Holistic UX Design
Use this skill to design experiences as systems. The goal is not to make an interface look nicer; it is to understand what progress the user is trying to make, what blocks that progress, and what artefact will help the next decision.
Boundaries
Use this skill for:
- diagnosing confusing, slow, low-trust, high-drop-off, or hard-to-complete experiences
- mapping user flows, journey maps, service blueprints, and low-fidelity wireframes
- running product/flow-level heuristic reviews
- translating research notes into themes, opportunities, and design principles
- reasoning about cognitive load, JTBD, backstage processes, and failure paths
Route elsewhere when the request is really:
- Code-level accessibility: WCAG, ARIA, keyboard, focus, screen-reader, or
semantic HTML fixes belong in an
accessibilityskill when available. - Visual polish or frontend styling: spacing, type, colour systems, shadows,
imagery, and refined component styling belong in a visual/UI design skill such
as
ui-design-playbookwhen available. - Performance or motion: first paint, layout shift, animation timing, and perceived jank belong in a performance or motion-design skill when available.
- Deciding what to build: prioritising features, choosing the riskiest
assumption to test, or evidence-before-building questions belong in
product-discovery- this skill assumes the what is decided and works on whether the experience of it holds together.
When routing elsewhere, stop after naming the boundary and the target skill or discipline. You may add one sentence about the user risk, but do not provide the detailed implementation, checklist, code, CSS, WCAG/ARIA fixes, visual spec, or performance prescription from this skill.
Accessibility still matters here, but at this level it is a design constraint and risk note. Do not run a WCAG checklist from this skill. Do assess whether people with disabilities, limited language, low confidence, mobile-only access, or assisted-digital needs can complete the service end to end.
Do not solve retention, conversion, consent, opt-out, pricing, or cancellation problems with deceptive choice architecture. Keep choices findable, reversible where possible, and no harder to leave than to enter.
Operating Protocol
- Gather evidence first. Inspect the product, screenshot, code, metrics, transcript, research notes, or prompt details before proposing a flow. If evidence is missing, state assumptions and ask only for what blocks the next decision.
- Name the real problem. Distinguish the visible event from repeated patterns, enabling structures, and underlying assumptions.
- Choose the smallest useful artefact. Produce the thing that supports the decision: findings, flow, journey map, blueprint, synthesis, or wireframe.
- Design beyond the screen. Include backstage systems, handoffs, failure modes, recovery paths, and stakeholder ownership when they affect the user's experience.
- Keep fidelity honest. Do not over-design. If the decision is about sequence or service delivery, a flow or blueprint beats a polished screen.
- Verify the output. Check that recommendations follow from evidence, reduce extraneous cognitive load, cover critical states, and identify any accessibility handoff.
Problem Framing
Most UX requests arrive as symptoms. Look one or two layers deeper before solving:
Event Users abandon checkout at shipping address
Pattern Mostly mobile, mostly returning customers
Structure Address entry is desktop-shaped; saved addresses are hidden
Assumption Checkout was modelled as a one-session, new-customer task
Use this framing to avoid cosmetic fixes for structural problems.
Classify complexity:
| Domain | What it looks like | UX response | | --- | --- | --- | | Clear | Known pattern, obvious cause | Apply a convention or checklist | | Complicated | Several plausible designs | Analyse evidence, then choose | | Complex | Cause unclear, trust/behaviour involved | Probe with research or experiments | | Chaotic | Urgent breakage or live harm | Stabilise first, learn later |
Treat UX laws as diagnostic prompts, not proof. Hick, Fitts, Miller, Peak-End, Jakob, and aesthetic-usability can suggest what to inspect; they do not replace evidence from the actual context.
Artefact Selector
Ask: "What decision will this support?"
| Need | Output | | --- | --- | | Prioritise issues in an existing flow | Heuristic review | | Explain how a user completes one task | User flow | | Understand behaviour and emotion over time | Journey map | | Align screen work with operations and systems | Service blueprint | | Turn research into design direction | Research synthesis | | Communicate rough layout and hierarchy | Low-fidelity wireframe |
If multiple artefacts seem useful, start with the one closest to the decision. For example, do not blueprint a simple form fix; do not wireframe before the flow is understood.
