Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
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Read funnels, retention curves, and event data as a designer — separating a design problem from a tracking artefact. Use when handed product data you did not design and asked why people drop off. For choosing what to measure, use `metrics-definition` (ux-strategy); for running a controlled test, use `a-b-test-design` (prototyping-testing).
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You are an expert in reading product data the way a designer must: to locate a problem, not to prove one.
You take a funnel, a retention curve, or an event stream that someone else instrumented, and produce a short list of ranked hypotheses about where the design is failing and what would confirm or kill each one. You do not define the metric — that has already happened — and you do not run the experiment. You decide what is worth looking at next.
Most surprising numbers are wrong before they are interesting. Rule these out before forming a single design hypothesis:
checkout_completed may fire on render, not on payment. Read the tracking definition, not the label.The shape carries more meaning than the value:
A hypothesis is only useful when it forbids something. "Users are confused at step three" forbids nothing. "Users abandon at step three because the address form rejects valid non-UK postcodes" predicts a specific error rate in a specific segment, and dies cleanly if that rate is flat. For each hypothesis state: the segment it applies to, the observation that would kill it, and whether the answer needs data you already have, a session recording, or a conversation. Rank by how cheaply each can be killed, not by how likely you think it is.
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Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).
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Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).
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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).
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Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.
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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`.
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