Apply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Law of Figure-Ground — establish which layer is foreground and actionable versus background. Use when designing modals, overlays, and depth. For emphasising one element among peers, use `von-restorff-effect`.
日本語の概要は準備中です。原文の説明を表示しています。
Define UX metrics and KPIs that connect design decisions to measurable outcomes. Use when choosing what to measure. For presenting the results afterwards, use `design-impact-reporting` (design-ops).
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Establish hierarchy through size, weight, colour, spacing, and position so the eye lands in the intended order. Use when composing new work. For judging an existing screen, use `critique-visual-hierarchy` (visual-critique).
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Law of Proximity — spatial closeness groups elements more strongly than any other cue. Use when spacing alone must carry grouping. For grouping via containers use `law-of-common-region`; via shared appearance use `law-of-similarity`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).
日本語の概要は準備中です。原文の説明を表示しています。
Design content structure, hierarchy, labelling, and the navigation model. Use when organising what exists. For the UI that exposes it use `navigation-patterns` (interaction-design); for user-generated grouping evidence use `card-sort-analysis` (design-research).
日本語の概要は準備中です。原文の説明を表示しています。
Write a project brief — problem space, constraints, audience, and success criteria. Use at kickoff for one specific project. For long-horizon aspiration use `north-star-vision`; for reusable decision rules use `design-principles`.
日本語の概要は準備中です。原文の説明を表示しています。
Design the first-run experience — activation path, progressive disclosure, and time to first value. Use for a user's very first session. For the mechanics of the signup form itself, use `form-design`.
日本語の概要は準備中です。原文の説明を表示しています。
Design search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.
日本語の概要は準備中です。原文の説明を表示しています。
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).
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Von Restorff Effect — the element that differs from its neighbours is the one remembered. Use when a single action must dominate. For overall ordering rather than single-element emphasis, use `visual-hierarchy`.
日本語の概要は準備中です。原文の説明を表示しています。
Build a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use `affinity-diagram`.
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Establish review gates — criteria, checkpoints, and approval flow. Use when work ships without consistent review. For running one individual session, use `design-critique`.
日本語の概要は準備中です。原文の説明を表示しています。
Design for multiple languages, writing directions, and cultural contexts — text expansion, RTL mirroring, and locale formats. Use when shipping beyond one locale. For the words themselves, use `ux-writing` (designer-toolkit).
日本語の概要は準備中です。原文の説明を表示しています。
Turn one interview transcript into themes, supporting quotes, and action items. Use immediately after a session. For synthesising many sessions at once, use `affinity-diagram`.
日本語の概要は準備中です。原文の説明を表示しています。
Design gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).
日本語の概要は準備中です。原文の説明を表示しています。
Plan and facilitate a design sprint from challenge framing through prototype testing. Use when compressing discovery into days. For ongoing team cadence, use `team-workflow`.
日本語の概要は準備中です。原文の説明を表示しています。
Analyse open or closed card sort results into a proposed grouping and label set. Use after running a sort study. For turning that evidence into a full structure, use `information-architecture` (ux-strategy).
日本語の概要は準備中です。原文の説明を表示しています。
Build research-grounded personas with goals, frustrations, and behavioural patterns. Use when decisions need a consistent user reference. For one session's emotional snapshot use `empathy-map`; for motivation framing use `jobs-to-be-done`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.
日本語の概要は準備中です。原文の説明を表示しています。
Specify one component — props, states, variants, accessibility, and usage rules. Use when defining a library component. For the reusable doc scaffold use `documentation-template`; for a problem-solution pattern use `pattern-library`.
日本語の概要は準備中です。原文の説明を表示しています。
Design voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.
日本語の概要は準備中です。原文の説明を表示しています。