accessible-content
Use when writing or structuring any user-facing content — interface copy, labels, error messages, help text, headings, alt text,…
Use when designing states, transitions, animations, error handling, loading patterns, feedback, or any behaviour that responds to user action — ensures interactions are perceivable, operable, and inclusive
$ npx -y skills add Owl-Listener/designpowers --skill interaction-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/interaction-designContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing states, transitions, animations, error handling, loading patterns, feedback, or any behaviour that responds to user action — ensures interactions are perceivable, operable, and inclusive
name: interaction-design description: Use when designing states, transitions, animations, error handling, loading patterns, feedback, or any behaviour that responds to user action — ensures interactions are perceivable, operable, and inclusive
Interactions are promises. Every button says "click me and something will happen." Every loading spinner says "wait, it is coming." This skill ensures those promises are kept for everyone, regardless of how they interact with the interface.
For every interactive element, define:
| State | Visual | Screen Reader | Keyboard | Touch | |-------|--------|--------------|----------|-------| | Default | [appearance] | [announcement] | [behaviour] | [behaviour] | | Hover | [appearance] | n/a | n/a | n/a | | Focus | [appearance + focus ring] | [announcement] | [how to reach] | n/a | | Active/Pressed | [appearance] | [announcement] | [trigger key] | [gesture] | | Disabled | [appearance, not just greyed] | [announcement + reason] | [skip in tab order?] | [behaviour] | | Error | [appearance + message] | [announcement + guidance] | [focus moved?] | [behaviour] | | Loading | [appearance] | [live region update] | [interaction blocked?] | [behaviour] | | Success | [appearance] | [announcement] | [next focus target] | [behaviour] |
Every user action deserves a response. Map the feedback:
**Immediate feedback (< 100ms):**
**Short wait feedback (100ms - 1s):**
**Long wait feedback (> 1s):**
**Completion feedback:**
Errors are not edge cases — they are guaranteed states. Design for them:
1. **Prevention first** — inline validation, clear constraints, sensible defaults 2. **Clear identification** — what went wrong, in plain language 3. **Specific guidance** — what the person should do next 4. **Accessible delivery** — errors announced to screen readers, focus moved to the error, not just a colour change 5. **Recovery path** — preserve user input, allow correction without starting over
Error message format: **[What happened] + [What to do about it]**
Animations serve a purpose or they serve nobody:
**When to animate:**
**When NOT to animate:**
**Inclusive motion:**
If the design includes gesture interactions:
For each interaction, document:
| Flag | Response | |------|----------| | Component with only default and hover states | Map ALL states including focus, error, loading, disabled | | Animation without prefers-reduced-motion support | Add motion reduction. This is not optional | | Error state that only changes colour | Add text, icon, and screen reader announcement | | Gesture without alternative input method | Add keyboard and/or button alternative |
An agent design team you control. 10 agents that run an inclusive design process while you direct. The system notices how you design and reflects it back. Designpowers is an open, model-agnostic design workflow that gives you a team of 10 design agents.
Use when writing or structuring any user-facing content — interface copy, labels, error messages, help text, headings, alt text,…
Use when designing for user preferences — motion sensitivity, contrast needs, colour schemes, text sizing, information density,…
Use when evaluating mental load, wayfinding, focus management, memory demands, or decision complexity in any interface — ensures…
Use when a design direction is uncertain, when the team could go multiple ways, or when the user wants to see competing…
Use when critique or review produces deferred findings, when checking accumulated design compromises, or when deciding what to…
You MUST use this before any creative or design work — building features, creating components, designing interfaces, modifying…