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Found 76 Skills
Design and implement microinteractions, motion design, transitions, and user feedback patterns. Use when adding polish to UI interactions, implementing loading states, or creating delightful user experiences.
Design meaningful interactions and microinteractions. Create delightful user experiences through thoughtful animation, feedback, and responsive interface design.
Design user interactions, flows, and interface behaviors. Use for wireframes, prototypes, micro-interactions, user flows, state machines, affordance design, and usability reviews. Covers IxD principles, Nielsen heuristics, Fitts's Law, Hick's Law, and emerging paradigms (spatial, conversational, gesture-based interfaces). Keywords: IxD, wireframe, prototype, user flow, micro-interaction, UI state diagram, screen flow, clickable prototype, interaction pattern.
Creates intuitive user experiences through feedback patterns, microinteractions, and accessible interaction design. Use when designing loading states, error handling UX, animation guidelines, or touch interactions.
Design and implement microinteractions, motion design, transitions, and user feedback patterns. Use when adding polish to UI interactions, implementing loading states, creating gesture-based interactions, designing hover/focus states, building notification/toast systems, adding scroll-triggered animations, implementing drag-and-drop, or creating delightful user experiences.
Design intuitive, meaningful interactions grounded in user goals and cognitive principles. Use when designing component behaviors, user flows, feedback systems, error handling, loading states, transitions, accessibility, keyboard navigation, touch/gesture interactions, or when evaluating interaction quality. Also use for modal vs modeless decisions, direct manipulation patterns, input device considerations, emotional/dramatic aspects of UX, or when asked about making interfaces feel responsive, humane, and goal-directed.
Critique a rendered screen's affordances — what looks clickable, state visibility, CTA clarity, and action discoverability. Use when reviewing an existing screen. For sizing and positioning targets in new work, use `fitts-law` (interaction-design).
Critique a rendered screen's density — cognitive load, content prioritisation, scanning patterns, and progressive disclosure. Use when a screen feels overwhelming. For the underlying choice-count principle, use `hicks-law` (interaction-design).
Design 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).
Create custom block types for Hytale with textures, physics, states, farming, and interactions. Use when asked to "add a custom block", "create a new block type", "make blocks farmable", "add block interactions", or "configure block physics".
Use when animation causes user confusion, delays task completion, or creates frustration
Use when creating mouse hover effects - button highlights, card lifts, link underlines, image zooms, or any pointer-triggered animation.