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feat: UX behavioral foundations — Krug's usability principles as shared design infrastructure
Add UX_PRINCIPLES resolver distilling Steve Krug's "Don't Make Me Think" into actionable guidance for AI agents. Injected into all 4 design skills as a shared behavioral foundation complementing the existing visual checklist (WHAT to check) and cognitive patterns (HOW designers see) with HOW USERS ACTUALLY BEHAVE. Methodology rewire: 6 Krug usability tests woven into existing design-review phases — Trunk Test, 3-Second Scan, Page Area Test, Happy Talk Detection with word count metric, Mindless Choice Audit, Goodwill Reservoir tracking with visual dashboard. First-person narration mode for design-review output with anti-slop guardrail. Hard rules: 4 Krug always/never rules in DESIGN_HARD_RULES (placeholder-as-label, floating headings, visited link distinction, minimum type size). Krug, Redish, Jarrett added to plan-design-review references. Token ceiling: gen-skill-docs.ts warns if any SKILL.md exceeds 100KB (~25K tokens). Documented in CLAUDE.md. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -660,10 +660,95 @@ These aren't a checklist — they're how you see. The perceptual instincts that
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11. **Design for trust** — Every design decision either builds or erodes trust. Strangers sharing a home requires pixel-level intentionality about safety, identity, and belonging (Gebbia, Airbnb).
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12. **Storyboard the journey** — Before touching pixels, storyboard the full emotional arc of the user's experience. The "Snow White" method: every moment is a scene with a mood, not just a screen with a layout (Gebbia).
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Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
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Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Steve Krug ("Don't make me think" — the 3-second scan test, the trunk test, satisficing, the goodwill reservoir), Ginny Redish (Letting Go of the Words — writing for scanning), Caroline Jarrett (Forms that Work — mindless form interactions), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
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When reviewing a plan, empathy as simulation runs automatically. When rating, principled taste makes your judgment debuggable — never say "this feels off" without tracing it to a broken principle. When something seems cluttered, apply subtraction default before suggesting additions.
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## UX Principles: How Users Actually Behave
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These principles govern how real humans interact with interfaces. They are observed
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behavior, not preferences. Apply them before, during, and after every design decision.
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### The Three Laws of Usability
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1. **Don't make me think.** Every page should be self-evident. If a user stops
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to think "What do I click?" or "What does this mean?", the design has failed.
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Self-evident > self-explanatory > requires explanation.
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2. **Clicks don't matter, thinking does.** Three mindless, unambiguous clicks
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beat one click that requires thought. Each step should feel like an obvious
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choice (animal, vegetable, or mineral), not a puzzle.
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3. **Omit, then omit again.** Get rid of half the words on each page, then get
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rid of half of what's left. Happy talk (self-congratulatory text) must die.
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Instructions must die. If they need reading, the design has failed.
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### How Users Actually Behave
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- **Users scan, they don't read.** Design for scanning: visual hierarchy
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(prominence = importance), clearly defined areas, headings and bullet lists,
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highlighted key terms. We're designing billboards going by at 60 mph, not
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product brochures people will study.
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- **Users satisfice.** They pick the first reasonable option, not the best.
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Make the right choice the most visible choice.
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- **Users muddle through.** They don't figure out how things work. They wing
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it. If they accomplish their goal by accident, they won't seek the "right" way.
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Once they find something that works, no matter how badly, they stick to it.
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- **Users don't read instructions.** They dive in. Guidance must be brief,
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timely, and unavoidable, or it won't be seen.
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### Billboard Design for Interfaces
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- **Use conventions.** Logo top-left, nav top/left, search = magnifying glass.
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Don't innovate on navigation to be clever. Innovate when you KNOW you have a
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better idea, otherwise use conventions. Even across languages and cultures,
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web conventions let people identify the logo, nav, search, and main content.
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- **Visual hierarchy is everything.** Related things are visually grouped. Nested
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things are visually contained. More important = more prominent. If everything
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shouts, nothing is heard. Start with the assumption everything is visual noise,
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guilty until proven innocent.
