design-everyday-things
Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.
- Version
- 1.4.0
- License
- MIT
Pinned to revision 6bac1534f9f2, so it is the text this page describes rather than whatever the author pushed since.
Files
- skills/design-everyday-things/SKILL.md
- skills/design-everyday-things/references/affordances.md
- skills/design-everyday-things/references/case-studies.md
- skills/design-everyday-things/references/conceptual-models.md
- skills/design-everyday-things/references/constraints.md
- skills/design-everyday-things/references/feedback.md
- skills/design-everyday-things/references/human-error.md
- skills/design-everyday-things/references/mappings.md
- skills/design-everyday-things/references/seven-stages.md
- skills/design-everyday-things/references/signifiers.md
- skills/design-everyday-things/references/two-gulfs.md
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