All authors

Claude Skills by Owl-Listener
github.com/Owl-Listener155 skills25 installs282 views
- Loading StatesDesign 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`.Votes: 0GitHub stars: 2,687
- Micro Interaction SpecSpecify 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`.Votes: 0GitHub stars: 2,687
- Millers LawApply 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`.Votes: 0GitHub stars: 2,687
- Navigation PatternsSelect 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).Votes: 0GitHub stars: 2,687
- Onboarding DesignDesign 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`.Votes: 0GitHub stars: 2,687
- Peak End RuleApply 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`.Votes: 0GitHub stars: 2,687
- Search UxDesign search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.Votes: 0GitHub stars: 2,687
- Serial Position EffectApply 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).Votes: 0GitHub stars: 2,687
- State MachineModel 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`.Votes: 0GitHub stars: 2,687
- Teslers LawApply 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`.Votes: 0GitHub stars: 2,687
- Zeigarnik EffectApply 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`.Votes: 0GitHub stars: 2,687
- A B Test DesignDesign an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.Votes: 0GitHub stars: 2,687
- Accessibility Test PlanPlan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).Votes: 0GitHub stars: 2,687
- Click Test PlanDesign first-click and click tests for findability and navigation. Use when testing whether people can locate something. For full task-based observation, use `test-scenario`.Votes: 0GitHub stars: 2,687
- Concept SelectionChoose between competing concepts against criteria fixed in advance, and record what each rejected concept was testing. Use when several directions are alive and one has to win. For picking which problem to work on, use `opportunity-framework` (ux-strategy); for deciding by production traffic, use `a-b-test-design`.Votes: 0GitHub stars: 2,687
- Heuristic EvaluationRun an expert review against Nielsen's heuristics and domain criteria, with severity ratings. Use when you need findings without recruiting participants. For a facilitated team feedback session, use `design-critique` (design-ops).Votes: 0GitHub stars: 2,687
- Parallel ConceptsBuild several genuinely different solutions to the same problem at once, spread across what the user does rather than how it looks. Use when one direction is on the table and the team is about to refine it by default. For choosing between the concepts afterwards, use `concept-selection`.Votes: 0GitHub stars: 2,687
- Prototype StrategyChoose prototype fidelity and method to match the design question and the decision at stake. Use before building a prototype. For what to test once it exists, use `test-scenario`.Votes: 0GitHub stars: 2,687
- Test ScenarioWrite realistic usability task scenarios with success criteria and facilitation notes. Use when you have a study and need the tasks. For the surrounding study design, use `usability-test-plan` (design-research).Votes: 0GitHub stars: 2,687
- User Flow DiagramDiagram screen-level paths, decision points, and branch logic. Use when specifying how a feature is traversed. For the emotional end-to-end arc, use `journey-map` (design-research).Votes: 0GitHub stars: 2,687
- Wireframe SpecSpecify wireframe layout — content priority, component placement, and annotation. Use when defining structure before visual design. For grid mechanics, use `layout-grid` (ui-design).Votes: 0GitHub stars: 2,687
- Aesthetic UsabilityApply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).Votes: 0GitHub stars: 2,687
- Color SystemBuild a product colour system — tonal scales, semantic roles, and contrast compliance. Use when defining or rebuilding colour from scratch. For dark-mode adaptation use `dark-mode-design`; for chart palettes use `data-visualization`; for multi-brand token architecture use `theming-system` (design-systems).Votes: 0GitHub stars: 2,687
- Dark Mode DesignAdapt an existing palette to dark mode — surface elevation, contrast rebalancing, and desaturation rules. Use when you already have a light palette to translate. For building the base palette first, use `color-system`.Votes: 0GitHub stars: 2,687
- Data VisualizationSelect chart types and design data encodings — marks, axes, labels, and accessible chart styling. Use when presenting data graphically. Owns chart selection and encoding only; the categorical colour ramp itself belongs to `color-system`.Votes: 0GitHub stars: 2,687
- Illustration StyleDefine an illustration style guide — visual language, colour usage, and application rules. Use when commissioning or standardising illustration. For icons, use `icon-system` (design-systems).Votes: 0GitHub stars: 2,687
- Law Of ClosureApply the Law of Closure — the eye completes implied shapes from partial forms. Use when reducing visual weight by dropping borders or letting negative space suggest structure. For explicit containers, use `law-of-common-region`.Votes: 0GitHub stars: 2,687
- Law Of Common RegionApply the Law of Common Region — a shared container, background, or border groups elements regardless of spacing. Use when grouping must survive a tight layout. For grouping by spacing alone, use `law-of-proximity`.Votes: 0GitHub stars: 2,687
- Law Of ContinuityApply the Law of Continuity — the eye follows alignment and unbroken paths. Use when sequencing steps, aligning content, or designing carousels and timelines. For grouping rather than sequencing, use `law-of-proximity`.Votes: 0GitHub stars: 2,687
