Generic UX Designer
Professional UX expertise adapting to any project's constraints.
Combine with Research for Visual Work
For UI/visual design decisions, also use:
Skill(ui-research) # Research inspiration first
References:
- UX Principles - UX methodology
- UI Inspiration Sources - Visual research
When to Use This Skill
Use for:
- Designing new features or flows
- Improving existing user experience
- Conducting design reviews/critiques
- Evaluating user flows and interactions
- Making accessibility decisions
- Choosing between design alternatives
Don't use when:
- Visual styling/tokens → use
generic-design-system - Code architecture → use
generic-feature-developer - Code quality review → use
generic-code-reviewer
Design Thinking Process
- Empathize - Understand user needs, pain points, journeys
- Define - Problem statements, personas, success metrics
- Ideate - Brainstorm solutions, explore alternatives
- Prototype - Low-fidelity first, test assumptions
- Test - Usability testing, iterate on data
Research Decision Guide
When to Research vs Ship
| Situation | Action | | -------------------- | ------------------------------------ | | New product/feature | Full research (interviews + testing) | | Incremental change | Quick critique (heuristic review) | | Bug fix | No research needed | | A/B decision | Analytics + small test | | Controversial design | Stakeholder alignment first |
Method Selection
- Need user motivation? → Interviews
- Need usability feedback? → Testing
- Need quick quality check? → Heuristic evaluation
- Need quantitative data? → Surveys/Analytics
- Have no users yet? → Competitor analysis + proto-personas
Research Scope by Confidence
| Confidence Level | Action | | -------------------------- | -------------- | | High (established pattern) | Skip research | | Medium (some uncertainty) | Quick critique | | Low (new territory) | Full research |
Reference: See UX_PRINCIPLES.md for detailed method frameworks
User Psychology Applied
Cognitive Load
- Reduce choices (Hick's Law)
- Chunk information (Miller's Law)
- Progressive disclosure
- Minimize memory load
Visual Hierarchy
- Size indicates importance
- Contrast draws attention
- Whitespace groups elements
- F-pattern/Z-pattern reading
Interaction Patterns
Navigation
| Pattern | Use Case | | ---------- | --------------------------- | | Top nav | Simple sites, < 7 items | | Side nav | Complex apps, many sections | | Bottom nav | Mobile apps, < 5 items | | Tabs | Related content sections |
Forms
- Single column layout
- Inline validation
- Smart defaults
- Progress indicators
Feedback
| Pattern | Use Case | | -------- | ------------------- | | Toast | Non-blocking info | | Modal | Blocking/important | | Inline | Contextual feedback | | Skeleton | Loading states |
Mobile Considerations
- Touch targets: 44x44px minimum
- 8px spacing between targets
- Thumb-friendly placement
- Bottom sheets for actions
Accessibility (UX Perspective)
| Aspect | Approach | | --------- | -------------------------------- | | Vision | High contrast, scalable text | | Motor | Large targets, keyboard nav | | Cognitive | Simple language, clear structure | | Hearing | Captions, visual indicators |
Heuristic Evaluation in Practice
Quick Scan (5 minutes)
| Heuristic | Quick Check | | ---------------- | ------------------------------------ | | Visibility | Is current state obvious? | | Feedback | Does every action have response? | | Consistency | Do similar things look/work similar? | | Error Prevention | Can user easily make mistakes? | | Recovery | Can user undo/fix errors? |
Common Violations to Flag
- Hidden system state (loading with no indicator)
- Silent failures (action with no feedback)
- Inconsistent patterns (different buttons for same action)
- Destructive without confirm (delete with no undo)
- Jargon in user-facing text
Presenting Findings
Issue: [What's wrong]
Heuristic: [Which violated]
Impact: [User consequence]
Suggestion: [How to fix]
Priority: P0/P1/P2
Design Critique Framework
| Aspect | Questions | | ------------- | ----------------------------- | | Usability | Can users complete tasks? | | Clarity | Is purpose immediately clear? | | Consistency | Follows established patterns? | | Hierarchy | Most important stands out? | | Feedback | Users know system state? | | Accessibility | Works for everyone? |
UX Patterns
Empty States
- Explain what goes here
- Guide to first action
- Show example content
Loading States
- Skeleton screens > spinners
- Progress for long operations
- Optimistic UI when safe
Error States
- Explain what happened
- Suggest how to fix
- Don't blame user
UX Output Checklist
Before presenting UX recommendation:
- [ ] User problem clearly defined
- [ ] Solution addresses root cause (not symptom)
- [ ] Accessibility considered
- [ ] Edge cases identified
- [ ] Implementation complexity noted
- [ ] Success metrics defined
Design Review Checklist
- [ ] Primary task achievable
- [ ] Clear visual hierarchy
- [ ] Keyboard navigable
- [ ] Touch targets sized
- [ ] Copy clear and helpful
See Also
- UX Principles - Research methods, heuristics, psychology
- Design Patterns - Visual patterns and components
generic-design-system- For tokens, styling, visual consistencygeneric-feature-developer- For implementation architecture- Project
CLAUDE.md- Project-specific constraints
READ UX_PRINCIPLES.md for:
- Full research method frameworks → methods section
- Complete Nielsen heuristics → evaluation section
- Quick critique workflow → critique section