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ux-design

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UX design principles, heuristics, and evaluation frameworks. Use when reviewing interface usability, planning user flows, evaluating designs against heuristics, or applying UX methodology to any product — web, mobile, CLI, or AI.

Design

What this skill does


# UX Design Principles

Reference for evaluating and designing user experiences. Start here for frameworks and heuristics; see reference files for domain-specific application.

## References

- [Human-in-the-Loop AI Chat Systems](references/hitl-ai-chat.md) — Applying UX principles to AI interfaces, trust calibration, autonomy design, supervision patterns
- [Form & Input Design](references/form-input-design.md) — Layout, input types, labels, validation, mobile touch, and accessibility for web forms
- [Data Visualization UX](references/data-visualization.md) — Chart selection, visual encoding, color, labels, interaction, responsive charts, dashboard layout
- [Performance as UX](references/performance-ux.md) — Response time thresholds, Core Web Vitals, perceived performance, loading states, optimistic UI, animation
- [CLI & Terminal UX](references/cli-terminal-ux.md) — Command structure, output design, error messages, TUI patterns, scripting, composability
- [UX for Onboarding & Empty States](references/onboarding-empty-states.md) — First-run experience, progressive disclosure, empty states, activation, returning users
- [Error & Edge State Design](references/error-edge-states.md) — Error messages, prevention, form validation, loading failures, edge cases, destructive safeguards

---

## First Principles Before Frameworks

Three gates before reaching for any established pattern:

1. **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.

2. **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.

3. **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."

---

## Nielsen's 10 Usability Heuristics

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).

---

## Don Norman's Design Principles

Six concepts from *The Design of Everyday Things*. These apply to physical and digital products alike.

- **Affordances** — What actions does the object/interface make possible? A button affords pressing. A text field affords typing. What does your interface afford that users don't realize?
- **Signifiers** — Cues that indicate where and how to act. Affordances exist whether visible or not; signifiers make them discoverable. Underlines on links. Hover cursors. Placeholder text.
- **Constraints** — Limitations that guide correct use. Grayed-out buttons prevent invalid actions. Type restrictions on inputs prevent bad data. Good constraints make errors impossible rather than recoverable.
- **Mappings** — Spatial/logical correspondence between controls and outcomes. A slider that moves left-to-right to adjust a value from low-to-high. Navigation that mirrors information architecture.
- **Feedback** — Immediate, clear communication of action results. Every action should produce a visible, audible, or tactile response. The gap between action and feedback is where uncertainty lives.
- **Conceptual models** — The user's internal understanding of how the system works. Design must align with (or carefully reshape) mental models. When the system model and user model diverge, confusion follows.

---

## Shneiderman's 8 Golden Rules

Complements Nielsen — more prescriptive about interaction design.

1. **Strive for consistency** — Consistent sequences for similar situations. Same terminology, consistent layout.
2. **Seek universal usability** — Accommodate novice to expert. Abbreviations, hidden commands, faster pacing for frequent users.
3. **Offer informative feedback** — Every action gets a response. Frequent/minor actions: modest. Infrequent/major actions: substantial.
4. **Design dialogs to yield closure** — Sequences of actions have beginning, middle, end. Give completion feedback.
5. **Prevent errors** — Design so users cannot make serious errors. Gray out invalid options. Offer confirmation.
6. **Permit easy reversal of actions** — Encourage exploration by making undo cheap. Reduces anxiety.
7. **Keep users in control** — Users are initiators, not responders. Avoid surprises, tedious data entry, difficulty getting needed info.
8. **Reduce short-term memory load** — Humans hold ~4 chunks in working memory. Keep displays simple, consolidate multi-page displays, allow sufficient training time.

---

## Gestalt Principles of Visual Perception

How humans group and interpret visual elements. Essential for layout decisions.

- **Proximity** — Elements close together are perceived as related. Spacing is the primary grouping mechanism.
- **Similarity** — Elements that look alike (color, shape, size) are perceived as related. Consistent styling signals shared function.
- **Continuity** — The eye follows smooth paths. Aligned elements feel connected even with gaps.
- **Closure** — The mind completes incomplete shapes. You don't need borders on all sides to define a region.
- **Figure-ground** — Users distinguish foreground (focus) from background (context). Elevation, contrast, and blur control this.
- **Common region** — Elements within a shared boundary are grouped. Cards, panels, and containers leverage this.

---

## Fitts's Law & Interaction Cost

**Fitts's Law:** Time to reach a target = f(distance / target size). Larger targets closer to the cursor are faster to hit.

**Implications:**
- Important actions should be large and near the user's current focus
- Edge/corner positions are effectively infinite size (cursor stops at screen edge)
- Contextual menus (right-click, long-press) reduce distance to zero
- Tiny click targets (icon-only buttons, cramped nav items) violate this directly

**Interaction cost** is the total mental and physi

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