trace** of the primary task, and have a **separate judge** (a subagent/VLM that did NOT build it) score it. A described list of changes is not an audit — the audit is a fresh judge hunting for what's *wrong* on the real screen.
    
    ## The procedure
    
    1. **Name the primary task(s)** the UI exists for (e.g. "trim a clip and set its speed, then export"). The audit is relative to these, not to abstract prettiness.
    2. **Render default state + trace the task.** Screenshot the first-load UI (wide AND narrow — overflow gate from design-spatial §2). Then actually perform the primary task and screenshot each step.
    3. **Score every heuristic** (table below) on the artifact: pass / violation, **severity** (blocker / major / minor), a *specifically located* finding, and a concrete fix. Separate judge does this.
    4. **Prioritize**: blockers → majors → minors; cluster fixes that touch the same surface.
    5. **Fix, then RE-RENDER and RE-SCORE.** Do not claim fixed without re-auditing the new artifact (verify-outputs-rule).
    
    ## Heuristics — score each (Nielsen's 10, 1994) + interaction add-ons
    
    | # | Heuristic (Nielsen) | What to check in THIS UI |
    |---|---|---|
    | 1 | **Visibility of system status** | Every action has visible feedback; current state/selection/mode always legible; progress for slow ops. |
    | 2 | **Match the real world** | Known metaphors & conventions (e.g. NLE: clips, trim handles, playhead) — not bespoke gestures users must learn. |
    | 3 | **User control & freedom** | Undo/redo, cancel, clear exits from any state; reversible by default. |
    | 4 | **Consistency & standards** | Same thing looks/behaves the same; platform conventions (⌘Z, Delete, drag-to-move) honored. |
    | 5 | **Error prevention** | Invalid states made impossible; destructive actions confirmed or trivially undoable. |
    | 6 | **Recognition over recall** | Options/affordances **visible** — no memorizing. *An instruction wall is a failure of this heuristic: if you must explain scroll-to-zoom / drag-edge / double-click in prose, the affordance is missing.* |
    | 7 | **Flexibility & efficiency** | Defaults carry novices; shortcuts/accelerators for experts; sensible first-run with nothing configured. |
    | 8 | **Aesthetic & minimalist** | Signal over chrome; no irrelevant elements competing; the *primary surface* carries the most visual weight. |
    | 9 | **Recognize/diagnose/recover from errors** | Plain-language errors (not raw stderr), and a path out. |
    | 10 | **Help & documentation** | Rarely needed if 1–9 hold; task-oriented, in-context, not a top-of-page lecture. |
    
    **Interaction add-ons (compose, don't restate):**
    - **Don't-make-me-think (Krug):** affordances self-evident; the UI teaches itself. Instruction paragraph ⇒ affordance debt (ties to #6).
    - **Fitts / transit time (design-spatial §3):** controls sit near where the task leaves the cursor. A selected object's properties belong **adjacent to the object** (dock/popover), not in a far panel — every edit shouldn't be a round-trip.
    - **Discoverability of gestures:** any non-obvious gesture (wheel, edge-drag, dbl-click) needs a **visible affordance** (handle, hover cue, icon) or it doesn't exist for most users.
    - **Visual-weight match (design-spatial):** the surface the user *operates* (timeline, canvas, editor) should be the visual hero — not a thin strip under a big passive preview.
    - **Progressive disclosure (design-thinking UX):** essentials first; advanced on demand. But disclosure ≠ hiding the primary tool.
    - **Tooltip timing:** delay the *first* tooltip in a group (~300–700ms hover-intent) so sweeping the cursor over controls doesn't flash tips; once one is open, **peers show instantly** (no per-tooltip re-delay) while the user scans the row. Fires-on-every-hover is noise; re-delays-on-each-neighbor is sluggish.
    - **Scroll-position restore:** Back/Forward returns the user to where they were, not the top — losing place after a detail→back trip is a silent, repeated tax. Browsers do this by default; the bug is *breaking* it with manual scroll resets or client routing that forgets.
    - **Idempotency on submit:** mutating actions carry an idempotency key so a double-click, retry, or flaky-network resend can't duplicate the effect (a second charge, a duplicate post). Pairs with "disable submit during the in-flight request + spinner" — the key is the server-side guarantee, the disable is the client-side courtesy.
    
    *(Tooltip / scroll-restore / idempotency from the Web Interface Guidelines, `vercel-labs/web-interface-guidelines` @ `4e799d4`, 2026-04-06.)*
    
    ## Output format
    
    A scored table — `Heuristic | Finding (located) | Severity | Fix` — then a prioritized fix list (blockers first). Severity: **blocker** = can't complete the task / actively misleading; **major** = slows or confuses; **minor** = polish.
    
    ## Relation to the rest of design
    
    - **design-spatial** owns the render-then-critique mechanism + Fitts/transit + overflow gate; this skill applies that lens to *usability* specifically and adds the heuristic scorecard.
    - **design-thinking** owns the UX *principles* (goals/tasks, IA, feedback, accessibility, progressive disclosure); this skill turns them into a *scored audit + fix loop*.
    - Run a usability audit **before** declaring an interactive UI "done" — alongside the visual critique, not instead of it.
    
    ## Limitations
    
    - Use this skill only when the task clearly matches its upstream source and local project context.
    - Verify commands, generated code, dependencies, credentials, and external service behavior before applying changes.
    - Do not treat examples as a substitute for environment-specific tests, security review, or user approval for destructive or costly actions.
    

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