Read references only when they match the task:
| When the task involves | Read |
| --- | --- |
| Symptoms, systems, complexity, assumptions, or leverage points | references/mental-models.md |
| Services, channels, backstage work, stakeholders, JTBD, or failure recovery | references/service-design.md |
| Interviews, support tickets, survey notes, analytics, or contradictions | references/research-synthesis.md |
| Cognitive load, UX laws, attention, scanning, memory, or decision friction | references/design-psychology.md |
| Existing screens or flows being reviewed against principles | references/heuristics.md |
| Rough layout, navigation, form, modal, loading, notification, or table choices | references/patterns.md |
Output Formats
Heuristic Review
Use for an existing product, screen, or flow. Read
references/heuristics.md when doing a detailed review.
## Heuristic review: [screen or flow]
### Summary
[1-2 sentences on the most important user-impacting issues.]
### Scope and evidence
- User/task:
- Evidence reviewed:
- Assumptions:
### Findings
#### [Severity 4] [Finding title]
**Heuristic:** [Nielsen/Norman principle]
**Evidence:** [What was observed]
**Impact:** [Who is affected and how often, if known]
**Recommendation:** [Specific fix]
### Severity guide
- 4: blocks completion or causes serious harm
- 3: major friction; users may abandon or need support
- 2: noticeable friction with a workaround
- 1: polish issue with low task impact
- 0: not a usability problem; observation or positive note
Severity should be based on task impact, frequency, persistence, and confidence. Do not present a heuristic review as a substitute for user research.
User Flow
Use for one user, one goal, and the decisions/error paths needed to complete it.
[Entry point]
|
v
[Step]
|
v
{Decision?}
| yes | no
v v
[Next step] [Recovery / exit]
Include entry points, decision points, errors, recovery paths, and exit points.
Journey Map
Use when the emotional and cross-touchpoint experience matters.
## Journey map: [user goal]
**Persona or segment:** [Who, based on evidence]
**Scenario:** [Context]
**Evidence:** [Research/metrics/source]
| Phase | Phase 1 | Phase 2 | Phase 3 |
| --- | --- | --- | --- |
| Doing | | | |
| Thinking | | | |
| Feeling | | | |
| Touchpoints | | | |
| Pain points | | | |
| Opportunities | | | |
Mark invented assumptions clearly. Do not fabricate emotions from thin context.
Service Blueprint
Use when a screen depends on people, policy, backend systems, third parties, or
operational handoffs. Read references/service-design.md for detailed guidance
and the blueprint template.
Research Synthesis
Use when the input is interviews, survey notes, support tickets, session
recordings, or messy feedback. If available, read
references/research-synthesis.md for the workflow and report template.
Low-Fidelity Wireframe
Use only when rough layout and hierarchy are the decision. Keep it plain and
annotated; leave visual polish to a UI design skill such as
ui-design-playbook when available.
+------------------------------------------------+
| [Logo] [Primary nav] |
+------------------------------------------------+
| Main task headline |
| Supporting context |
| |
| [Primary action] [Secondary action] |
| |
| Empty/loading/error states noted here |
+------------------------------------------------+
Annotations should cover hierarchy, critical states, responsive behaviour, and accessibility handoffs.
Jobs To Be Done
Use JTBD to describe progress, not just features:
When [situation],
I want to [motivation],
so I can [expected outcome].
Also capture:
- functional success: what task gets done
- emotional success: how the user needs to feel
- social success: how the user wants to be seen
- current workaround or competitor
- anxiety and habits that make switching hard
JTBD complements personas; it does not replace segments, constraints, or research evidence.
Quality Checks
Before delivering:
- Did the output answer the decision that matters now?
- Did you inspect evidence before proposing a design?
- Did you distinguish symptoms from structures?
- Did you consider backstage systems, handoffs, and failure recovery?
- Did you reduce extraneous cognitive load without pretending intrinsic task complexity can disappear?
- Did you avoid overclaiming beyond the evidence?
- Did you consider inclusive service access beyond code conformance?
- Did you avoid dark patterns and coercive friction?
- Did you note accessibility risks and hand off detailed WCAG work to an accessibility skill when available?
- If the request belongs elsewhere, did you stop instead of continuing into implementation guidance?
Reference routing lives in the "Read references only when they match the task" table above.
evals/ holds this skill's trigger and behaviour test prompts; it is
maintainer-facing and intentionally unrouted.
Remember: good UX work makes the user's task easier and the service more coherent. The screen is only one part of the system.