- Law Of Figure GroundApply the Law of Figure-Ground — establish which layer is foreground and actionable versus background. Use when designing modals, overlays, and depth. For emphasising one element among peers, use `von-restorff-effect`.Votes: 0GitHub stars: 2,687
- Law Of ProximityApply the Law of Proximity — spatial closeness groups elements more strongly than any other cue. Use when spacing alone must carry grouping. For grouping via containers use `law-of-common-region`; via shared appearance use `law-of-similarity`.Votes: 0GitHub stars: 2,687
- Law Of SimilarityApply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.Votes: 0GitHub stars: 2,687
- Layout GridDefine a responsive grid — columns, gutters, margins, and breakpoint behaviour. Use when establishing page structure. For the spacing scale inside components use `spacing-system`; for cross-device behaviour use `responsive-design`.Votes: 0GitHub stars: 2,687
- Platform ConventionsDesign to iOS and Android conventions — what each OS mandates, where they diverge, and when to unify. Use when shipping native apps. For breakpoint adaptation use `responsive-design`; for matching competitor patterns use `jakobs-law` (interaction-design).Votes: 0GitHub stars: 2,687
- Readable MeasureSet line length and measure for comfortable reading across type sizes and breakpoints. Use when tuning body text. Covers measure only — for the full size and weight scale, use `typography-scale`.Votes: 0GitHub stars: 2,687
- Responsive DesignDesign layouts and interactions that adapt across screen sizes and input methods. Use when one design must serve many viewports. For the underlying column grid use `layout-grid`; for OS-specific patterns use `platform-conventions`.Votes: 0GitHub stars: 2,687
- Spacing SystemCreate a spacing scale from a base unit with rules for when each step applies. Use when standardising padding and margins. For page-level columns and gutters, use `layout-grid`.Votes: 0GitHub stars: 2,687
- Typography ScaleCreate a modular type scale with size, weight, and line-height relationships. Use when establishing typographic structure. For line length only use `readable-measure`; for judging type on an existing screen use `critique-typography` (visual-critique).Votes: 0GitHub stars: 2,687
- Visual HierarchyEstablish hierarchy through size, weight, colour, spacing, and position so the eye lands in the intended order. Use when composing new work. For judging an existing screen, use `critique-visual-hierarchy` (visual-critique).Votes: 0GitHub stars: 2,687
- Von Restorff EffectApply the Von Restorff Effect — the element that differs from its neighbours is the one remembered. Use when a single action must dominate. For overall ordering rather than single-element emphasis, use `visual-hierarchy`.Votes: 0GitHub stars: 2,687
- Business DesignRead financials, map competitive landscapes, and argue design decisions in the language of value. Use when defending design to commercial stakeholders. For the live negotiation itself, use `design-negotiation` (designer-toolkit).Votes: 0GitHub stars: 2,687
- Competitive AnalysisCompare UX patterns, features, strengths, and gaps across rival products. Use when you need to know what others actually do. For deliberately adopting their conventions, use `jakobs-law` (interaction-design).Votes: 0GitHub stars: 2,687
- Content StrategyDefine what content a product needs, how it is structured, and who owns it. Use when content itself is the problem. For the words in the interface use `ux-writing` (designer-toolkit); for structural hierarchy use `information-architecture`.Votes: 0GitHub stars: 2,687
- Design BriefWrite a project brief — problem space, constraints, audience, and success criteria. Use at kickoff for one specific project. For long-horizon aspiration use `north-star-vision`; for reusable decision rules use `design-principles`.Votes: 0GitHub stars: 2,687
- Design PrinciplesDefine actionable principles that resolve trade-offs when the team disagrees. Use when the same decisions keep getting relitigated. For a single project's framing, use `design-brief`.Votes: 0GitHub stars: 2,687
- Experience MapMap the full ecosystem of touchpoints, channels, and relationships across a service. Use when the experience spans more than one product. For one persona's linear journey use `journey-map` (design-research); for backstage operations use `service-blueprint`.Votes: 0GitHub stars: 2,687
- Information ArchitectureDesign content structure, hierarchy, labelling, and the navigation model. Use when organising what exists. For the UI that exposes it use `navigation-patterns` (interaction-design); for user-generated grouping evidence use `card-sort-analysis` (design-research).Votes: 0GitHub stars: 2,687
- Metrics DefinitionDefine UX metrics and KPIs that connect design decisions to measurable outcomes. Use when choosing what to measure. For presenting the results afterwards, use `design-impact-reporting` (design-ops).Votes: 0GitHub stars: 2,687
- North Star VisionArticulate a long-horizon product vision that aligns teams and anchors strategy. Use when direction is contested or absent. For near-term project scope, use `design-brief`.Votes: 0GitHub stars: 2,687
- Opportunity FrameworkIdentify, score, and prioritise design opportunities against impact and effort. Use when there are more ideas than capacity. For framing the one you choose, use `design-brief`.Votes: 0GitHub stars: 2,687