Critique a rendered screen's typography — scale usage, readability, consistency, and token compliance. Use when reviewing type on a screen. For defining the scale itself, use `typography-scale` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen's typography — scale usage, readability, consistency, and token compliance. Use when reviewing type on a screen. For defining the scale itself, use `typography-scale` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen's hierarchy — entry point, eye flow, weight distribution, and emphasis. Use when attention lands in the wrong place. For establishing hierarchy in new work, use `visual-hierarchy` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Build alignment artifacts — responsibility matrices, decision rights, and communication plans. Use when unclear ownership stalls decisions. For persuading in the moment, use `design-negotiation` (designer-toolkit).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen's affordances — what looks clickable, state visibility, CTA clarity, and action discoverability. Use when reviewing an existing screen. For sizing and positioning targets in new work, use `fitts-law` (interaction-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen's colour — contrast ratios, palette coherence, and semantic meaning. Use when reviewing one screen. For a product-wide WCAG audit use `accessibility-audit` (design-systems); for building the palette use `color-system` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen against mood.md, voice.md, and tokens.md. Use when those brand files exist and you are checking compliance. For defining the visual language itself, use `illustration-style` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Map service delivery across frontstage actions, backstage processes, and supporting systems. Use when staff and operations are part of the experience. For the customer-visible layer only, use `experience-map`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Articulate a long-horizon product vision that aligns teams and anchors strategy. Use when direction is contested or absent. For near-term project scope, use `design-brief`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Identify, score, and prioritise design opportunities against impact and effort. Use when there are more ideas than capacity. For framing the one you choose, use `design-brief`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen's density — cognitive load, content prioritisation, scanning patterns, and progressive disclosure. Use when a screen feels overwhelming. For the underlying choice-count principle, use `hicks-law` (interaction-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Critique a rendered screen's composition — balance, whitespace, rhythm, and gestalt grouping. Use when a layout feels off but hierarchy is fine. For emphasis and eye flow specifically, use `critique-visual-hierarchy`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Specify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Build a product colour system — tonal scales, semantic roles, and contrast compliance. Use when defining or rebuilding colour from scratch. For dark-mode adaptation use `dark-mode-design`; for chart palettes use `data-visualization`; for multi-brand token architecture use `theming-system` (design-systems).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Design first-click and click tests for findability and navigation. Use when testing whether people can locate something. For full task-based observation, use `test-scenario`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Apply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Select and design a navigation pattern — tabs, drawer, hierarchy, or hub — matched to product structure and user tasks. Use when choosing how users move between sections. For the underlying content structure, use `information-architecture` (ux-strategy).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Define what content a product needs, how it is structured, and who owns it. Use when content itself is the problem. For the words in the interface use `ux-writing` (designer-toolkit); for structural hierarchy use `information-architecture`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Set line length and measure for comfortable reading across type sizes and breakpoints. Use when tuning body text. Covers measure only — for the full size and weight scale, use `typography-scale`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Design layouts and interactions that adapt across screen sizes and input methods. Use when one design must serve many viewports. For the underlying column grid use `layout-grid`; for OS-specific patterns use `platform-conventions`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Choose between competing concepts against criteria fixed in advance, and record what each rejected concept was testing. Use when several directions are alive and one has to win. For picking which problem to work on, use `opportunity-framework` (ux-strategy); for deciding by production traffic, use `a-b-test-design`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Write realistic usability task scenarios with success criteria and facilitation notes. Use when you have a study and need the tasks. For the surrounding study design, use `usability-test-plan` (design-research).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Specify wireframe layout — content priority, component placement, and annotation. Use when defining structure before visual design. For grid mechanics, use `layout-grid` (ui-design).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.