claudecodex

interaction-and-control-principles

Framework-agnostic design principles for interaction, affordance, feedback, errors, and user control. Covers Fitts's Law, Affordance, Forgiveness, Feedback Loop, Errors, Constraint, Mapping, Expectation Effect, and Control. Drawn from the interaction-related entries of 'Universal Principles of Design' (Lidwell, Holden, Butler, 2003) and the broader HCI literature (Fitts, Norman, Nielsen heuristics, Cooper).

0 on GitHubby Hunter Dv1.0.0MITupdated 4 months agodesign

Not in a marketplace yet, so it loads for one session with --plugin-dir.

Plugin interaction-and-control-principles in ConcertoNotes/codex-plugins. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (29)

  • affordance-false-and-anti

    Use this skill when designing or fixing controls that mislead users — elements that look interactive but aren''t (false affordance), or controls that need to clearly communicate "you can''t do that here" (anti-affordance, like disabled states). Trigger when reviewing UIs where users tap inert elemen

  • affordance-signifiers

    Use this skill when the design has interactive capability but users aren''t *seeing* it — when the affordance is technically present but the signifier (the visible cue that tells users "you can do this") is missing or weak. Trigger when reviewing flat-design UIs where everything looks the same, when

  • affordance

    Use this skill whenever the question is whether the user can tell what an element does — whether it looks clickable, draggable, expandable, editable, or interactive at all. Trigger when designing buttons, links, custom controls, drag handles, draggable cards, editable inline fields, or any interacti

  • constraint-physical

    Use this skill when designing structural constraints that prevent invalid actions through the shape, layout, or behavior of the design itself — paths (channels of motion), axes (rotary controls), barriers (blocks). Trigger when designing input controls, drag-and-drop affordances, modal dialogs, or h

  • constraint-psychological

    Use this skill when designing constraints that work through perception, expectation, and learned convention — symbols, conventions, mappings. Trigger when designing iconography, picking control conventions, or designing for behavioral predictability. Sub-aspect of `constraint`; read that first.

  • constraint

    Use this skill whenever the design must structurally prevent invalid actions — input validation, disabled states, required fields, type-restricted inputs, mode locks, role-based gates, hardware lockouts. Trigger when designing forms, picking input types, designing destructive flows, gating multi-ste

  • control-locus

    Apply locus of control — the design choice between making the system appear to act on the user''s behalf (external locus) and making the user appear to direct the system (internal locus). Use when designing AI-assisted features, autocorrect/autocomplete behaviors, recommendation surfaces, automated

  • control-power-vs-simplicity

    Apply layered control — designing interfaces that serve novice and expert users in the same product without forcing one audience into the other''s interface. Use when building products that span experience levels (most consumer software, most professional tools used occasionally), choosing between "

  • control

    Apply the principle of Control — the level of autonomy a system gives the user, and how that level should be matched to the user''s expertise and the task''s stakes. Use when designing for novice vs. expert audiences, choosing between fully automated and manually controlled behaviors, deciding what

  • errors-mistakes

    Use this skill when designing to prevent errors of intention — wrong actions taken because the user''s model of the situation was wrong. Trigger when designing for ambiguous information, novel situations, complex decisions, or contexts where users may proceed with confidence based on a wrong underst

  • errors-slips

    Use this skill when designing to prevent or recover from execution errors — actions that don''t match the user''s intent. Trigger when designing critical action confirmations, distinct affordances for similar-purpose elements, recovery from wrong-button presses, "I didn''t mean to do that" flows. Su

  • errors

    Use this skill whenever a design must accommodate the inevitability of human error — typos, wrong-button presses, misread instructions, mistimed actions, misunderstandings of system state. Trigger when designing form validation, input handling, destructive flows, complex multi-step procedures, alert

  • expectation-effect-design-cues

    Apply in-product expectation cues — typography, animation, spacing, copy tone, micro-interactions, and visual register that signal "this is the kind of product you''re using" within seconds of opening it. Use when designing the first-screen experience, picking a typography system, deciding loading-s

  • expectation-effect-priming

    Apply expectation priming — deliberately shaping the prior context (brand, marketing, price, social proof, recommendations) that users bring to a product before they ever touch it. Use when planning a launch, choosing positioning copy, deciding pricing tier, designing the marketing surface, or frami

