/product-ux-expert
Product interaction and UX expert. Use when reviewing UI/UX, conducting heuristic evaluations, designing user journeys, applying cognitive psychology principles, or ensuring WCAG 2.2 accessibility compliance.
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/product-ux-expert
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Product interaction and UX expert. Use when reviewing UI/UX, conducting heuristic evaluations, designing user journeys, applying cognitive psychology principles, or ensuring WCAG 2.2 accessibility compliance.
SKILL.md
product-ux-expert.SKILL.mdname: product-ux-expert
description: Product interaction and UX expert. Use when reviewing UI/UX, conducting heuristic evaluations, designing user journeys, applying cognitive psychology principles, or ensuring WCAG 2.2 accessibility compliance.
Product UX Expert
Core Principles
- **Reduce Cognitive Load** — Minimize mental effort required for every interaction
- **Accessibility First** — WCAG 2.2 AA is the baseline, not an afterthought
- **Evidence-Based** — Decisions backed by user research, not assumptions
- **Anticipatory Design** — Predict user needs before they ask
- **Ethical Design** — No dark patterns, transparent data practices
- **Mobile First** — Design for smallest screens, enhance for larger
---
Quick Reference
Nielsen's 10 Heuristics
| # | Heuristic | Key Question | |---|-----------|--------------| | 1 | Visibility of System Status | Does the user always know what's happening? | | 2 | Match System & Real World | Does it use familiar language and concepts? | | 3 | User Control & Freedom | Can users easily undo or exit? | | 4 | Consistency & Standards | Does it follow platform conventions? | | 5 | Error Prevention | Does it prevent errors before they occur? | | 6 | Recognition over Recall | Is information visible, not memorized? | | 7 | Flexibility & Efficiency | Are there shortcuts for experts? | | 8 | Aesthetic & Minimalist Design | Is every element necessary? | | 9 | Help Users with Errors | Are error messages helpful and actionable? | | 10 | Help & Documentation | Is help available when needed? |
---
Cognitive Psychology
Cognitive Load Types
Intrinsic Load — Complexity inherent to the task itself
Extraneous Load — Unnecessary complexity from poor design (eliminate this!)
Germane Load — Mental effort for learning/understanding (support this)
Key Laws
Hick's Law — More choices = longer decision time
→ Limit options to 5-7, use progressive disclosure
Miller's Law — Working memory holds 7±2 items
→ Chunk information, use visual grouping
Fitts's Law — Larger, closer targets are easier to click
→ Make primary actions big and accessible
Jakob's Law — Users expect your site to work like others
→ Follow established patterns
Von Restorff — Different items are more memorable
→ Highlight CTAs with contrast
Serial Position — First and last items remembered best
→ Put key info at start/end of listsGestalt Principles
Proximity — Close elements are perceived as groups
Similarity — Similar elements are perceived as related
Continuity — Eyes follow smooth lines and curves
Closure — Mind completes incomplete shapes
Figure-Ground — Elements seen as foreground or background
Common Region — Elements in same area are grouped
---
Heuristic Evaluation
Process
1. Define scope — What screens/flows to evaluate
2. Select evaluators — 3-5 UX experts (80%+ issues found)
3. Independent review — Each expert reviews alone
4. Apply heuristics — Rate severity for each issue
5. Consolidate — Merge findings, remove duplicates
6. Prioritize — Rank by severity × frequency
7. Report — Actionable recommendations
Severity Rating
| Level | Severity | Description | |-------|----------|-------------| | 0 | Not a problem | Evaluator disagrees it's an issue | | 1 | Cosmetic | Fix only if extra time available | | 2 | Minor | Low priority, causes friction | | 3 | Major | High priority, significant impact | | 4 | Catastrophic | Must fix before release |
Issue Template
## Issue: [Brief Description]
**Heuristic:** #N - Name
**Severity:** 0-4
**Location:** Screen / Component / Flow
**Problem:**
What's wrong and why it matters to users.
**Evidence:**
Screenshot or recording link.
**Recommendation:**
Specific fix with before/after comparison.
---
User Journey Mapping
Journey Map Structure
┌─────────────────────────────────────────────────────────────────┐
│ PERSONA: [Name, Goals, Context] │
├─────────┬─────────┬─────────┬─────────┬─────────┬──────────────┤
│ Stage │ Aware │ Consider│ Purchase│ Use │ Advocate │
├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤
│ Actions │ Search │ Compare │ Signup │ Onboard │ Share/Review │
├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤
│ Touch- │ Search │ Website │ Checkout│ App │ Social │
│ points │ Ads │ Reviews │ Email │ Support │ Email │
├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤
│ Emotions│ 😐 │ 🤔 │ 😟 │ 😊 │ 😍 │
│ │ curious │ hopeful │ anxious │ relieved│ delighted │
├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤
│ Pain │ Too many│ Info │ Complex │ Unclear │ No referral │
│ Points │ options │ overload│ forms │ next │ program │
├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤
│ Opportu-│ Clear │ Compare │ 1-click │ Progress│ Share │
│ nities │ tagline │ table │ signup │ tracker │ incentive │
└─────────┴─────────┴─────────┴─────────┴─────────┴──────────────┘
Touchpoint Analysis
For each touchpoint, evaluate:
1. Entry Point — How do users arrive?
2. User Goal — What are they trying to accomplish?
3. Friction — What slows them down?
4. Emotion — How do they feel?
5. Drop-off Risk — Where might they abandon?
6. Opportunity — How can we improve?
---
Accessibility (WCAG 2.2 AA)
POUR Principles
Perceivable — Can users perceive the content?
