claude

interaction-design

Interaction design skills: micro-interactions, animation principles, state machines, gesture patterns, error handling UX, and feedback patterns.

3,339 on GitHubby MC Deanv1.0.0MITupdated 2 months agodesign
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Plugin interaction-design from marketplace designer-skills in Owl-Listener/designer-skills. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (22)

  • animation-principles

    Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.

  • conversational-ux

    Design voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.

  • doherty-threshold

    Apply the Doherty Threshold — keep system response under 400ms to preserve user flow. Use when diagnosing perceived slowness or setting a performance budget. For what to show during unavoidable waits, use `loading-states`.

  • error-handling-ux

    Design error prevention, detection, and recovery across a product — message content, placement, and escape routes. Use when errors span multiple flows. For validation inside a single form, use `form-design`.

  • feedback-patterns

    Design confirmations, status updates, and notifications that tell users an action registered. Use when the system must acknowledge success or change. For waiting states use `loading-states`; for failures use `error-handling-ux`.

  • fitts-law

    Apply Fitts's Law — target acquisition time depends on size and distance. Use when sizing and positioning controls, especially for touch. For how many controls to show at once, use `hicks-law`.

  • form-design

    Design a form end to end — field order, grouping, validation, and completion. Use when the artifact is a form. For product-wide error strategy use `error-handling-ux`; for first-run signup use `onboarding-design`.

  • gesture-patterns

    Design gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).

  • hicks-law

    Apply Hick's Law — decision time grows with the number of simultaneous choices. Use when a screen offers too many options at once. For how many items survive in memory afterwards, use `millers-law`.

  • interfaces-that-feel

    Apply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).

  • jakobs-law

    Apply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).

  • loading-states

    Design waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.

  • micro-interaction-spec

    Specify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.

  • millers-law

    Apply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.

  • navigation-patterns

    Select and design a navigation pattern — tabs, drawer, hierarchy, or hub — matched to product structure and user tasks. Use when choosing how users move between sections. For the underlying content structure, use `information-architecture` (ux-strategy).

  • onboarding-design

    Design the first-run experience — activation path, progressive disclosure, and time to first value. Use for a user's very first session. For the mechanics of the signup form itself, use `form-design`.

  • peak-end-rule

    Apply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.

  • search-ux

    Design search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.

  • serial-position-effect

    Apply the Serial Position Effect — first and last items in a sequence are recalled best. Use when ordering menus, lists, and steps. For emphasising one item regardless of its position, use `von-restorff-effect` (ui-design).

  • state-machine

    Model component behaviour as explicit states, events, and transitions. Use when a component has many interacting states that must be exhaustive. For the feel and feedback of a single interaction, use `micro-interaction-spec`.

  • teslers-law

    Apply Tesler's Law — every process has irreducible complexity that someone must absorb. Use when deciding whether the product or the user carries it. For reducing apparent choice, use `hicks-law`.

  • zeigarnik-effect

    Apply the Zeigarnik Effect — incomplete tasks stay mentally active. Use when designing progress indicators, saved drafts, and return hooks. For the emotional shape of the ending, use `peak-end-rule`.

Slash commands (5)

  • /interaction-design:design-form

    Design a form end to end — structure, decision points, chunking, validation, errors, and completion.

  • /interaction-design:design-interaction

    Design a complete interaction flow for a feature or component.

  • /interaction-design:design-onboarding

    Design a first-run experience end to end — activation path, progressive disclosure, and time to first value.

  • /interaction-design:error-flow

    Design an error flow end to end — prevention, detection, messaging, and recovery paths.

  • /interaction-design:map-states

    Model a component's states and transitions end to end — states, events, guards, and edge cases.

View source on GitHub

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