  • expectation-effect

    Apply the Expectation Effect — the principle that prior expectations measurably change a person''s perception of a product or experience. Use when shaping the framing of new features, designing onboarding, choosing visual cues that signal premium vs. budget, or diagnosing why two functionally identi

  • feedback-loop-positive-vs-negative

    Use this skill when designing system architecture or product mechanics that involve feedback loops at a higher level than UI state — recommendation engines, gamification, growth mechanics, engagement systems, or any system where one user action affects subsequent actions in compounding or stabilizin

  • feedback-loop-states-and-latency

    Use this skill when designing the visible states an interactive element passes through (idle / pending / success / error) and matching feedback timing to the user''s perceptual thresholds. Trigger when designing button states, form-submit flows, file-upload progress, loading screens, or any interact

  • feedback-loop

    Use this skill whenever a user takes an action and the system must communicate that the action was received, is in progress, succeeded, or failed. Trigger when designing button states, form submission, file uploads, payment flows, real-time UI updates, loading states, error states, success confirmat

  • fitts-law-pointer-acceleration

    Use this skill when the question involves cursor speed, pointer acceleration curves, or interaction with input devices that vary in precision (mouse, trackpad, stylus, touchscreen, eye-tracking). Trigger when designing for varied input devices, building drag interactions, designing scrubbers / slide

  • fitts-law-screen-edges

    Use this skill when designing for the edges and corners of the screen — where the cursor cannot overshoot, making them effectively infinite-sized targets along one axis. Trigger when designing global navigation, system menus, sticky headers, fixed sidebars, full-bleed CTAs, or anywhere you can put t

  • fitts-law-touch-targets

    Use this skill when designing for touch — phones, tablets, kiosks, in-car displays, smart-TV remotes, anything where the input is a finger or thumb rather than a precise pointer. Trigger when sizing buttons for mobile, debugging "users keep mistapping," designing a mobile bottom-nav, picking icon si

  • fitts-law

    Use this skill whenever the question involves how easy it is to *hit* an interactive target — buttons, links, form controls, drag handles, scrollbars, mobile tap targets, anything the user must move a pointer or finger to. Trigger when sizing buttons, designing toolbars, picking a hit-area for icon

  • forgiveness-confirmation-and-prevention

    Use this skill when the user must commit to an irreversible or high-stakes action and reversibility isn''t enough — confirmation dialogs, type-to-confirm patterns, password re-entry, two-step authentication for destructive actions, and structural prevention that makes the wrong action impossible. Tr

  • forgiveness-undo-and-soft-delete

    Use this skill when designing reversibility — undo systems, soft delete, archive-with-recovery, version history, "Undo Send" patterns, and any mechanism that lets a user step back from an action they regret. Trigger when designing destructive actions you want to be safe rather than friction-heavy, w

  • forgiveness

    Use this skill whenever a design lets users do something they might regret — delete, send, publish, charge, transfer, archive, overwrite, irrecoverably commit. Trigger when designing destructive actions, undo systems, confirmation dialogs, soft-delete recovery, draft-saving, transaction reversal, "a

  • interaction-router

    Use this skill whenever a design task involves what users *can do* and what happens when they do it — affordances, feedback, errors, undo, confirmation, target sizing, keyboard handling, modal vs. non-modal decisions, destructive actions, validation. Trigger when the user mentions buttons, forms, va

  • mapping-cultural

    Apply cultural mapping — using shared conventions (icons, colors, gestures, metaphors) to convey what a control does when natural spatial mapping isn''t available. Use when designing icon-based UIs, choosing colors for status indicators, picking gestures for touch interfaces, or selecting metaphors

  • mapping-natural

    Apply natural mapping — the strongest form of mapping, in which the spatial position, motion, or shape of a control directly corresponds to what it affects. Use when designing physical control panels, in-screen controls that affect specific regions of a UI, chart legends, multi-target remote control

  • mapping

    Apply the principle of Mapping — designing the relationship between controls and their effects so the connection between input and output is immediately obvious. Use when designing controls (knobs, switches, buttons, sliders, gestures), arranging them in space relative to what they affect, or diagno

View source on GitHub

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