clarify
Decomposes underspecified design requests by classifying gaps (missing brand context, visual ambiguity, false premises, scope…
Adjudicate whether users can operate an interface, and run heuristic evaluation. Use when the question is operability rather than looks — is it usable, hard to use, confusing, where do users get stuck; heuristic evaluation, Nielsen heuristics, usability audit, severity rating;
$ npx -y skills add ryanthedev/design-for-ai --skill usability --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/usabilityContext preview
The summary Claude sees to decide when to auto-load this skill.
Adjudicate whether users can operate an interface, and run heuristic evaluation. Use when the question is operability rather than looks — is it usable, hard to use, confusing, where do users get stuck; heuristic evaluation, Nielsen heuristics, usability audit, severity rating;
name: usability description: "Adjudicate whether users can operate an interface, and run heuristic evaluation. Use when the question is operability rather than looks — is it usable, hard to use, confusing, where do users get stuck; heuristic evaluation, Nielsen heuristics, usability audit, severity rating; the UX laws (Fitts, Hick, Miller/Cowan, Jakob, Tesler, Doherty, peak-end, Zeigarnik, aesthetic-usability); Gestalt grouping, affordances, signifiers, mapping, feedback, cognitive load, recognition over recall; picking among navigation, form, search/filter, table/data, feedback, action, disclosure, or onboarding patterns; or usability-side accessibility (WCAG POUR, inclusive design). Not for: the visual look or aesthetic audit (use core design/audit); the words/microcopy themselves (use content-design); the route through time, IA, or funnel (use journey); persuasion or conversion mechanics (use behavioral); truthful chart/data encoding (use data-viz)." user-invocable: false disable-model-invocation: true argument-hint: "[interface or flow to evaluate]"
Adjudicate whether users can **operate** an interface — not whether it looks good. The job is a two-layer engine: principles (Gestalt, the UX laws, Nielsen/Shneiderman heuristics, Norman, cognitive load, accessibility) are the *why*; UI pattern families are the *what*; the principles **select** among the patterns. Every recommendation cites its source — the law, heuristic, or author it traces to.
Reach for this skill when the concern is operability: "is this usable", "hard to use", "users get stuck / confused / drop off here", a heuristic / usability evaluation, applying a UX law (Fitts, Hick, Miller/Cowan, Jakob, …), reasoning about affordances / signifiers / feedback / cognitive load, choosing among UI pattern families (navigation, forms, search/filter, data display, feedback, action, disclosure, onboarding), or the usability side of accessibility (WCAG POUR, inclusive design). The core `audit` mode dispatches its heuristic evaluation here.
Not the visual look (core `design`/`audit`), the microcopy itself (`content-design`), the route through time / IA / funnel (`journey`), persuasion mechanics (`behavioral`), or truthful data encoding (`data-viz`).
Standing rules for every usability judgement. Kept separate so they don't dissolve into the procedure.
The engine has two modes; pick by what the user needs.
When asked to evaluate an existing interface, or dispatched from the core `audit` mode for operability:
1. Read `references/usability-principles.md`. 2. Walk **Nielsen's 10 heuristics** (1994) against the interface; for each violation, name the heuristic, the principle behind it, and the fix. 3. Rate each finding on the **0–4 severity scale** (0 = not a problem … 4 = usability catastrophe), factoring frequency × impact × persistence. 4. Cross-check the perception and cognitive laws (Gestalt grouping, Hick, Miller/Cowan, recognition-over-recall) for issues the heuristics miss. 5. Output a findings table sorted by severity: `Severity | Heuristic / law | Problem | Fix`. State the complement caveat — this finds likely problems, not real frequency.
When choosing or fixing a UI pattern:
1. Read `references/ui-patterns.md` for the family catalog and the bridge table. 2. Name the relevant **constraint** (screen size, input model, task familiarity, frequency, comparison need). 3. Let the **principle select the pattern** via the bridge: e.g. Fitts → bottom tab bar over top nav on phones; Hick → grouped/progressive menu over a mega-menu on small screens; Miller/Cowan → wizard / field-grouping over a 20-field page; Jakob → pagination over infinite scroll on a utility site. 4. Recommend the pattern, cite the selecting law, and note when the convention should be *broken* (new category, harmful legacy convention, justified brand differentiation).
| Reference file | Load when | |----------------|-----------| | `references/usability-principles.md` | Layer A — the why-engine: Gestalt, the UX laws, Nielsen 10 + Shneiderman 8 + heuristic-eval method, Norman, cognitive load, accessibility, the critical caveats. **The stable citeable reference for other pillars.
Claude builds interfaces that look like Claude built them. Cyan-on-dark hero sections. Cards in a grid, all the same size. Glassmorphism on everything. Bounce easing. Inter at 16px. You've seen it. You've shipped it. Your users noticed.
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