cha9ro

web-uiux-design

"Comprehensive UI/UX design principles for web applications based on Sociomedia Human Interface Guidelines (SHIG). Use when Claude needs to design or review web application interfaces, evaluate UI/UX decisions and patterns, create user-friendly forms and navigation, build accessible and consistent interfaces, apply object-oriented UI design principles, or optimize user workflows and reduce cognitive load."

cha9ro 0 Updated 4mo ago

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SKILL.md

Web UI/UX Design Principles

A comprehensive guide for designing effective web application interfaces, derived from Sociomedia's Human Interface Guidelines (SHIG). Apply these principles when creating, reviewing, or improving UI/UX designs.

Quick Reference Categories

Select the appropriate reference based on task:

Core Design Philosophy

1. Simplicity First

Reduce elements to essentials. Every feature must justify its existence.

2. User Empowerment

Users control the system, not vice versa. Enable self-paced, modeless workflows.

3. Object-Oriented UI (OOUI)

Extract domain objects from requirements. Let users manipulate objects directly (Noun → Verb pattern).

4. Consistency & Learnability

Apply uniform rules for colors, shapes, positions, behaviors. Same property = same expression.

5. Fail-Safe Over Fool-Proof

Prioritize reversible actions and undo capability over excessive confirmations.

Essential Principles Checklist

When designing/reviewing UI, verify:

Structure

  • Navigation items are nouns, not verbs
  • Object-action order (select target first, then action)
  • Consistent visual hierarchy and grouping (Gestalt principles)
  • Clear escape routes back to home/start

Interaction

  • Feedback within 0.1 seconds
  • Transitions for state changes (0.1-0.5s)
  • Modeless design where possible
  • Direct manipulation feel

Forms & Input

  • Smart defaults (safe, common, neutral)
  • Constraint controls (dropdowns, pickers) for limited options
  • Suggestions/autocomplete for text input
  • Flexible format acceptance (system normalizes input)
  • Prerequisites shown upfront

Controls

  • Radio buttons for single selection (requires default)
  • Checkboxes for independent on/off toggles
  • Action buttons with specific verbs ("Save", "Delete")
  • Touch targets ≥7mm

Accessibility

  • Works without color dependency
  • Supports text scaling
  • Screen reader compatible
  • No time-limited interactions

Key Laws & Concepts

Law Application
Fitts's Law Larger + closer = easier to click. Size buttons appropriately.
Hick's Law More choices = longer decision time. Limit visible options.
Conservation of Complexity Complexity cannot be destroyed, only moved. Push complexity to system side.
Task Coherence Users repeat recent actions. Remember and prioritize recent behaviors.
Pareto (80/20) 80% use 20% of features. Optimize for major tasks.

Anti-Patterns to Avoid

  • Modal dialogs for routine confirmations
  • "OK/Cancel" instead of specific action verbs
  • Confirmation dialogs for reversible actions
  • System-centric terminology
  • Requiring user to remember information across screens
  • Changing menu item positions dynamically
  • Game-like elements in non-game applications
  • Customization as a solution for bad defaults
  • Negative phrasing in checkbox labels

Design Decision Framework

Is this action reversible?
├── Yes → Execute silently, show result in UI
└── No → Is data loss involved?
    ├── No → Execute with inline feedback
    └── Yes → Confirm with specific verb button
How many options to present?
├── 0-2 → Radio buttons or segmented control
├── 3-7 → Dropdown or radio group
├── 8+ → Searchable list or autocomplete
└── Unlimited → Text input with suggestions

Implementation Notes

  • Test interfaces in grayscale to verify non-color-dependent design
  • Follow platform conventions for button order (OK/Cancel positioning)
  • Expand hotspots beyond visible button boundaries
  • Preserve user-placed spatial arrangements
  • Use bidirectional transitions (expand ↔ collapse must animate both ways)