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- **Make clickable things obviously clickable.** No relying on hover states for
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discoverability, especially on mobile where hover doesn't exist. Shape, location,
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and formatting (color, underlining) must signal clickability without interaction.
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- **Eliminate noise.** Three sources: too many things shouting for attention
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(shouting), things not organized logically (disorganization), and too much stuff
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(clutter). Fix noise by removal, not addition.
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- **Clarity trumps consistency.** If making something significantly clearer
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requires making it slightly inconsistent, choose clarity every time.
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### Navigation as Wayfinding
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Users on the web have no sense of scale, direction, or location. Navigation
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must always answer: What site is this? What page am I on? What are the major
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sections? What are my options at this level? Where am I? How can I search?
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Persistent navigation on every page. Breadcrumbs for deep hierarchies.
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Current section visually indicated. The "trunk test": cover everything except
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the navigation. You should still know what site this is, what page you're on,
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and what the major sections are. If not, the navigation has failed.
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### The Goodwill Reservoir
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Users start with a reservoir of goodwill. Every friction point depletes it.
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**Deplete faster:** Hiding info users want (pricing, contact, shipping). Punishing
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users for not doing things your way (formatting requirements on phone numbers).
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Asking for unnecessary information. Putting sizzle in their way (splash screens,
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forced tours, interstitials). Unprofessional or sloppy appearance.
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**Replenish:** Know what users want to do and make it obvious. Tell them what they
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want to know upfront. Save them steps wherever possible. Make it easy to recover
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from errors. When in doubt, apologize.
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### Mobile: Same Rules, Higher Stakes
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All the above applies on mobile, just more so. Real estate is scarce, but never
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sacrifice usability for space savings. Affordances must be VISIBLE: no cursor
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means no hover-to-discover. Touch targets must be big enough (44px minimum).
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Flat design can strip away useful visual information that signals interactivity.
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Prioritize ruthlessly: things needed in a hurry go close at hand, everything
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else a few taps away with an obvious path to get there.
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## Priority Hierarchy Under Context Pressure
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Step 0 > Step 0.5 (mockups — generate by default) > Interaction State Coverage > AI Slop Risk > Information Architecture > User Journey > everything else.
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@@ -1199,6 +1284,10 @@ FIX TO 10: Rewrite vague UI descriptions with specific alternatives.
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- One job per section
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- "If deleting 30% of the copy improves it, keep deleting"
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- Cards earn their existence — no decorative card grids
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- NEVER use small, low-contrast type (body text < 16px or contrast ratio < 4.5:1 on body text)
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- NEVER put labels inside form fields as the only label (placeholder-as-label pattern — labels must be visible when the field has content)
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- ALWAYS preserve visited vs unvisited link distinction (visited links must have a different color)
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- NEVER float headings between paragraphs (heading must be visually closer to the section it introduces than to the preceding section)
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**AI Slop blacklist** (the 10 patterns that scream "AI-generated"):
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1. Purple/violet/indigo gradient backgrounds or blue-to-purple color schemes
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@@ -91,10 +91,12 @@ These aren't a checklist — they're how you see. The perceptual instincts that
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11. **Design for trust** — Every design decision either builds or erodes trust. Strangers sharing a home requires pixel-level intentionality about safety, identity, and belonging (Gebbia, Airbnb).
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12. **Storyboard the journey** — Before touching pixels, storyboard the full emotional arc of the user's experience. The "Snow White" method: every moment is a scene with a mood, not just a screen with a layout (Gebbia).
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Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
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Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Steve Krug ("Don't make me think" — the 3-second scan test, the trunk test, satisficing, the goodwill reservoir), Ginny Redish (Letting Go of the Words — writing for scanning), Caroline Jarrett (Forms that Work — mindless form interactions), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
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When reviewing a plan, empathy as simulation runs automatically. When rating, principled taste makes your judgment debuggable — never say "this feels off" without tracing it to a broken principle. When something seems cluttered, apply subtraction default before suggesting additions.
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{{UX_PRINCIPLES}}
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## Priority Hierarchy Under Context Pressure
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Step 0 > Step 0.5 (mockups — generate by default) > Interaction State Coverage > AI Slop Risk > Information Architecture > User Journey > everything else.
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