✓ Text alternatives for images
✓ Captions for video
✓ 4.5:1 color contrastRead more
name: product-ux-expert description: Product interaction and UX expert. Use when reviewing UI/UX, conducting heuristic evaluations, designing user journeys, applying cognitive psychology principles, or ensuring WCAG 2.2 accessibility compliance.
Product UX Expert
Core Principles
- **Reduce Cognitive Load** — Minimize mental effort required for every interaction
- **Accessibility First** — WCAG 2.2 AA is the baseline, not an afterthought
- **Evidence-Based** — Decisions backed by user research, not assumptions
- **Anticipatory Design** — Predict user needs before they ask
- **Ethical Design** — No dark patterns, transparent data practices
- **Mobile First** — Design for smallest screens, enhance for larger
---
Quick Reference
Nielsen's 10 Heuristics
| # | Heuristic | Key Question | |---|-----------|--------------| | 1 | Visibility of System Status | Does the user always know what's happening? | | 2 | Match System & Real World | Does it use familiar language and concepts? | | 3 | User Control & Freedom | Can users easily undo or exit? | | 4 | Consistency & Standards | Does it follow platform conventions? | | 5 | Error Prevention | Does it prevent errors before they occur? | | 6 | Recognition over Recall | Is information visible, not memorized? | | 7 | Flexibility & Efficiency | Are there shortcuts for experts? | | 8 | Aesthetic & Minimalist Design | Is every element necessary? | | 9 | Help Users with Errors | Are error messages helpful and actionable? | | 10 | Help & Documentation | Is help available when needed? |
---
Cognitive Psychology
Cognitive Load Types
Intrinsic Load — Complexity inherent to the task itself Extraneous Load — Unnecessary complexity from poor design (eliminate this!) Germane Load — Mental effort for learning/understanding (support this)
Key Laws
Hick's Law — More choices = longer decision time
→ Limit options to 5-7, use progressive disclosure
Miller's Law — Working memory holds 7±2 items
→ Chunk information, use visual grouping
Fitts's Law — Larger, closer targets are easier to click
→ Make primary actions big and accessible
Jakob's Law — Users expect your site to work like others
→ Follow established patterns
Von Restorff — Different items are more memorable
→ Highlight CTAs with contrast
Serial Position — First and last items remembered best
→ Put key info at start/end of listsGestalt Principles
Proximity — Close elements are perceived as groups Similarity — Similar elements are perceived as related Continuity — Eyes follow smooth lines and curves Closure — Mind completes incomplete shapes Figure-Ground — Elements seen as foreground or background Common Region — Elements in same area are grouped
---
Heuristic Evaluation
Process
1. Define scope — What screens/flows to evaluate 2. Select evaluators — 3-5 UX experts (80%+ issues found) 3. Independent review — Each expert reviews alone 4. Apply heuristics — Rate severity for each issue 5. Consolidate — Merge findings, remove duplicates 6. Prioritize — Rank by severity × frequency 7. Report — Actionable recommendations
Severity Rating
| Level | Severity | Description | |-------|----------|-------------| | 0 | Not a problem | Evaluator disagrees it's an issue | | 1 | Cosmetic | Fix only if extra time available | | 2 | Minor | Low priority, causes friction | | 3 | Major | High priority, significant impact | | 4 | Catastrophic | Must fix before release |
Issue Template
## Issue: [Brief Description] **Heuristic:** #N - Name **Severity:** 0-4 **Location:** Screen / Component / Flow **Problem:** What's wrong and why it matters to users. **Evidence:** Screenshot or recording link. **Recommendation:** Specific fix with before/after comparison.
---
User Journey Mapping
Journey Map Structure
┌─────────────────────────────────────────────────────────────────┐ │ PERSONA: [Name, Goals, Context] │ ├─────────┬─────────┬─────────┬─────────┬─────────┬──────────────┤ │ Stage │ Aware │ Consider│ Purchase│ Use │ Advocate │ ├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤ │ Actions │ Search │ Compare │ Signup │ Onboard │ Share/Review │ ├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤ │ Touch- │ Search │ Website │ Checkout│ App │ Social │ │ points │ Ads │ Reviews │ Email │ Support │ Email │ ├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤ │ Emotions│ 😐 │ 🤔 │ 😟 │ 😊 │ 😍 │ │ │ curious │ hopeful │ anxious │ relieved│ delighted │ ├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤ │ Pain │ Too many│ Info │ Complex │ Unclear │ No referral │ │ Points │ options │ overload│ forms │ next │ program │ ├─────────┼─────────┼─────────┼─────────┼─────────┼──────────────┤ │ Opportu-│ Clear │ Compare │ 1-click │ Progress│ Share │ │ nities │ tagline │ table │ signup │ tracker │ incentive │ └─────────┴─────────┴─────────┴─────────┴─────────┴──────────────┘
Touchpoint Analysis
For each touchpoint, evaluate: 1. Entry Point — How do users arrive? 2. User Goal — What are they trying to accomplish? 3. Friction — What slows them down? 4. Emotion — How do they feel? 5. Drop-off Risk — Where might they abandon? 6. Opportunity — How can we improve?
---
Accessibility (WCAG 2.2 AA)
POUR Principles
Perceivable — Can users perceive the content?
✓ Text alternatives for images
✓ Captions for video
✓ 4.5:1 color contrastCross-runtime skills for Claude Code, Codex, and multi-agent workflows.
Repo: majiayu000/spellbook
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